Re: Future of Naiad

2013-08-14 Thread Jordi Bares
It's an strategic moment right now and I can only speculate but one thing is 
clear, the companies that own their own destiny and the product is their core 
business are safe bet. The rest... Lets see in 2 years.

Jb

> I guess I am trying to get my own roadmap sorted for the future as many of us 
> do from time to time, it seems it is an amazing time for a divergence and 
> abundance of technology but also somewhat confusing as to where some older 
> technology fits (or more precisely will fit) into the grander scheme.
> 
> Sorry for the long winded post, very much thinking out loud at this point  ; )
> 
> N
> From: softimage-boun...@listproc.autodesk.com 
> [softimage-boun...@listproc.autodesk.com] on behalf of Raffaele Fragapane 
> [raffsxsil...@googlemail.com]
> Sent: 15 August 2013 10:40
> To: softimage@listproc.autodesk.com
> Subject: Re: Future of Naiad
> 
> It might be worth figuring out what you want out of your choices.
> 
> If you want a mature solution with well integrated production tested solvers, 
> a rendering engine with inifnite licenses that is very highly tailored to 
> scale massively with those simulations, you won't beat Houdini, no matter 
> what rendering engine you tack on in another package.
> 
> Bifrost is an interesting departure from shoving things into the host and 
> obscuring them for Autodesk, and it relies on relatively fresh or refreshed 
> (but not untested or immature) libraries/frameworks, and it seems to be 
> wanting to attempt a certain degree of generically approaching some problems, 
> plus it's likely, when it will be out, to have some very good solvers.
> 
> You are betting on months to a year or more away though (assuming it will 
> even be available and viable in 2015 and patched in an eventual 2015.5). If 
> you can wait for that long, wait, but if you want things sooner than that 
> Houdini already has some great solvers, now has solid OpenVDB integration, 
> and it's impossible to beat Mantra's scaling economically, and hard to beat 
> it in other regards too.
> 
> You only need one license of Houdini to begin with, and whether Naiad will 
> blow it out of the water or not, it's unlikely to be a waste of money.
> 
> 
> On Thu, Aug 15, 2013 at 8:43 AM, Nick Angus  wrote:
>> Interesting, thanks Luc-Eric,  it certainly looks very tied in to Maya at 
>> this stage, although I am sure it is mostly a front end.  Much in the way 
>> Pixomondo integrated Naiad into Max, although deeper by the looks of all the 
>> adaptive stuff.  I imagine this level of integration would be a bit trickier 
>> in Soft due to the older school nature of the IO.
>> 
>>  
>> 
>> I must admit at this point I am pretty tempted to start looking into 
>> Houdini, even just for fluids it could be good value, particularly with 
>> Arnold integration.  I don’t want to bash on Maya any more than necessary, 
>> but if I am going to pick a partner for Soft to extend it into areas of 
>> simulation that it struggles in I don’t think I will we going down the Maya 
>> path…
>> 
>>  
>> 
>> N
>> 
>>  
>> 
>> From: softimage-boun...@listproc.autodesk.com 
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric 
>> Rousseau
>> Sent: Thursday, 15 August 2013 5:34 AM
>> 
>> 
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Future of Naiad
>>  
>> 
>> The siggraph user group meeting videos were posted.  The one with bifrost is 
>> called " Behind the curtain of RD"
>> 
>> http://area.autodesk.com/Anaheim2013
>> 
> 
> 
> 
> -- 
> Our users will know fear and cower before our software! Ship it! Ship it and 
> let them flee like the dogs they are!


unsubscribe

2013-08-14 Thread Christian Perry



RE: Future of Naiad

2013-08-14 Thread Nick Angus
Very well put as always Raf!

I just get the feeling for the simulation/assembly/final integration scenario I 
am sitting around waiting for things while many people have simply moved on...

A good example is probably found in some of the top Naiad users, who simply 
walked away and within weeks were posting test videos of equal quality from 
Houdini.  They are maybe not the best example of the broader population as they 
are already very technical minded individuals who are used to working in the 
'undocumented zone'.

I don't harbour any particular resentment to Autodesk over this matter, as 
Naiad was not a very well supported product and I think Marcus found himself 
swamped with admin and other tasks which probably kept him away from his core 
strengths.

I guess I do fear somewhat for Softs future as more of this tech gets pushed 
toward Maya, and even with Fabric Engine making the whole thing portable to my 
mind starts to pull the rug from under Soft.  Combine that with ageing IO and 
it really is not a pretty picture past the next year or so.

The fact that Soft makes no appearance in any of the R&D videos probably 
shouldn't be read into to much, but you would have to have your head buried 
pretty deeply to not let your mind wander onto the subject a little...
I don't intend to push this thread into another Autodesk bashing exercise so 
please anyone refrain from going down that well trodden path.

I guess I am trying to get my own roadmap sorted for the future as many of us 
do from time to time, it seems it is an amazing time for a divergence and 
abundance of technology but also somewhat confusing as to where some older 
technology fits (or more precisely will fit) into the grander scheme.

Sorry for the long winded post, very much thinking out loud at this point  ; )

N

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Raffaele Fragapane 
[raffsxsil...@googlemail.com]
Sent: 15 August 2013 10:40
To: softimage@listproc.autodesk.com
Subject: Re: Future of Naiad

It might be worth figuring out what you want out of your choices.

If you want a mature solution with well integrated production tested solvers, a 
rendering engine with inifnite licenses that is very highly tailored to scale 
massively with those simulations, you won't beat Houdini, no matter what 
rendering engine you tack on in another package.

Bifrost is an interesting departure from shoving things into the host and 
obscuring them for Autodesk, and it relies on relatively fresh or refreshed 
(but not untested or immature) libraries/frameworks, and it seems to be wanting 
to attempt a certain degree of generically approaching some problems, plus it's 
likely, when it will be out, to have some very good solvers.

You are betting on months to a year or more away though (assuming it will even 
be available and viable in 2015 and patched in an eventual 2015.5). If you can 
wait for that long, wait, but if you want things sooner than that Houdini 
already has some great solvers, now has solid OpenVDB integration, and it's 
impossible to beat Mantra's scaling economically, and hard to beat it in other 
regards too.

You only need one license of Houdini to begin with, and whether Naiad will blow 
it out of the water or not, it's unlikely to be a waste of money.


On Thu, Aug 15, 2013 at 8:43 AM, Nick Angus 
mailto:n...@altvfx.com>> wrote:
Interesting, thanks Luc-Eric,  it certainly looks very tied in to Maya at this 
stage, although I am sure it is mostly a front end.  Much in the way Pixomondo 
integrated Naiad into Max, although deeper by the looks of all the adaptive 
stuff.  I imagine this level of integration would be a bit trickier in Soft due 
to the older school nature of the IO.

I must admit at this point I am pretty tempted to start looking into Houdini, 
even just for fluids it could be good value, particularly with Arnold 
integration.  I don’t want to bash on Maya any more than necessary, but if I am 
going to pick a partner for Soft to extend it into areas of simulation that it 
struggles in I don’t think I will we going down the Maya path…

N

From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Luc-Eric Rousseau
Sent: Thursday, 15 August 2013 5:34 AM

To: softimage@listproc.autodesk.com
Subject: Re: Future of Naiad

The siggraph user group meeting videos were posted.  The one with bifrost is 
called " Behind the curtain of RD"
http://area.autodesk.com/Anaheim2013



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

Re: Future of Naiad

2013-08-14 Thread Raffaele Fragapane
It might be worth figuring out what you want out of your choices.

If you want a mature solution with well integrated production tested
solvers, a rendering engine with inifnite licenses that is very highly
tailored to scale massively with those simulations, you won't beat Houdini,
no matter what rendering engine you tack on in another package.

Bifrost is an interesting departure from shoving things into the host and
obscuring them for Autodesk, and it relies on relatively fresh or refreshed
(but not untested or immature) libraries/frameworks, and it seems to be
wanting to attempt a certain degree of generically approaching some
problems, plus it's likely, when it will be out, to have some very good
solvers.

You are betting on months to a year or more away though (assuming it will
even be available and viable in 2015 and patched in an eventual 2015.5). If
you can wait for that long, wait, but if you want things sooner than that
Houdini already has some great solvers, now has solid OpenVDB integration,
and it's impossible to beat Mantra's scaling economically, and hard to beat
it in other regards too.

You only need one license of Houdini to begin with, and whether Naiad will
blow it out of the water or not, it's unlikely to be a waste of money.


On Thu, Aug 15, 2013 at 8:43 AM, Nick Angus  wrote:

>  Interesting, thanks Luc-Eric,  it certainly looks very tied in to Maya
> at this stage, although I am sure it is mostly a front end.  Much in the
> way Pixomondo integrated Naiad into Max, although deeper by the looks of
> all the adaptive stuff.  I imagine this level of integration would be a bit
> trickier in Soft due to the older school nature of the IO.
>
> ** **
>
> I must admit at this point I am pretty tempted to start looking into
> Houdini, even just for fluids it could be good value, particularly with
> Arnold integration.  I don’t want to bash on Maya any more than necessary,
> but if I am going to pick a partner for Soft to extend it into areas of
> simulation that it struggles in I don’t think I will we going down the Maya
> path…
>
> ** **
>
> N
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric Rousseau
> *Sent:* Thursday, 15 August 2013 5:34 AM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Future of Naiad
>
> ** **
>
> The siggraph user group meeting videos were posted.  The one with bifrost
> is called " Behind the curtain of RD"
>
> http://area.autodesk.com/Anaheim2013
> 
>



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


Re: Flocking particles that stick to character topology

2013-08-14 Thread Matt Morris
Have a look at the node: re-interpret the locations to new geometry. I
think you'll need to sim on a static version of your character mesh and
reinterpret to an enveloped version of the mesh.


On 15 August 2013 00:40, Eric Lampi  wrote:

> I have a simulation where I am flocking particles with Emflock and pushing
> them back onto the emission geo. So they flow along the surface and
> interact, and it's exactly what I need. However, with an enveloped
> character however, the particles do not inherit any kind of velocity  and
> the slide over the surface as the geo moves. The closest thing I can think
> of to describe it is little groups of bugs crawling along the surface of a
> character...
>
> They need to flow, but the also need to deform along with and stick to the
> character. Particles are emitted all at once to fill the surface, and I
> have copied the points positions and generated new points in another
> un-simulated cloud, but now, what is the best way to keep them stuck to the
> body as it moves?
>
> I'm a bit of a nOOb with EMflock, and it seems like this is the sort of
> thing that it would be great at, I just don't think I have figured out what
> to use to make this happen.
>
> Thanks
>
> Eric
>
>
> Freelance 3D and VFX animator
>
> http://vimeopro.com/user7979713/3d-work
>



-- 
www.matinai.com


Flocking particles that stick to character topology

2013-08-14 Thread Eric Lampi
I have a simulation where I am flocking particles with Emflock and pushing
them back onto the emission geo. So they flow along the surface and
interact, and it's exactly what I need. However, with an enveloped
character however, the particles do not inherit any kind of velocity  and
the slide over the surface as the geo moves. The closest thing I can think
of to describe it is little groups of bugs crawling along the surface of a
character...

They need to flow, but the also need to deform along with and stick to the
character. Particles are emitted all at once to fill the surface, and I
have copied the points positions and generated new points in another
un-simulated cloud, but now, what is the best way to keep them stuck to the
body as it moves?

I'm a bit of a nOOb with EMflock, and it seems like this is the sort of
thing that it would be great at, I just don't think I have figured out what
to use to make this happen.

Thanks

Eric


Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


RE: Future of Naiad

2013-08-14 Thread Nick Angus
Interesting, thanks Luc-Eric,  it certainly looks very tied in to Maya at this 
stage, although I am sure it is mostly a front end.  Much in the way Pixomondo 
integrated Naiad into Max, although deeper by the looks of all the adaptive 
stuff.  I imagine this level of integration would be a bit trickier in Soft due 
to the older school nature of the IO.

I must admit at this point I am pretty tempted to start looking into Houdini, 
even just for fluids it could be good value, particularly with Arnold 
integration.  I don't want to bash on Maya any more than necessary, but if I am 
going to pick a partner for Soft to extend it into areas of simulation that it 
struggles in I don't think I will we going down the Maya path...

N

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Thursday, 15 August 2013 5:34 AM
To: softimage@listproc.autodesk.com
Subject: Re: Future of Naiad

The siggraph user group meeting videos were posted.  The one with bifrost is 
called " Behind the curtain of RD"
http://area.autodesk.com/Anaheim2013


RE: force triangles to quads

2013-08-14 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Reducing 100 triangles to quads is the removal of only 50 edges. That doesn't 
seem too painful to have complete control over how the quads are picked. If the 
triangles are very regular quadrangulate should work fine, but if they are 
irregular with extreme angles, I'd opt to do it by eye. Barring that have you 
tried Poly reduction with Quad preservation options? You can reduce on selected 
facets instead of the entire mesh.

--
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.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
Sent: Wednesday, August 14, 2013 3:00 PM
To: Softimage List
Subject: force triangles to quads

I have about 100 triangles left I'm trying to force into quads...nothing 
automatic with a bit more brute force than the built in quadrangulate is there? 
 Thinking I can do it pretty quickly by hand but was just curious.  Thanks.

Kris


Re: Future of Naiad

2013-08-14 Thread Luc-Eric Rousseau
The siggraph user group meeting videos were posted.  The one with bifrost
is called " Behind the curtain of RD"
http://area.autodesk.com/Anaheim2013


Re: force triangles to quads

2013-08-14 Thread Mirko Jankovic
quadrangulate works perfectly for me in most cases, and there is small part
to be adjusted manually.. but in most cases works just fine.


force triangles to quads

2013-08-14 Thread Kris Rivel
I have about 100 triangles left I'm trying to force into quads...nothing
automatic with a bit more brute force than the built in quadrangulate is
there?  Thinking I can do it pretty quickly by hand but was just curious.
 Thanks.

Kris


Re: OT: I need feedback on my work

2013-08-14 Thread Martin
Nice work!

If I could criticize something it would be the lighting or maybe contrast
in some pieces.
Some sculptures are just too dark and losing details because of that. A
little more work in the lights or post retouching contrast / levels could
make them look even better.

Another thing, some pics and/or layout are just too small. You have very
nice detailed pieces there, so I think you should sell more your character
details. In some pieces you have a few pics a little redundant showing
something very similar and/or similar angles when you could use that space
with some close up details.

The long shots are useful to show the character balance, general anatomy
knowledge, outline balance, lightning and composition sense, and makes me
think, well this guy know his job!, but the nice close up details are the
ones that blow my mind and makes me think this guy loves his job!

Although I don't think anyone really care about it, wireframes with
antialiasing would look better.

Cheers

M.Yara


On Thu, Aug 15, 2013 at 1:07 AM, Rares Halmagean wrote:

>  Nice work Szabolcs. Minimal click website layout with the primary
> categories on the front with images to grab the viewer as an effective
> portfolio should be (unlike mine). +1 on the sketches and and space between
> menu and images.
>
>
> On 8/14/2013 5:44 AM, Szabolcs Matefy wrote:
>
>  Hey folks, sorry for the offtopic stuff, but I need some feedback on my
> works…Here’s my portfolio:
>
> ** **
>
> http://szmatefy.wix.com/szabolcsmatefy
>
> ** **
>
> It’s done with Softimage and ZBrush, and Photoshop (so it’s semi OT :D )**
> **
>
> ** **
>
> Please let me know, what to improve (even the site, etc)
>
> ** **
>
> ** **
>
> Cheers
>
> ** **
>
> ** **
>
> Szabolcs
>
>
> --
> *Rares Halmagean
> ___
> *visual development and 3d character & content creation.
> *rarebrush.com* 
>


Vray between SoftImage and 3DS Max

2013-08-14 Thread Eric Lampi
Anyone use Vray between Max and Soft on the same job?

One of our shots is being animated and modeled in Soft, but lit and
rendered in Max using Vray. They are establishing the close-up look dev for
a few of the intro shots. We'll be using Soft and Vray for all of the other
shots, mostly particle/flocking. We would like to be able to copy the
shaders and lighting setups from Max if possible. So any tips/tricks that
you may have learned would be appreciated!

I've used Arnold, Redshift before and from what I've seen Vray operates
more or less the same they do in Soft so I am not too worried about it.
Anything that would save us time is valuable.

Thanks!
Eric

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


Re: Scripting help - write a script based on script editor operations

2013-08-14 Thread Nicolas Esposito
Thanks for the tip, the nice thing about SI is that there are many ways to
achieve the result, so I will experiment :)


2013/8/14 Raffaele Fragapane 

> That's because you are placing the expressions in the wrong place.
> Expose the ICE parameters you need, and put the expressions on those, job
> done.
>
> It's absolutely not complicated or overcomplicated, it's just done
> differently through all the same usual toolsets, it's just a matter of
> using the right parameters.
>
> Stop fixating on the local kine and work on your op and expose whatever
> you want control over and it'll be fine :)
>
>
>
> On Wed, Aug 14, 2013 at 11:03 AM, Nicolas Esposito <3dv...@gmail.com>wrote:
>
>> Sorry, I forgot to mention that I experimented quite a bit with the
>> "Multiply vector by matrix" and its working fine
>>
>> Still the main problem is that once I "constrained" the two objects I
>> can't set the modulation that I have by using the expressions (
>> kine.local*custom parameter )
>>
>> Basically its just multiply the animation of the null in order to get the
>> same movement, but with the ability of going less/further that amount
>>
>> Sounds really strange that doing it in ICE is that complicated or can't
>> be done...I tought it may be easy, since with a simple expression you can
>> achieve that result
>>
>>
>> 2013/8/14 Raffaele Fragapane 
>>
>>> ARGHHH, I keep sending stuff before I edit it this week.
>>>
>>> "The local kinematics of an object is nothing but a transform multiplied
>>> by its parent's transform."
>>> Should read:
>>> "The local kinematics of an object is nothing but a transform that will
>>> be multiplied by its parent's transform to create the object's global."
>>>
>>>
>>> On Wed, Aug 14, 2013 at 10:40 AM, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>>
 The local kinematics of an object is nothing but a transform multiplied
 by its parent's transform.
 So if you have a transform, and want it to be an object's local
 transform instead of its global, you take that transform, and multiply it
 by the parent's.

 IE: You want something to be offset from its parent by 1.0 in the Y all
 you need is
 vector(0.0, 1.0, 0.0) --> (pos)SRT 2 4x4 Matrix --> multiply <-- parent
 transform matrix

 What I'm saying is that you DO NOT need write access to the local kine
 of an object, writing to its global is perfectly fine, all you need to do
 is take into account its parent's transform and you can emulate local
 perfectly fine.

 The only "limitation" is that an ICE graph can't traverse the scene, so
 you can't have something in the graph saying "parent matrix" and that will
 be scene aware, you always need to explicitly pull in the object that is
 its parent to "configure" your graph so it's aligned to the scene. That
 part you need to script, but it's trivial to do so.

 No need to drop ICE for scripts, other than for that connection, if
 your only concern is the lack of write access to local, it's unnecessary
 anyway.


 On Wed, Aug 14, 2013 at 10:23 AM, Nicolas Esposito <3dv...@gmail.com>wrote:

> Ciao Raffaele,
>
>
> The main point is that with ICE I succesfully managed to constraint
> two nulls together ( one with the animation, the other one basically 
> follow
> the animated null ), but once I set the kine.global position I can see 
> that
> it will "jump" to the animated null position as expected, but I don't know
> how to do:
> - change the "follow null" position, means that I want this null to be
> in its original position, not to be in the exact same spot as the animated
> null
> - as for "kine.local multiplied by a custom parameter value" I can
> modulate the animation of a driven null as described above ( ModelB is
> linked to the nulls ), so I'm not able to set the "follow null"
> original position and then be able to insert a "Multiply by scalar" to
> modulate its max/min the animation as set using kine.local*custom 
> parameter
>
> I was thinking ( and tried ):
> - I used a third static null that will be in the exact same sport as
> the "follow null", use Get distance between and set the kine.global
> properly...but once I set the kine.global how can I add a multiplier for 
> X,
> Y and Z axes in order to modulate those values as I'm doing using the
> kine.local by expressions?
> - Probably there is smething that I'm doing wrong, but in the end of
> the ICE tree I always need to set the kine.global of my "follow null", so
> if in the tree below I try to set for example the X, Y and Z value ny
> multiply everything by a scalar I override the kine.global that I set
> before...
> - Used StaticKine, nothing has really changed
> - Set self.TMP values to store the original position by using a third
> null, it works, but I alway

Re: OT: I need feedback on my work

2013-08-14 Thread Rares Halmagean
Nice work Szabolcs. Minimal click website layout with the primary 
categories on the front with images to grab the viewer as an effective 
portfolio should be (unlike mine). +1 on the sketches and and space 
between menu and images.


On 8/14/2013 5:44 AM, Szabolcs Matefy wrote:


Hey folks, sorry for the offtopic stuff, but I need some feedback on 
my works...Here's my portfolio:


http://szmatefy.wix.com/szabolcsmatefy

It's done with Softimage and ZBrush, and Photoshop (so it's semi OT :D )

Please let me know, what to improve (even the site, etc)

Cheers

Szabolcs



--
*Rares Halmagean
___
*visual development and 3d character & content creation.
*rarebrush.com* 


Re: Dealing with CAD files format

2013-08-14 Thread Leoung O'Young

Thanks for the info.

On 8/14/2013 10:55 AM, Stephan Hempel wrote:

I don't know. As far as I know MoI imports only 3dm, iges, sat, step,
ai, eps, pdf and dxf.

No Parasolid files.

>From MoI I export obj. And with the export options you have good
control over the resulting mesh.

Stephan.
__
eisblau | produkt + prozessvisualisierung | animation + visual effects

Stephan Hempel
stephan.hem...@eisblaufx.net  Tel  +49.(0)3643.251186   Goetheplatz 9b
www.eisblau.deFunk +49.(0)179.1356295   99423 Weimar

am Mittwoch, 14. August 2013 um 16:36 schrieben Sie:

LOY> Stephan,

LOY> So Step files are better than Parasolids files?
LOY> Are you exporting obj from MoI to bring into XSI?

LOY> Thanks,
LOY> Leoung

LOY> On 8/14/2013 7:43 AM, Stephan Hempel wrote:

Hi would strongly recommend step-Files and convert them with MoI. So
you have full control over how the geometry gets meshed (MoI has quite
some options for tuning). And ask the client to keep the assembly
groups intact. So you have all building blocks properly named as
separate objects and don't have to deal with one single piece of
geometry. This way I had never any problems.
Try to stay away from IGES. I had always problems with missing
surfaces.
STL and WRML exports are already meshed. So it can be a bit of an
problem to clean the geometry.

Stephan.

am Dienstag, 13. August 2013 um 22:15 schriebst Du:


Hi guys,
Next week I shall receive a mecanical pieces generated with Solidworks.
Because I'm dealing with an agency, they might won't be able to send an
obj or fbx file.
They propose various formats :
Assemblage or Assembly (.asm)
Part (.prt)
Parasolid (.x_t)
Iges (.igs)
Step AP203 or AP214 (.stp)
IFC 2x3 (.ifc)
ACIS (.sat)
STL (.stl)
VRML (.wrl)
Universal3D (.u3d)
3Dxml (.3dxml)
Catia Graphics (.cgr)
So my question is, what format should I ask and what software would you
recomend  to open and save it in a classic polymesh format ? (preferably
free...)
I have an old Deep Exploration, I was thinking giving it a try. But if
someone has a cool winning format + software to advice...
Thank you !
Olivier










Re: Dealing with CAD files format

2013-08-14 Thread Stephan Hempel
I don't know. As far as I know MoI imports only 3dm, iges, sat, step,
ai, eps, pdf and dxf.

No Parasolid files.

>From MoI I export obj. And with the export options you have good
control over the resulting mesh.

Stephan.
__
eisblau | produkt + prozessvisualisierung | animation + visual effects

Stephan Hempel
stephan.hem...@eisblaufx.net  Tel  +49.(0)3643.251186   Goetheplatz 9b
www.eisblau.deFunk +49.(0)179.1356295   99423 Weimar

am Mittwoch, 14. August 2013 um 16:36 schrieben Sie:

LOY> Stephan,

LOY> So Step files are better than Parasolids files?
LOY> Are you exporting obj from MoI to bring into XSI?

LOY> Thanks,
LOY> Leoung

LOY> On 8/14/2013 7:43 AM, Stephan Hempel wrote:
>> Hi would strongly recommend step-Files and convert them with MoI. So
>> you have full control over how the geometry gets meshed (MoI has quite
>> some options for tuning). And ask the client to keep the assembly
>> groups intact. So you have all building blocks properly named as
>> separate objects and don't have to deal with one single piece of
>> geometry. This way I had never any problems.
>> Try to stay away from IGES. I had always problems with missing
>> surfaces.
>> STL and WRML exports are already meshed. So it can be a bit of an
>> problem to clean the geometry.
>>
>> Stephan.
>>
>> am Dienstag, 13. August 2013 um 22:15 schriebst Du:
>>
>>> Hi guys,
>>> Next week I shall receive a mecanical pieces generated with Solidworks.
>>> Because I'm dealing with an agency, they might won't be able to send an
>>> obj or fbx file.
>>> They propose various formats :
>>> Assemblage or Assembly (.asm)
>>> Part (.prt)
>>> Parasolid (.x_t)
>>> Iges (.igs)
>>> Step AP203 or AP214 (.stp)
>>> IFC 2x3 (.ifc)
>>> ACIS (.sat)
>>> STL (.stl)
>>> VRML (.wrl)
>>> Universal3D (.u3d)
>>> 3Dxml (.3dxml)
>>> Catia Graphics (.cgr)
>>> So my question is, what format should I ask and what software would you
>>> recomend  to open and save it in a classic polymesh format ? (preferably
>>> free...)
>>> I have an old Deep Exploration, I was thinking giving it a try. But if
>>> someone has a cool winning format + software to advice...
>>> Thank you !
>>> Olivier
>>
>>
>>



-- 
Mit freundlichen Grüssen
Stephan Hempel
mailto:hempli...@web.de





Re: Dealing with CAD files format

2013-08-14 Thread Leoung O'Young

Stephan,

So Step files are better than Parasolids files?
Are you exporting obj from MoI to bring into XSI?

Thanks,
Leoung

On 8/14/2013 7:43 AM, Stephan Hempel wrote:

Hi would strongly recommend step-Files and convert them with MoI. So
you have full control over how the geometry gets meshed (MoI has quite
some options for tuning). And ask the client to keep the assembly
groups intact. So you have all building blocks properly named as
separate objects and don't have to deal with one single piece of
geometry. This way I had never any problems.
Try to stay away from IGES. I had always problems with missing
surfaces.
STL and WRML exports are already meshed. So it can be a bit of an
problem to clean the geometry.

Stephan.

am Dienstag, 13. August 2013 um 22:15 schriebst Du:


Hi guys,
Next week I shall receive a mecanical pieces generated with Solidworks.
Because I'm dealing with an agency, they might won't be able to send an
obj or fbx file.
They propose various formats :
Assemblage or Assembly (.asm)
Part (.prt)
Parasolid (.x_t)
Iges (.igs)
Step AP203 or AP214 (.stp)
IFC 2x3 (.ifc)
ACIS (.sat)
STL (.stl)
VRML (.wrl)
Universal3D (.u3d)
3Dxml (.3dxml)
Catia Graphics (.cgr)
So my question is, what format should I ask and what software would you
recomend  to open and save it in a classic polymesh format ? (preferably
free...)
I have an old Deep Exploration, I was thinking giving it a try. But if
someone has a cool winning format + software to advice...
Thank you !
Olivier








Re: Pacific Rim - familiar names on the credits

2013-08-14 Thread Alan Fregtman
Thank you Morten! :) That movie was easily one of the coolest I've had the
pleasure of working on. (Guillermo is a rad client with a pretty clear
vision of what he's after. I wish more directors were like him.)

Like Vincent has said, the coordination between studios was impressive and
watching it all sync and its pieces come together was *far out*. It was an
epic team effort.

In case you didn't catch it a few weeks ago, I wrote a long'ish thread
about the work I was involved with:
https://groups.google.com/d/msg/xsi_list/irlFhq_7U-o/q4P2mvgpovYJ


*Fingers crossed* us familiar names get to do some work on the sequel! hehe



On Wed, Aug 14, 2013 at 6:22 AM, Vincent Fortin  wrote:

> Thanks Morten!
> Watching work being reviewed live between the different ILM pods and other
> studios is amazing. When you think about the amount of data that's squeezed
> across the world through an internet pipe to keep facilities in sync, it's
> so far out. Yet that's where we are today. The 3d technology is ready for
> this as well. As an FX artist being able to simulate decent looking
> explosions and destruction on a single computer overnight is a dream come
> true. I am extremely optimistic about the future, things are so much easier
> than 10 years ago. The rest is just team spirit and passion :-)
>
>
> On Wed, Aug 14, 2013 at 4:42 AM, Morten Bartholdy wrote:
>
>> **
>>
>>  I eventually got to see Pacific Rim yesterday and just want to mention
>> here it was great to see some familiar names on the credits.
>>
>>
>>I saw Florian Witzel, Vincent Fortin and Alan Fregtman on it - the
>> list was too long and moved too fast for me to catch them all so I have
>> probably missed others, but I want to say congrats with the credit and work
>> well done to you guys!
>>
>>
>>   Morten
>>
>>
>>
>>
>>
>


Re: MoCap studio in Northern Europe?

2013-08-14 Thread Morten Bartholdy
Thanks guys - this is very helpful!

MB




Den 14. august 2013 kl. 13:30 skrev Vincent Langer
:

> www.metricminds.com 
> frankfurt, Germany
> 
> 
> 2013/8/14 Morten Bartholdy < x...@colorshopvfx.dk
>  >
> > Hi all
> > 
> > I am looking for a MoCap Studio in or somewhere around the Denmark
> > neighborhood, ie. in Sweden or Germany. Does anyone here have som pointers
> > regarding this?
> > 
> > Thanks!
> > 
> > Morten
> > 
> 
> 
> 
> --
> Vincent Langer
> Leonberger Str. 38
> 71638 Ludwigsburg
> +49 176 965 177 61
> www.vincentlanger.com 


RE: OT: I need feedback on my work

2013-08-14 Thread Szabolcs Matefy
Thanks guys, I’ll remove the sketches, they really don’t add too much :D and 
thanks for the feedback, I really appreciate it!

Cheers

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann
Sent: Wednesday, August 14, 2013 3:39 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: I need feedback on my work

+1 on the sketches.
I can't draw that good myself, but compared to the other stuff it's a bit of a 
downer on the frontpage.
Personally I would move up the content part of the webpage a bit. There's so 
much unused vertical space between the menu and the content, that can be 
annoying on monitors with lower resolution. But maybe that's just me.
Other than that awesome work!

cheers,
Thomas

Cristobal Infante mailto:cgc...@gmail.com>> hat am 14. August 
2013 um 15:09 geschrieben:
Very good work, your high poly modeling stuff is amazing.

If I am very honest, I would put your sketch work on a secondary tab, and not 
in the front page.
Your modeling work is the primary thing that will get you work, the sketches 
are ok but your models are way better.

Best,
Cris

On 14 August 2013 13:09, Nuno Conceicao 
mailto:nunoalexconcei...@gmail.com>> wrote:
huh, what to improve? let me see...more contact details maybe...really dude, 
awesome work, well done!


On Wed, Aug 14, 2013 at 11:44 AM, Szabolcs Matefy 
mailto:szabol...@crytek.com>> wrote:
Hey folks, sorry for the offtopic stuff, but I need some feedback on my 
works…Here’s my portfolio:

http://szmatefy.wix.com/szabolcsmatefy

It’s done with Softimage and ZBrush, and Photoshop (so it’s semi OT :D )

Please let me know, what to improve (even the site, etc)


Cheers


Szabolcs




Re: OT: I need feedback on my work

2013-08-14 Thread Thomas Volkmann
+1 on the sketches.
I can't draw that good myself, but compared to the other stuff it's a bit of a
downer on the frontpage.
Personally I would move up the content part of the webpage a bit. There's so
much unused vertical space between the menu and the content, that can be
annoying on monitors with lower resolution. But maybe that's just me.
Other than that awesome work!

cheers,
Thomas


> Cristobal Infante  hat am 14. August 2013 um 15:09
> geschrieben:
> 
>  Very good work, your high poly modeling stuff is amazing.
> 
>  If I am very honest, I would put your sketch work on a secondary tab, and not
> in the front page.
>  Your modeling work is the primary thing that will get you work, the sketches
> are ok but your models are way better.
> 
>  Best,
>  Cris
> 
> 
>  On 14 August 2013 13:09, Nuno Conceicao   > wrote:
>> >huh, what to improve? let me see...more contact details
>> > maybe...really dude, awesome work, well done!
> > 
> > 
> > 
> >On Wed, Aug 14, 2013 at 11:44 AM, Szabolcs Matefy  >  > wrote:
> >  > > > 
> > >  Hey folks, sorry for the offtopic stuff, but I need some feedback on
> > > my works…Here’s my portfolio:
> > > 
> > >   
> > > 
> > > 
> > > 
> > >  It’s done with Softimage and ZBrush, and Photoshop (so it’s semi OT
> > > :D )
> > > 
> > > 
> > > 
> > >  Please let me know, what to improve (even the site, etc)
> > > 
> > > 
> > > 
> > > 
> > > 
> > >  Cheers
> > > 
> > > 
> > > 
> > > 
> > > 
> > >  Szabolcs
> > > 
> > >> >  > 



Re: OT: I need feedback on my work

2013-08-14 Thread Gerbrand Nel
Dude.. you make the rest of us look bad.. please delete your site from 
the interweb :)

Jokes aside: Love your work man!!
G
On 2013/08/14 12:44 PM, Szabolcs Matefy wrote:


Hey folks, sorry for the offtopic stuff, but I need some feedback on 
my works...Here's my portfolio:


http://szmatefy.wix.com/szabolcsmatefy

It's done with Softimage and ZBrush, and Photoshop (so it's semi OT :D )

Please let me know, what to improve (even the site, etc)

Cheers

Szabolcs





Re: When slightly smart people try to do really smart things.. and fail

2013-08-14 Thread Gerbrand Nel

Yes thanks Chris
Fabricio sent me a fixed scene
G
On 2013/08/14 12:09 PM, Chris Marshall wrote:

Did you get this sorted?



On 13 August 2013 14:57, Gerbrand Nel > wrote:


Hey Morten
The scene is set up to create an ice modelled plant.
The modelling part was removed from the scene to make it small
enough to post on here.
I can mail the full scene to you If you want it
G

On 2013/08/13 11:42 AM, Morten Bartholdy wrote:


Pretty cool stuff Fabricio.

Sorry for crashing the thread, but out of curiosity I took a look
at your scene, and here the trunk and branches does not render -
only the leaf cones. I am on 2013 SP2 - what do I need to do to
render the trunk and branches too?

MB


Den 12. august 2013 kl. 20:15 skrev Fabricio Chamon
 :

Hi Gerbrand,
I took a look at your scene (on SI2013).

My solution was to replace leaf emission from the main
pointcloud to a new pointcloud to keep things simple. Then
add points at strandpositions (filtering by the original
pointcloud last state_id - or strandtree iteration) and query
strand arrays to build a "root to tip" attribute on each
leaf. Finally do whatever you need with this new attribute,
like resize the particles with an fcurve and so on...
hope it helps.


2013/8/12 Gerbrand Nel < nagv...@gmail.com
 >

Cool, so you can check it out in 2013??
How do I get the leaves to go smaller towards the tip of
each emitting branch?
If it was a curve I could read the nearest U value and
rescale that, but this strand business complicates things.
The other thing I tried and failed at was to measure the
distance between each leaf and the tip of the strand, to
get a value to work with.
But things get lost in arrays of weird-shit from my point
of view.
I hate knowing enough to get into this kind of crap, but
not enough to get out!!!
G

On 2013/08/12 07:08 PM, Stephen Blair wrote:

I have 2013 SP1 too, so I can compare. It just
doesn't work in 2014 SP2. I unplugged everything but
Basic Tree, and in 2014 SP2, Emit Leaves doesn't add
any points to the point cloud.


On 12/08/2013 12:44 PM, Gerbrand Nel wrote:

Yeah probably
I'm still in good old 2013 sp1

G
On 2013/08/12 06:37 PM, Stephen Blair wrote:

In 2014 I see the same thing as Chris.
Probably some nodes were dropped on
load...maybe you were using an old version of
Build Array from Set?

On 12/08/2013 12:31 PM, Chris Marshall wrote:



On 12 August 2013 17:21, Gerbrand Nel <
nagv...@gmail.com
 > wrote:

Hey Chris, Thanks for looking
On my side I see a stand tree with
green cones where leaves will be
Are you at least seeing that?
G

On 2013/08/12 06:06 PM, Chris
Marshall wrote:

I'm not seeing much when I open
the scene? Or is that the problem?



On 12 August 2013 16:25, Gerbrand
Nel < nagv...@gmail.com
 > wrote:

So this is part of my
frustrating quest to get
smarter with ICE.
I would very much like to
create a mint bush
procedurally using ICE.
I started by first molesting
a lovely compound created by
Fabricio Chamon called strand
tree.
I think Fabricio knew noobs
like me would come along and
try this kind of shit,
because the compound
responded with a full 3 hours
of sodomy.

Re: OT: I need feedback on my work

2013-08-14 Thread Cristobal Infante
Very good work, your high poly modeling stuff is amazing.

If I am very honest, I would put your sketch work on a secondary tab, and
not in the front page.
Your modeling work is the primary thing that will get you work, the
sketches are ok but your models are way better.

Best,
Cris


On 14 August 2013 13:09, Nuno Conceicao  wrote:

> huh, what to improve? let me see...more contact details maybe...really
> dude, awesome work, well done!
>
>
>
> On Wed, Aug 14, 2013 at 11:44 AM, Szabolcs Matefy wrote:
>
>> Hey folks, sorry for the offtopic stuff, but I need some feedback on my
>> works…Here’s my portfolio:
>>
>> ** **
>>
>> http://szmatefy.wix.com/szabolcsmatefy
>>
>> ** **
>>
>> It’s done with Softimage and ZBrush, and Photoshop (so it’s semi OT :D )*
>> ***
>>
>> ** **
>>
>> Please let me know, what to improve (even the site, etc)
>>
>> ** **
>>
>> ** **
>>
>> Cheers
>>
>> ** **
>>
>> ** **
>>
>> Szabolcs
>>
>
>


Re: Latest work from Whiskytree -- Elysium

2013-08-14 Thread Eric Lampi
I saw this the other night in IMAX, excellent work!

Eric

Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


On Wed, Aug 14, 2013 at 2:46 AM, Vincent Fortin  wrote:

> Studios sharing the same directory structure... I like it :-)
> Great work guys! I can't wait to watch it on big screen.
>
>
>
>
> On Wed, Aug 14, 2013 at 12:58 AM, Chris Chia wrote:
>
>> Nice Work Whiskytree!
>> If you have a publicity video with Softimage involved, do let us know...
>> Need to show to A marketing ;)
>>
>>
>> On 14 Aug, 2013, at 5:12 AM, "Votch" > megavo...@gmail.com>> wrote:
>>
>> Now that Elysium is out I can mention the project publicly!
>>
>> Here is an article on some of the work we did for Elysium.
>>
>> http://library.creativecow.net/kaufman_debra/VFX_Elysium-Whiskytree/1
>>
>> When I was a kid I wanted to work in VFX so that I could build space
>> ships and work on SCI-FI films. Elysium is my first SCI-FI project and
>> personally it was totally worth the wait.
>>
>> Votch Levi
>> Whiskytree
>>
>
>


Re: OT: I need feedback on my work

2013-08-14 Thread Nuno Conceicao
huh, what to improve? let me see...more contact details maybe...really
dude, awesome work, well done!



On Wed, Aug 14, 2013 at 11:44 AM, Szabolcs Matefy wrote:

> Hey folks, sorry for the offtopic stuff, but I need some feedback on my
> works…Here’s my portfolio:
>
> ** **
>
> http://szmatefy.wix.com/szabolcsmatefy
>
> ** **
>
> It’s done with Softimage and ZBrush, and Photoshop (so it’s semi OT :D )**
> **
>
> ** **
>
> Please let me know, what to improve (even the site, etc)
>
> ** **
>
> ** **
>
> Cheers
>
> ** **
>
> ** **
>
> Szabolcs
>


Re: Dealing with CAD files format

2013-08-14 Thread Stephan Hempel
Hi would strongly recommend step-Files and convert them with MoI. So
you have full control over how the geometry gets meshed (MoI has quite
some options for tuning). And ask the client to keep the assembly
groups intact. So you have all building blocks properly named as
separate objects and don't have to deal with one single piece of
geometry. This way I had never any problems.
Try to stay away from IGES. I had always problems with missing
surfaces.
STL and WRML exports are already meshed. So it can be a bit of an
problem to clean the geometry.

Stephan.

am Dienstag, 13. August 2013 um 22:15 schriebst Du:

> Hi guys,

> Next week I shall receive a mecanical pieces generated with Solidworks.
> Because I'm dealing with an agency, they might won't be able to send an
> obj or fbx file.
> They propose various formats :
> Assemblage or Assembly (.asm)
> Part (.prt)
> Parasolid (.x_t)
> Iges (.igs)
> Step AP203 or AP214 (.stp)
> IFC 2x3 (.ifc)
> ACIS (.sat)
> STL (.stl)
> VRML (.wrl)
> Universal3D (.u3d)
> 3Dxml (.3dxml)
> Catia Graphics (.cgr)

> So my question is, what format should I ask and what software would you
> recomend  to open and save it in a classic polymesh format ? (preferably
> free...)

> I have an old Deep Exploration, I was thinking giving it a try. But if
> someone has a cool winning format + software to advice...

> Thank you !

> Olivier





Re: MoCap studio in Northern Europe?

2013-08-14 Thread Vincent Langer
www.metricminds.com

frankfurt, Germany


2013/8/14 Morten Bartholdy 

> **
>
> Hi all
>
>
>
> I am looking for a MoCap Studio in or somewhere around the Denmark
> neighborhood, ie. in Sweden or Germany. Does anyone here have som pointers
> regarding this?
>
>
>
> Thanks!
>
>
>
> Morten
>
>
>
>


-- 
Vincent Langer
Leonberger Str. 38
71638 Ludwigsburg
+49 176 965 177 61
www.vincentlanger.com


Re: MoCap studio in Northern Europe?

2013-08-14 Thread Rob Wuijster

There's Motek in A'dam: http://www.motekentertainment.com/


Rob

\/-\/\/

On 14-8-2013 13:17, Morten Bartholdy wrote:


Hi all

I am looking for a MoCap Studio in or somewhere around the Denmark 
neighborhood, ie. in Sweden or Germany. Does anyone here have som 
pointers regarding this?


Thanks!

Morten

No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2013.0.3392 / Virus Database: 3211/6575 - Release Date: 08/13/13





Re: MoCap studio in Northern Europe?

2013-08-14 Thread Mats Bertil Tegner

Morten Bartholdy skrev 2013-08-14 13:17:

Hi all

I am looking for a MoCap Studio in or somewhere around the Denmark
neighborhood, ie. in Sweden or Germany. Does anyone here have som
pointers regarding this?

Thanks!

Morten



Hi,
Might be a longshot, but Qualisys www.qualisys.com here in Gothenburg, 
Sweden makes motion capture equipment. Maybe they can give you some 
pointers.


Regards,
Mats Tegner



MoCap studio in Northern Europe?

2013-08-14 Thread Morten Bartholdy
Hi all

I am looking for a MoCap Studio in or somewhere around the Denmark
neighborhood, ie. in Sweden or Germany. Does anyone here have som pointers
regarding this?

Thanks!

Morten


Re: When slightly smart people try to do really smart things.. and fail

2013-08-14 Thread Morten Bartholdy
Hi Chris

Not yet, no. Thing is I can't really see why the strands don't render the
capsule shape - not terribly ICE savvy here.

MB


Den 14. august 2013 kl. 12:09 skrev Chris Marshall
:

> Did you get this sorted?
> 
> 
> 
> On 13 August 2013 14:57, Gerbrand Nel < nagv...@gmail.com
>  > wrote:
> > Hey Morten
> > The scene is set up to create an ice modelled plant.
> > The modelling part was removed from the scene to make it small enough to
> > post on here.
> > I can mail the full scene to you If you want it
> > G
> > 
> > On 2013/08/13 11:42 AM, Morten Bartholdy wrote:
> > > Pretty cool stuff Fabricio.
> > > 
> > > Sorry for crashing the thread, but out of curiosity I took a look at your
> > > scene, and here the trunk and branches does not render - only the leaf
> > > cones. I am on 2013 SP2 - what do I need to do to render the trunk and
> > > branches too?
> > > 
> > > MB
> > > 
> > > 
> > > 
> > > 
> > > Den 12. august 2013 kl. 20:15 skrev Fabricio Chamon 
> > >  :
> > > 
> > > > Hi Gerbrand,
> > > > 
> > > > I took a look at your scene (on SI2013).
> > > > 
> > > > My solution was to replace leaf emission from the main pointcloud to a
> > > > new
> > > > pointcloud to keep things simple. Then add points at strandpositions
> > > > (filtering by the original pointcloud last state_id - or strandtree
> > > > iteration) and query strand arrays to build a "root to tip" attribute on
> > > > each leaf. Finally do whatever you need with this new attribute, like
> > > > resize the particles with an fcurve and so on...
> > > > 
> > > > hope it helps.
> > > > 
> > > > 
> > > > 
> > > > 2013/8/12 Gerbrand Nel < nagv...@gmail.com  >
> > > > > Cool, so you can check it out in 2013??
> > > > > How do I get the leaves to go smaller towards the tip of each emitting
> > > > > branch?
> > > > > If it was a curve I could read the nearest U value and rescale that,
> > > > > but
> > > > > this strand business complicates things.
> > > > > The other thing I tried and failed at was to measure the distance
> > > > > between
> > > > > each leaf and the tip of the strand, to get a value to work with.
> > > > > But things get lost in arrays of weird-shit from my point of view.
> > > > > I hate knowing enough to get into this kind of crap, but not enough to
> > > > > get
> > > > > out!!!
> > > > > G
> > > > > 
> > > > > On 2013/08/12 07:08 PM, Stephen Blair wrote:
> > > > > > I have 2013 SP1 too, so I can compare. It just doesn't work in 2014
> > > > > > SP2. I
> > > > > > unplugged everything but Basic Tree, and in 2014 SP2, Emit Leaves
> > > > > > doesn't
> > > > > > add any points to the point cloud.
> > > > > > 
> > > > > > 
> > > > > > On 12/08/2013 12:44 PM, Gerbrand Nel wrote:
> > > > > > > Yeah probably
> > > > > > > I'm still in good old 2013 sp1
> > > > > > > 
> > > > > > > G
> > > > > > > On 2013/08/12 06:37 PM, Stephen Blair wrote:
> > > > > > > > In 2014 I see the same thing as Chris.
> > > > > > > > Probably some nodes were dropped on load...maybe you were using
> > > > > > > > an old
> > > > > > > > version of Build Array from Set?
> > > > > > > > 
> > > > > > > > On 12/08/2013 12:31 PM, Chris Marshall wrote:
> > > > > > > > > 
> > > > > > > > > 
> > > > > > > > > 
> > > > > > > > > On 12 August 2013 17:21, Gerbrand Nel < nagv...@gmail.com
> > > > > > > > >  > wrote:
> > > > > > > > > > Hey Chris, Thanks for looking
> > > > > > > > > > On my side I see a stand tree with green cones where leaves
> > > > > > > > > > will be
> > > > > > > > > > Are you at least seeing that?
> > > > > > > > > > G
> > > > > > > > > > 
> > > > > > > > > > On 2013/08/12 06:06 PM, Chris Marshall wrote:
> > > > > > > > > > > I'm not seeing much when I open the scene? Or is that the
> > > > > > > > > > > problem?
> > > > > > > > > > > 
> > > > > > > > > > > 
> > > > > > > > > > > 
> > > > > > > > > > > 
> > > > > > > > > > > On 12 August 2013 16:25, Gerbrand Nel < nagv...@gmail.com
> > > > > > > > > > >  > wrote:
> > > > > > > > > > > > quest to get smarter with ICE.
> > > > > > > > > > > > I would very much like to create a mint bush
> > > > > > > > > > > > procedurally using ICE.
> > > > > > > > > > > > I started by first molesting a lovely compound created
> > > > > > > > > > > > by Fabricio Chamon
> > > > > > > > > > > > called strand tree.
> > > > > > > > > > > > I think Fabricio knew noobs like me would come along and
> > > > > > > > > > > > try this kind of
> > > > > > > > > > > > shit, because the compound responded with a full 3 hours
> > > > > > > > > > > > of sodomy.
> > > > > > > > > > > > It is time to beg you guys for some help!!
> > > > > > > > > > > > The leaves is the main problem. I have got the rotation
> > > > > > > > > > > > and position right,
> > > > > > > > > > > > but I have no clue how to scale them so they are small
> > > > > > > > > > > > towards the tips of
> > > > > > > > > > > > ea

Betr.: Re: Dealing with CAD files format

2013-08-14 Thread Bart De Smet
In our experience - we handle PROE cad datas from our development department on
a daily basis - both the format and the settings at which the data gets exported
are equally important.

The trouble with converting CAD datas is that many CAD formats are more like
volumebased models, they dont have a "surface" as we know it in 3D meshes.

Converters will try to make up a surface ontop of the CAD data, but often this
results in a patchwork of disconnected polygon islands, with fluctuations in the
level of detail and an irratic polygon flow 

What gives us the most control is to export the datas from within PRO Engineer
as STL with fairly high settings, convert it to obj in Deep Exploration and then
reduce the unwanted detail in SI.










 

Persönlich haftende Gesellschafterin:
Brandstätter GmbH, Zirndorf
vertreten durch die Geschäftsführer
Horst Brandstätter, Steffen Höpfner, Andrea Schauer
Amtsgericht Fürth: HR B 766

Shareholder liable to unlimited extent:
Brandstaetter GmbH, Zirndorf
CEO: Horst Brandstaetter, Steffen Hoepfner, Andrea Schauer
Local Court Fuerth: HR B 766



OT: I need feedback on my work

2013-08-14 Thread Szabolcs Matefy
Hey folks, sorry for the offtopic stuff, but I need some feedback on my 
works...Here's my portfolio:

http://szmatefy.wix.com/szabolcsmatefy

It's done with Softimage and ZBrush, and Photoshop (so it's semi OT :D )

Please let me know, what to improve (even the site, etc)


Cheers


Szabolcs


Re: Pacific Rim - familiar names on the credits

2013-08-14 Thread Vincent Fortin
Thanks Morten!
Watching work being reviewed live between the different ILM pods and other
studios is amazing. When you think about the amount of data that's squeezed
across the world through an internet pipe to keep facilities in sync, it's
so far out. Yet that's where we are today. The 3d technology is ready for
this as well. As an FX artist being able to simulate decent looking
explosions and destruction on a single computer overnight is a dream come
true. I am extremely optimistic about the future, things are so much easier
than 10 years ago. The rest is just team spirit and passion :-)

On Wed, Aug 14, 2013 at 4:42 AM, Morten Bartholdy wrote:

> **
>
>  I eventually got to see Pacific Rim yesterday and just want to mention
> here it was great to see some familiar names on the credits.
>
>
>I saw Florian Witzel, Vincent Fortin and Alan Fregtman on it - the
> list was too long and moved too fast for me to catch them all so I have
> probably missed others, but I want to say congrats with the credit and work
> well done to you guys!
>
>
>   Morten
>
>
>
>
>


Re: When slightly smart people try to do really smart things.. and fail

2013-08-14 Thread Chris Marshall
Did you get this sorted?



On 13 August 2013 14:57, Gerbrand Nel  wrote:

>  Hey Morten
> The scene is set up to create an ice modelled plant.
> The modelling part was removed from the scene to make it small enough to
> post on here.
> I can mail the full scene to you If you want it
> G
>
> On 2013/08/13 11:42 AM, Morten Bartholdy wrote:
>
>  Pretty cool stuff Fabricio.
>
>
>
> Sorry for crashing the thread, but out of curiosity I took a look at your
> scene, and here the trunk and branches does not render - only the leaf
> cones. I am on 2013 SP2 - what do I need to do to render the trunk and
> branches too?
>
>
>
> MB
>
>
>
>
> Den 12. august 2013 kl. 20:15 skrev Fabricio Chamon 
> :
>
>
>   Hi Gerbrand,
>
> I took a look at your scene (on SI2013).
>
> My solution was to replace leaf emission from the main pointcloud to a new
> pointcloud to keep things simple. Then add points at strandpositions
> (filtering by the original pointcloud last state_id - or strandtree
> iteration) and query strand arrays to build a "root to tip" attribute on
> each leaf. Finally do whatever you need with this new attribute, like
> resize the particles with an fcurve and so on...
>
> hope it helps.
>
>
>
>  2013/8/12 Gerbrand Nel < nagv...@gmail.com >
>
>  Cool, so you can check it out in 2013??
> How do I get the leaves to go smaller towards the tip of each emitting
> branch?
> If it was a curve I could read the nearest U value and rescale that, but
> this strand business complicates things.
> The other thing I tried and failed at was to measure the distance between
> each leaf and the tip of the strand, to get a value to work with.
> But things get lost in arrays of weird-shit from my point of view.
> I hate knowing enough to get into this kind of crap, but not enough to get
> out!!!
> G
>
> On 2013/08/12 07:08 PM, Stephen Blair wrote:
>
>  I have 2013 SP1 too, so I can compare. It just doesn't work in 2014 SP2.
> I unplugged everything but Basic Tree, and in 2014 SP2, Emit Leaves doesn't
> add any points to the point cloud.
>
>
> On 12/08/2013 12:44 PM, Gerbrand Nel wrote:
>
>  Yeah probably
> I'm still in good old 2013 sp1
>
> G
> On 2013/08/12 06:37 PM, Stephen Blair wrote:
>
>  In 2014 I see the same thing as Chris.
> Probably some nodes were dropped on load...maybe you were using an old
> version of Build Array from Set?
>
> On 12/08/2013 12:31 PM, Chris Marshall wrote:
>
>
>
>
>  On 12 August 2013 17:21, Gerbrand Nel < nagv...@gmail.com > wrote:
>
>  Hey Chris, Thanks for looking
> On my side I see a stand tree with green cones where leaves will be
> Are you at least seeing that?
> G
>
> On 2013/08/12 06:06 PM, Chris Marshall wrote:
>
>  I'm not seeing much when I open the scene? Or is that the problem?
>
>
>
>
>  On 12 August 2013 16:25, Gerbrand Nel < nagv...@gmail.com > wrote:
>
> So this is part of my frustrating quest to get smarter with ICE.
> I would very much like to create a mint bush procedurally using ICE.
> I started by first molesting a lovely compound created by Fabricio Chamon
> called strand tree.
> I think Fabricio knew noobs like me would come along and try this kind of
> shit, because the compound responded with a full 3 hours of sodomy.
> It is time to beg you guys for some help!!
> The leaves is the main problem. I have got the rotation and position
> right, but I have no clue how to scale them so they are small towards the
> tips of each stem.
> Could someone please have a look at this scene. I'm sure it's just a
> simple array thing, but my mind has problems with arrays.
> Thanks guys
> G
>
>
>
>
> --
>   Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
>  www.mintmotion.co.uk
>
>
>
>
>
> --
>   Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
>  www.mintmotion.co.uk
>
>
>
>
>
>
>


-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: When slightly smart people try to do really smart things.. and fail

2013-08-14 Thread Morten Bartholdy
Hey Gerbrand

That would be really cool. I have not really had a chance to explore the
ICE based plant generation compounds, but have an upcoming project where I
need to dig into it, so it would be great if you would share.

Thanks!

Morten




Den 13. august 2013 kl. 15:57 skrev Gerbrand Nel :

> Hey Morten
> The scene is set up to create an ice modelled plant.
> The modelling part was removed from the scene to make it small enough to
> post on here.
> I can mail the full scene to you If you want it
> G
> On 2013/08/13 11:42 AM, Morten Bartholdy wrote:
> > Pretty cool stuff Fabricio.
> > 
> > Sorry for crashing the thread, but out of curiosity I took a look at your
> > scene, and here the trunk and branches does not render - only the leaf
> > cones. I am on 2013 SP2 - what do I need to do to render the trunk and
> > branches too?
> > 
> > MB
> > 
> > 
> > 
> > 
> > Den 12. august 2013 kl. 20:15 skrev Fabricio Chamon 
> >  :
> > 
> > > Hi Gerbrand,
> > > 
> > > I took a look at your scene (on SI2013).
> > > 
> > > My solution was to replace leaf emission from the main pointcloud to a new
> > > pointcloud to keep things simple. Then add points at strandpositions
> > > (filtering by the original pointcloud last state_id - or strandtree
> > > iteration) and query strand arrays to build a "root to tip" attribute on
> > > each leaf. Finally do whatever you need with this new attribute, like
> > > resize the particles with an fcurve and so on...
> > > 
> > > hope it helps.
> > > 
> > > 
> > > 
> > > 2013/8/12 Gerbrand Nel < nagv...@gmail.com  >
> > > > Cool, so you can check it out in 2013??
> > > > How do I get the leaves to go smaller towards the tip of each emitting
> > > > branch?
> > > > If it was a curve I could read the nearest U value and rescale that, but
> > > > this strand business complicates things.
> > > > The other thing I tried and failed at was to measure the distance
> > > > between
> > > > each leaf and the tip of the strand, to get a value to work with.
> > > > But things get lost in arrays of weird-shit from my point of view.
> > > > I hate knowing enough to get into this kind of crap, but not enough to
> > > > get
> > > > out!!!
> > > > G
> > > > 
> > > > On 2013/08/12 07:08 PM, Stephen Blair wrote:
> > > > > I have 2013 SP1 too, so I can compare. It just doesn't work in 2014
> > > > > SP2. I
> > > > > unplugged everything but Basic Tree, and in 2014 SP2, Emit Leaves
> > > > > doesn't
> > > > > add any points to the point cloud.
> > > > > 
> > > > > 
> > > > > On 12/08/2013 12:44 PM, Gerbrand Nel wrote:
> > > > > > Yeah probably
> > > > > > I'm still in good old 2013 sp1
> > > > > > 
> > > > > > G
> > > > > > On 2013/08/12 06:37 PM, Stephen Blair wrote:
> > > > > > > In 2014 I see the same thing as Chris.
> > > > > > > Probably some nodes were dropped on load...maybe you were using an
> > > > > > > old
> > > > > > > version of Build Array from Set?
> > > > > > > 
> > > > > > > On 12/08/2013 12:31 PM, Chris Marshall wrote:
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > > > On 12 August 2013 17:21, Gerbrand Nel < nagv...@gmail.com
> > > > > > > >  > wrote:
> > > > > > > > > Hey Chris, Thanks for looking
> > > > > > > > > On my side I see a stand tree with green cones where leaves
> > > > > > > > > will be
> > > > > > > > > Are you at least seeing that?
> > > > > > > > > G
> > > > > > > > > 
> > > > > > > > > On 2013/08/12 06:06 PM, Chris Marshall wrote:
> > > > > > > > > > I'm not seeing much when I open the scene? Or is that the
> > > > > > > > > > problem?
> > > > > > > > > > 
> > > > > > > > > > 
> > > > > > > > > > 
> > > > > > > > > > 
> > > > > > > > > > On 12 August 2013 16:25, Gerbrand Nel < nagv...@gmail.com
> > > > > > > > > >  > wrote:
> > > > > > > > > > > quest to get smarter with ICE.
> > > > > > > > > > > I would very much like to create a mint bush procedurally
> > > > > > > > > > > using ICE.
> > > > > > > > > > > I started by first molesting a lovely compound created by
> > > > > > > > > > > Fabricio Chamon
> > > > > > > > > > > called strand tree.
> > > > > > > > > > > I think Fabricio knew noobs like me would come along and
> > > > > > > > > > > try this kind of
> > > > > > > > > > > shit, because the compound responded with a full 3 hours
> > > > > > > > > > > of sodomy.
> > > > > > > > > > > It is time to beg you guys for some help!!
> > > > > > > > > > > The leaves is the main problem. I have got the rotation
> > > > > > > > > > > and position right,
> > > > > > > > > > > but I have no clue how to scale them so they are small
> > > > > > > > > > > towards the tips of
> > > > > > > > > > > each stem.
> > > > > > > > > > > Could someone please have a look at this scene. I'm sure
> > > > > > > > > > > it's just a simple
> > > > > > > > > > > array thing, but my mind has problems with arrays.
> > > > > > > > > > > Thanks guys
> > > > > > > > > > > G
> > >

Pacific Rim - familiar names on the credits

2013-08-14 Thread Morten Bartholdy
I eventually got to see Pacific Rim yesterday and just want to mention here
it was great to see some familiar names on the credits.

I saw Florian Witzel, Vincent Fortin and Alan Fregtman on it - the list was
too long and moved too fast for me to catch them all so I have probably
missed others, but I want to say congrats with the credit and work well
done to you guys!

Morten