Re: emPolygonizer4 v.4.250
How does the two plugins compare speed and memory wise when it comes to meshing a heavy fluid? /Jens On Tue, Dec 3, 2013 at 1:05 PM, Thomas Volkmann li...@thomasvolkmann.comwrote: Thanks Eric, so I was on the right track about it. Looking forward to the new video! Und einen schönen Gruss an Tim. cheers, Thomas Eric Mootz e...@mootzoid.com hat am 3. Dezember 2013 um 12:24 geschrieben: Hey Thomas, Yes, that is more or less correct, but only if we talk about polygonizing stuff, in which case both plugins serve the same purpose with emPolygonizer4 being the artist-version and emTopolizer2 the TD-version. But it must be noted that emTopolizer2 can do so much more than just polygonize stuff! Luckily Tim Borgmann extensively played around with emTopolizer2 the last days and he made a short video containing some of his tests. He showed me a preview of the video and it looks absolutely great and I believe it demonstrates quite well what one can do with emTopolizer2 besides polygonizing. I'll post a link as soon as the video is online. Stay tuned! Cheers! Eric -- Jens Lindgren -- Lead Technical Director Magoo 3D Studios http://www.magoo3dstudios.com/
Re: emPolygonizer4 v.4.250
The memory consumption of emPolygonizer4 can grow quite fast. The more input particles and the higher the level of detail the more memory it will consume. emTopolizer2 however meshes things bit by bit which results in neglectable memory consumption no matter how your level of detail might look. So with heavy setups emPolygonizer4 can easily go up to 10 Gig and more of RAM whereas emTopolizer2 will only use a couple of hundred megabytes. Speed wise it depends a little on how the input looks like (amount of particles, spacial distribution, ..), but on average emTopolizer2 is at least twice as fast. In most cases it will be even 2-10 times faster. But in my opinion the speed is not as important as the memory consumption. Fact is that with emPolygonizer4 you will eventually have memory problems and with emTopolizer2 you won't. Here a concrete example that I just tested. Note the memory consumption. Hardware: Sony Vaio Laptop, Intel i7m, 8 Gig Ram. OS: Windows 7 64 bit. Software: SI 2012 SAP A.) The input was a small liquid simulation with roughly 2000 particles. The level of detail was set to 50, which resulted in a mesh with about 2.4 million polygons. emPolygonizer4: time: 30 seconds. max. RAM: 2.6 Gig. emTopolizer2: time: 10 seconds. max. RAM: about 0.15 gig. B.) Same input, but this time with liquid filaments enabled which results in roughly 27 particles. The level of detail was set to 50, which resulted in a mesh with about 1.5 million polygons. emPolygonizer4: time: 55 seconds. max. RAM: 2.7 Gig. emTopolizer2: time: 26 seconds. max. RAM: about 0.2 gig.
Re: emPolygonizer4 v.4.250
PS: emPolygonizer4 works well for most setups! It is just that it has its limits when working with very heavy inputs and extreme level of details.
Re: emPolygonizer4 v.4.250
Very neat stuff Eric! Do you have any plans to support OpenVDB with Polygonizer in the future? On 5 December 2013 13:56, Eric Mootz e...@mootzoid.com wrote: PS: emPolygonizer4 works well for most setups! It is just that it has its limits when working with very heavy inputs and extreme level of details. -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Pursimiehenkatu 29-31 b 2krs. 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: emPolygonizer4 v.4.250
Ah thats cool news - can`t wait for emfluid 5! I was interested because OpenVDB does very fast meshing of pointclouds to levelsets ect. http://www.openvdb.org/about/ Check the conversion tools. On 5 December 2013 14:03, Eric Mootz e...@mootzoid.com wrote: I already support OpenVDB in my (not yet released) plugin emFluid5, so it could be easily added to emPoylgonizer4 as well. But in what way would you like to see OpenVDB supported in emPolygonizer4? I am asking because OpenVDB is for voxel data. -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Pursimiehenkatu 29-31 b 2krs. 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: emPolygonizer4 v.4.250
Hasn't Steven already done this? On Thu, Dec 5, 2013 at 2:11 PM, Juhani Karlsson juhani.karls...@talvi.comwrote: Ah thats cool news - can`t wait for emfluid 5! I was interested because OpenVDB does very fast meshing of pointclouds to levelsets ect. http://www.openvdb.org/about/ Check the conversion tools. On 5 December 2013 14:03, Eric Mootz e...@mootzoid.com wrote: I already support OpenVDB in my (not yet released) plugin emFluid5, so it could be easily added to emPoylgonizer4 as well. But in what way would you like to see OpenVDB supported in emPolygonizer4? I am asking because OpenVDB is for voxel data. -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Pursimiehenkatu 29-31 b 2krs. 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: Subframe caching with Cache on File Node.
OK, I win the dunce award. My Cache on File node was outside Simulation in my stack... Duh! Sorry for the noise... DAN On Thu, Dec 5, 2013 at 3:04 PM, Dan Yargici danyarg...@gmail.com wrote: Possible? It's not working for me... DAN
Re: tangent/binormal space computation
Is a cross product between the normal and tangent vectors not giving you the bi-normal vector? On Wed, Dec 4, 2013 at 6:50 PM, Matt Lind ml...@carbinestudios.com wrote: Those calculations are for converting the normal in the normal map between color and euler space. The normal stored in the normal map needs a basis (ie: transform matrix) to act as a frame of reference so the renderer knows how to orient the normals in the map to the topology . That basis is derived from information in the Texture UV space, geometry normal, and Tangents and BiNormals vertex color properties. I need the algorithms for the computation of the basis, and I need to know how ultimapper compensates for the case when the binormals are not present. For example, does ultimapper assume the basis will always be orthogonal and do a cross product of the tangent and geometry normal to generate the binormal? Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *francisco criado *Sent:* Wednesday, December 04, 2013 3:36 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: tangent/binormal space computation Hi Matt, will this help? http://softimage.wiki.softimage.com/xsidocs/tangents_binormals_SettingtheDataTypeforTangentsandBinormals.htm#Rga95703 Francisco. 2013/12/4 Matt Lind ml...@carbinestudios.com I need to write a variant of ultimapper to support our proprietary workflows, but our content (tangent space normal maps) currently uses the softimage standard. I need to know the algorithms Softimage uses so I can make an accurate conversion to our proprietary standards. Specifically, I need to know: - how the vectors are computed in the Tangents and BiNormal vertex color properties - how Ultimapper does a tangent space normal transfer when only a Tangents vertex color property exists on the hi res mesh. (eg; what assumptions does it make / what calculations does it do to compensate for lack of binormals?) Matt
Re: tangent/binormal space computation
Oops, should had read your last sentence, moving on. On Thu, Dec 5, 2013 at 8:21 AM, Daniel Brassard dbrassar...@gmail.comwrote: Is a cross product between the normal and tangent vectors not giving you the bi-normal vector? On Wed, Dec 4, 2013 at 6:50 PM, Matt Lind ml...@carbinestudios.comwrote: Those calculations are for converting the normal in the normal map between color and euler space. The normal stored in the normal map needs a basis (ie: transform matrix) to act as a frame of reference so the renderer knows how to orient the normals in the map to the topology . That basis is derived from information in the Texture UV space, geometry normal, and Tangents and BiNormals vertex color properties. I need the algorithms for the computation of the basis, and I need to know how ultimapper compensates for the case when the binormals are not present. For example, does ultimapper assume the basis will always be orthogonal and do a cross product of the tangent and geometry normal to generate the binormal? Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *francisco criado *Sent:* Wednesday, December 04, 2013 3:36 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: tangent/binormal space computation Hi Matt, will this help? http://softimage.wiki.softimage.com/xsidocs/tangents_binormals_SettingtheDataTypeforTangentsandBinormals.htm#Rga95703 Francisco. 2013/12/4 Matt Lind ml...@carbinestudios.com I need to write a variant of ultimapper to support our proprietary workflows, but our content (tangent space normal maps) currently uses the softimage standard. I need to know the algorithms Softimage uses so I can make an accurate conversion to our proprietary standards. Specifically, I need to know: - how the vectors are computed in the Tangents and BiNormal vertex color properties - how Ultimapper does a tangent space normal transfer when only a Tangents vertex color property exists on the hi res mesh. (eg; what assumptions does it make / what calculations does it do to compensate for lack of binormals?) Matt
Tim Borgmann's emTopolizer2 Experiments
Hey gang, Tim Borgmann just released a short video on Vimeo with some of his latest tests and experiments with emTopolizer2. It is, in my opinion, a great collection of examples of how emTopolizer2's new feature (the conversion of particles and strands into polygon meshes) can help to create lovely effects. Thanks so much for this, Tim! Check out the video here: http://vimeo.com/80829002 Cheers, Eric
Re: Tim Borgmann's emTopolizer2 Experiments
W o w. So freakin' cool. Meanwhile, if anyone hasn't seen his reel, it's really fun to watch... Great work Tim! https://vimeo.com/57005606 Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Dec 5, 2013 at 9:23 AM, Eric Mootz e...@mootzoid.com wrote: Hey gang, Tim Borgmann just released a short video on Vimeo with some of his latest tests and experiments with emTopolizer2. It is, in my opinion, a great collection of examples of how emTopolizer2's new feature (the conversion of particles and strands into polygon meshes) can help to create lovely effects. Thanks so much for this, Tim! Check out the video here: http://vimeo.com/80829002 Cheers, Eric
Re: Tim Borgmann's emTopolizer2 Experiments
VIOLENTLY BEAUTIFUL Olivier wins for the most accurately creative description... Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Dec 5, 2013 at 9:48 AM, olivier jeannel olivier.jean...@noos.frwrote: This is VIOLENTLY BEAUTIFUL ! Le 05/12/2013 15:23, Eric Mootz a écrit : Hey gang, Tim Borgmann just released a short video on Vimeo with some of his latest tests and experiments with emTopolizer2. It is, in my opinion, a great collection of examples of how emTopolizer2's new feature (the conversion of particles and strands into polygon meshes) can help to create lovely effects. Thanks so much for this, Tim! Check out the video here: http://vimeo.com/80829002 Cheers, Eric
Re: Tim Borgmann's emTopolizer2 Experiments
Does Topolizer Instancer (don't know if the name is correct) handle Instance animation ? (because Exocortex's Momentum Instancer doesn't) Le 05/12/2013 15:48, Eric Thivierge a écrit : Just to get another Eric into this thread, that's amazing work and awesome tool update! On Thursday, December 05, 2013 9:46:44 AM, Eric Lampi wrote: W o w. So freakin' cool. Meanwhile, if anyone hasn't seen his reel, it's really fun to watch... Great work Tim! https://vimeo.com/57005606 Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Thu, Dec 5, 2013 at 9:23 AM, Eric Mootz e...@mootzoid.com mailto:e...@mootzoid.com wrote: __ Hey gang, Tim Borgmann just released a short video on Vimeo with some of his latest tests and experiments with emTopolizer2. It is, in my opinion, a great collection of examples of how emTopolizer2's new feature (the conversion of particles and strands into polygon meshes) can help to create lovely effects. Thanks so much for this, Tim! Check out the video here: http://vimeo.com/80829002 Cheers, Eric
Re: Tim Borgmann's emTopolizer2 Experiments
Does Topolizer Instancer (don't know if the name is correct) handle Instance animation ? (because Exocortex's Momentum Instancer doesn't) ahem... not yet. The reason is not that it is difficult, I was simply to lazy. Would that be sort of a killer feature if it could handle instance animation? If so I might just implement it over the weekend. Let me know.
Re: Tim Borgmann's emTopolizer2 Experiments
Honestly, I gave up on some cool effect because it wasn't implemented (Though I was told by Helge that Alalmbic cache could handle it (it was prior to alambic pluggin release) ) But I don't have alambic anyway... So yes, would be tremendously super ! Your Weekend is officialy booked ! tell that to your gilfriend ;) Le 05/12/2013 16:01, Eric Mootz a écrit : Does Topolizer Instancer (don't know if the name is correct) handle Instance animation ? (because Exocortex's Momentum Instancer doesn't) ahem... not yet. The reason is not that it is difficult, I was simply to lazy. Would that be sort of a killer feature if it could handle instance animation? If so I might just implement it over the weekend. Let me know.
Re: Tim Borgmann's emTopolizer2 Experiments
Roger that, Olivier! I'll post here again when it is implemented.
Cage deformer acting up
It has been a while since I needed Cage deformers and I am running in to a weird problem with it today. I have frozen geometry with frozen translation, pick the cage deformer which is also frozen and translation zeroed, but when I apply the Cade deformer the deformed object pops to a very deformed state. I can see absolutely nothing that should produce this deformation offset. The deformed geometry has been imported from Maya, but I have deleted user normals, reoriented it and frozen everything before applying the cage deformer. Does someone here have any suggestions on what to look for and how to fix it? Thanks! Morten
RE: Cage deformer acting up
Try exporting/importing it as obj, maybe something on it needs resetting. Check the normals on import maybe some things whacky there. -manny From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy Sent: Thursday, December 05, 2013 10:29 AM To: softimage@listproc.autodesk.com Subject: Cage deformer acting up It has been a while since I needed Cage deformers and I am running in to a weird problem with it today. I have frozen geometry with frozen translation, pick the cage deformer which is also frozen and translation zeroed, but when I apply the Cade deformer the deformed object pops to a very deformed state. I can see absolutely nothing that should produce this deformation offset. The deformed geometry has been imported from Maya, but I have deleted user normals, reoriented it and frozen everything before applying the cage deformer. Does someone here have any suggestions on what to look for and how to fix it? Thanks! Morten attachment: winmail.dat
Caching Strands?
What attributes do I need to include in my Cache_on_file node to include strands and strand color? -- Signature *Tim Crowson */Lead CG Artist/ *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com /Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents./
RE: Cage deformer acting up
Hi Manny I just did - exported the character and the deformer as obj, reimport and apply cage deform. Same weird deformation. Tried with a simple shaped deformer (a torus) which worked fine, and I noticed something interesting: when I applied the torus as cage deformer the deformed mesh had multicolored weight points and deformed uniformly as expected. When I apply the detailed cage deformer (its a bird with wings) all ppoints on the deformed mesh gets only one weight color and goes wacky shaped. Then I tried applying the cage deformer to a factory Lizard to check the deformed geo - same weird deformation. So I figured the deformer is dirty somehow and rebuildt it. Started with a simple shape, a crosslike object, the cage deformation worked fine when testing. After detailed modeling to fit the deformer to the shape of the bird, the deformed object (the bird) goes wacky after applying the cage deformer, out in a different way - skewed sideways, and weight colors are again the same. Something is definately funky here - 2013 SP1. - Morten Den 5. december 2013 kl. 17:10 skrev Manny Papamanos manny.papama...@autodesk.com: Try exporting/importing it as obj, maybe something on it needs resetting. Check the normals on import maybe some things whacky there. -manny From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy Sent: Thursday, December 05, 2013 10:29 AM To: softimage@listproc.autodesk.com Subject: Cage deformer acting up It has been a while since I needed Cage deformers and I am running in to a weird problem with it today. I have frozen geometry with frozen translation, pick the cage deformer which is also frozen and translation zeroed, but when I apply the Cade deformer the deformed object pops to a very deformed state. I can see absolutely nothing that should produce this deformation offset. The deformed geometry has been imported from Maya, but I have deleted user normals, reoriented it and frozen everything before applying the cage deformer. Does someone here have any suggestions on what to look for and how to fix it? Thanks! Morten
Re: Tim Borgmann's emTopolizer2 Experiments
Lol ! No seriously, you should go out, breath into nature, do normal stuff on the weekend... Le 05/12/2013 16:23, Eric Mootz a écrit : Roger that, Olivier! I'll post here again when it is implemented.
xsibatch 2014 crashes on CentOS 6.5
Hi, I am currently trying to render a simple scene using Softimage 2014 SP2 on Cent OS 6.5. However, when I launched the render using xsibatch, it crashes. $ tcsh $ source /usr/Softimage/Softimage_2014_SP2/.xsi_2014_SP2 $ xsibatch -render ~/Colosse/Scenes/Test_rendu.scn === Autodesk Softimage 12.1.94.0 === Abort (core dumped) I get the same error with 2014 SP1. I have succesfully rendered the scene using Softimage 2013 SP1. Is there a way to increase the verbosity of xsibatch log in order to find what is the problem? Thanks, Félix-Antoine
Re: xsibatch 2014 crashes on CentOS 6.5
It appears to be crashing before you even get a license, or before it ever gets a chance to print out the licensing info. The only verbosity level you can change is that of the renderer. On Thu, Dec 5, 2013 at 11:44 AM, Félix-Antoine Fortin felix-antoine.for...@calculquebec.ca wrote: Hi, I am currently trying to render a simple scene using Softimage 2014 SP2 on Cent OS 6.5. However, when I launched the render using xsibatch, it crashes. $ tcsh $ source /usr/Softimage/Softimage_2014_SP2/.xsi_2014_SP2 $ xsibatch -render ~/Colosse/Scenes/Test_rendu.scn === Autodesk Softimage 12.1.94.0 === Abort (core dumped) I get the same error with 2014 SP1. I have succesfully rendered the scene using Softimage 2013 SP1. Is there a way to increase the verbosity of xsibatch log in order to find what is the problem? Thanks, Félix-Antoine
Re: Tim Borgmann's emTopolizer2 Experiments
Wow... if only other software companies had the flexibility of doing this... :-) On 05/12/2013 11:20 AM, olivier jeannel wrote: Lol ! No seriously, you should go out, breath into nature, do normal stuff on the weekend... Le 05/12/2013 16:23, Eric Mootz a écrit : Roger that, Olivier! I'll post here again when it is implemented. --
Re: Subframe caching with Cache on File Node.
:). For the record, the simulation region is like a little for loop space of every operators in it (based on the number of sub-frames) and keep the previous evaluation state in cache. Cheers, Guillaume On Thu, Dec 5, 2013 at 8:17 AM, Dan Yargici danyarg...@gmail.com wrote: OK, I win the dunce award. My Cache on File node was outside Simulation in my stack... Duh! Sorry for the noise... DAN On Thu, Dec 5, 2013 at 3:04 PM, Dan Yargici danyarg...@gmail.com wrote: Possible? It's not working for me... DAN
Re: Tim Borgmann's emTopolizer2 Experiments
Hey, thanks everyone for the kind comments. It was just a fun to play with Erics addons. Cheers Tim
Re: xsibatch 2014 crashes on CentOS 6.5
If I set the FLEXLM_DIAGNOSTICS variable to 3, I get this: Checkout succeeded: 86090SFTIMSIB_2014_0F/1A2C 231B C430 A5C2 So it seems to crash after getting a license, but before printing the license info… Le 2013-12-05 à 11:55, Stephen Blair stephenrbl...@gmail.com a écrit : It appears to be crashing before you even get a license, or before it ever gets a chance to print out the licensing info. The only verbosity level you can change is that of the renderer. On Thu, Dec 5, 2013 at 11:44 AM, Félix-Antoine Fortin felix-antoine.for...@calculquebec.ca wrote: Hi, I am currently trying to render a simple scene using Softimage 2014 SP2 on Cent OS 6.5. However, when I launched the render using xsibatch, it crashes. $ tcsh $ source /usr/Softimage/Softimage_2014_SP2/.xsi_2014_SP2 $ xsibatch -render ~/Colosse/Scenes/Test_rendu.scn === Autodesk Softimage 12.1.94.0 === Abort (core dumped) I get the same error with 2014 SP1. I have succesfully rendered the scene using Softimage 2013 SP1. Is there a way to increase the verbosity of xsibatch log in order to find what is the problem? Thanks, Félix-Antoine
Re: Tim Borgmann's emTopolizer2 Experiments
Awesome stuff! Very inspiring indeed! Sent from my iPhone On Dec 5, 2013, at 12:45 PM, Eric Mootz e...@mootzoid.com wrote: Hey Olivier, I just finished implementing instance shape animation. He, he, told you it wasn't a big deal :) Tomorrow I will release an update of emTopolizer2 that supports instance shape animation. Cheers! Eric PS: attached the picture or it didn't happen. In the middle is the shape animated instance master and around it the particles with instance shape animation. bak.jpg
Re: Tim Borgmann's emTopolizer2 Experiments
So pretty!! On Thu, Dec 5, 2013 at 6:23 AM, Eric Mootz e...@mootzoid.com wrote: Hey gang, Tim Borgmann just released a short video on Vimeo with some of his latest tests and experiments with emTopolizer2. It is, in my opinion, a great collection of examples of how emTopolizer2's new feature (the conversion of particles and strands into polygon meshes) can help to create lovely effects. Thanks so much for this, Tim! Check out the video here: http://vimeo.com/80829002 Cheers, Eric
Re: Tim Borgmann's emTopolizer2 Experiments
Oah ! I got so many explanations to the fact it was complicated because of this and that... And now it just happen ! :D Le 05/12/2013 18:45, Eric Mootz a écrit : Hey Olivier, I just finished implementing instance shape animation. He, he, told you it wasn't a big deal :) Tomorrow I will release an update of emTopolizer2 that supports instance shape animation. Cheers! Eric PS: attached the picture or it didn't happen. In the middle is the shape animated instance master and around it the particles with instance shape animation.
Re: Tim Borgmann's emTopolizer2 Experiments
Happy to see you happy :) Tomorrow around noon the new emTopolizer2 version will be available for download. Would be great if you could give it a quick shot, you know, just so that we both know that it *really* works. Must go now... supper time! - Original Message - From: olivier jeannel olivier.jean...@noos.fr To: softimage@listproc.autodesk.com Sent: Thursday, December 05, 2013 7:12 PM Subject: Re: Tim Borgmann's emTopolizer2 Experiments Oah ! I got so many explanations to the fact it was complicated because of this and that... And now it just happen ! :D
Re: Tim Borgmann's emTopolizer2 Experiments
amazing stuff... totally going to upgrade! On Thu, Dec 5, 2013 at 6:23 AM, Eric Mootz e...@mootzoid.com wrote: Hey gang, Tim Borgmann just released a short video on Vimeo with some of his latest tests and experiments with emTopolizer2. It is, in my opinion, a great collection of examples of how emTopolizer2's new feature (the conversion of particles and strands into polygon meshes) can help to create lovely effects. Thanks so much for this, Tim! Check out the video here: http://vimeo.com/80829002 Cheers, Eric
Re: Tim Borgmann's emTopolizer2 Experiments
Went to see Frozen on Thursday... Disney would benefit immensely from these tools On 5 December 2013 19:22, Eric Mootz e...@mootzoid.com wrote: Happy to see you happy :) Tomorrow around noon the new emTopolizer2 version will be available for download. Would be great if you could give it a quick shot, you know, just so that we both know that it *really* works. Must go now... supper time! - Original Message - From: olivier jeannel olivier.jean...@noos.fr To: softimage@listproc.autodesk.com Sent: Thursday, December 05, 2013 7:12 PM Subject: Re: Tim Borgmann's emTopolizer2 Experiments Oah ! I got so many explanations to the fact it was complicated because of this and that... And now it just happen ! :D
Re: Tim Borgmann's emTopolizer2 Experiments
if there will be a quick demo scene file, please include:) Phil -Original Message- From: Eric Mootz Sent: Thursday, December 05, 2013 1:22 PM To: softimage@listproc.autodesk.com Subject: Re: Tim Borgmann's emTopolizer2 Experiments Happy to see you happy :) Tomorrow around noon the new emTopolizer2 version will be available for download. Would be great if you could give it a quick shot, you know, just so that we both know that it *really* works. Must go now... supper time! - Original Message - From: olivier jeannel olivier.jean...@noos.fr To: softimage@listproc.autodesk.com Sent: Thursday, December 05, 2013 7:12 PM Subject: Re: Tim Borgmann's emTopolizer2 Experiments Oah ! I got so many explanations to the fact it was complicated because of this and that... And now it just happen ! :D
Re: Caching Strands?
Hi Tim, If all the properties you need on the strands is the color then you only need to cache self.strandposition and self.strandcolor. If you need the thickness of the strands on a per segment basis you also need to cache self.strandsize. If you need the orientation of the strand segments you will also need to cache self.strandorientation. Hope it helps. On Thu, Dec 5, 2013 at 5:19 PM, Tim Crowson tim.crow...@magneticdreams.comwrote: What attributes do I need to include in my Cache_on_file node to include strands and strand color? -- *Tim Crowson **Lead CG Artist* *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214 *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com tim.crow...@magneticdreams.com *Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents.*
Re: xsibatch 2014 crashes on CentOS 6.5
Can you launch XSI by running ./XSI(.bin)?
Re: xsibatch 2014 crashes on CentOS 6.5
Well, that's a starting point (: Have you tried the usual backup/remove preferences? Is that on a render blade or your machine running a X session? Have you started 2013 successfully on the same machine the same way?
Re: AnimSchool Picker in Softimage
Ok, now I have the code and handoff from Simon. If anyone is interested in working on this, let me know. We will release it for free like the Maya version (with some Terms of Use) to the community, so it's a great project. Thanks! Dave G On 12/4/2013 4:53 PM, David Gallagher wrote: Simon Anderson started this, and made some good beginning progress, but I can't seem to get ahold of him now. He was writing a softimage plugin in c++ that will get called create a Qt window and then utilize Jo's plugin for attaching into XSI. On 12/4/2013 4:00 PM, Jon Swindells wrote: I have to agree with Jeremie, the only real OOTB python soloution would be Tkinter. but then again, on the majority of *nix systems they would need to either build the right version or apt-get it. so you might as well go with QT/Pyside and have a much easier time. -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Dec 5, 2013, at 12:41 AM, Jeremie Passerin wrote: You definitely won't be able to do half of those feature without using Qt which is not native in Softimage. On 4 December 2013 12:52, Eric Thivierge ethivie...@hybride.com mailto:ethivie...@hybride.com wrote: Only reason I asked was that if it was, why not go back to the original source. :) On Wednesday, December 04, 2013 3:51:32 PM, David Gallagher wrote: No, we had used abxPicker before, so we certainly looked at that. But it was inspired more by my experience at Blue Sky and their tools. It doesn't use any code from anything else though. On 12/4/2013 1:42 PM, Eric Thivierge wrote: Was that picker not a derivative of another generic Maya picker plugin? - Eric T.
Re: Tim Borgmann's emTopolizer2 Experiments
Wow...thats gorgeous...nice stuff. Kris On Thu, Dec 5, 2013 at 9:23 AM, Eric Mootz e...@mootzoid.com wrote: Hey gang, Tim Borgmann just released a short video on Vimeo with some of his latest tests and experiments with emTopolizer2. It is, in my opinion, a great collection of examples of how emTopolizer2's new feature (the conversion of particles and strands into polygon meshes) can help to create lovely effects. Thanks so much for this, Tim! Check out the video here: http://vimeo.com/80829002 Cheers, Eric
Re: Caching Strands?
Thanks Leonard! I will try those. -Tim On 12/5/2013 3:19 PM, Leonard Koch wrote: Hi Tim, If all the properties you need on the strands is the color then you only need to cache self.strandposition and self.strandcolor. If you need the thickness of the strands on a per segment basis you also need to cache self.strandsize. If you need the orientation of the strand segments you will also need to cache self.strandorientation. Hope it helps. On Thu, Dec 5, 2013 at 5:19 PM, Tim Crowson tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com wrote: What attributes do I need to include in my Cache_on_file node to include strands and strand color? -- *Tim Crowson */Lead CG Artist/ *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214 *Ph* 615.885.6801 tel:615.885.6801 | *Fax* 615.889.4768 tel:615.889.4768 | www.magneticdreams.com http://www.magneticdreams.com tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com /Confidentiality Notice: This email, including attachments, is confidential and should not be used by anyone who is not the original intended recipient(s). If you have received this e-mail in error please inform the sender and delete it from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot accept liability for any statements made which are clearly the sender's own and not expressly made on behalf of Magnetic Dreams, Inc or one of its agents./ -- Signature
Re: Tim Borgmann's emTopolizer2 Experiments
if there will be a quick demo scene file, please include yep, done!
Re: [Pool] Any interest for a grease pencil tool?
Hey everyone, Sorry for the (very) late reply! I've been extended on the project I was working on and didn't found the time to polish things, but the prototype is still there and functional, The good news is I'm finishing next week for good, and will have a few weeks off to finish this thing. I'll keep you informed as soon as I'll be on this project again. Cheers --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com 2013/12/3 David Rivera activemotionpictu...@yahoo.com YES!! Grease pencil, PLEASE Totally useful for the 2D artist to motion the 3D model! On Monday, December 2, 2013 5:05 AM, javier gonzalez javi09warr...@gmail.com wrote: Any news? 2013/12/2 Sebastien Sterling sebastien.sterl...@gmail.com +1 On 2 December 2013 09:13, Enrique Caballero enriquecaball...@gmail.comwrote: still interested in this btw :) On Wed, Sep 4, 2013 at 11:58 AM, Enrique Caballero enriquecaball...@gmail.com wrote: hows the grease pencil plugin lookin? The animators here are eagerly looking forward to it On Mon, Jul 1, 2013 at 8:30 PM, Enrique Caballero enriquecaball...@gmail.com wrote: awesome ahmidou :) keep us posted. On Mon, Jul 1, 2013 at 9:52 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote: Hi Enrique, I'm working on it on my spare time, all the interactive manipulation is working, and I'm currently on the window resizing part. the next steps are: - a custom display host to display when not manipulating - some way to move the keys, there are differant way to do that, it's not fixed yet, but I was thinking using the animation mixer or a pyQt view, or even the netview. it's probably going to be released sometime in august :) Cheers. --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com 2013/6/28 Enrique Caballero enriquecaball...@gmail.com After reading a recent thread about 3rd party plugins, it reminded me. Totally still willing to buy this plugin for our 25+ animators, if you are developing it. -Enrique On Mon, Apr 22, 2013 at 2:03 PM, Enrique Caballero enriquecaball...@gmail.com wrote: Hey Ahmidou, I will ask the animators for their feedback and forward you the results. That sounds pretty awesome already :) On Fri, Apr 19, 2013 at 7:36 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: i just gota say this is pretty heart warming to see, i think I'll buy one on principal even if I'm not necessarily an animator these days, i can use it to mark stuff out on models :) On 19 April 2013 09:50, Ahmidou Lyazidi ahmidou@gmail.com wrote: Hi Enrique, good to know :) Do you have any special special expectation on it? currently I'm planning those features: 2D paint and erase screen space onion skin scene persistance ability to move frames on the timeline I'll eventually add those in a second time: multi layers per layer depth distance per layer opacity surface object space strokes (to draw on objects) wacom presure Cheers --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/4/18 Enrique Caballero enriquecaball...@gmail.com Not to drive the point too strongly, but if you make this tool Ahmidou and you do a really good job on it, and price it reasonably, I can promise to buy between 30-40 licenses of it. The animators here are driving me absolutely insane about the topic
Re: tangent/binormal space computation
As far as I know the common standard is the normal at the sample for Y, the projection of the first edge of the corner on the normal plane for X, and then the cross product between the two for Z, as a 3x3 matrix. In object space (like for local shapes) it's similar enough with the normal for the point, the projection of the first edge on that plane, and the cross between the two. In texture space you like will need the former as pointperpoly is usually accounted for instead of artificially merged points. I can't promise this is how it works internally, it's just how I've done it in the past and what every (rare) piece of related doco in other softwares seems to work it out, but it's at least worth a try I reckon and see if you get a match. It should be relatively simple to at least try, generate a map, and then run a pixel diff to see variance. On Fri, Dec 6, 2013 at 10:18 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote: have you tried to cross product the normal with the first neigbhor edge direction? you can eventually do a quick propotype in ICE to see if that is matching. Cheers. -A --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com 2013/12/6 Daniel Brassard dbrassar...@gmail.com Oops, should had read your last sentence, moving on. On Thu, Dec 5, 2013 at 8:21 AM, Daniel Brassard dbrassar...@gmail.comwrote: Is a cross product between the normal and tangent vectors not giving you the bi-normal vector? On Wed, Dec 4, 2013 at 6:50 PM, Matt Lind ml...@carbinestudios.comwrote: Those calculations are for converting the normal in the normal map between color and euler space. The normal stored in the normal map needs a basis (ie: transform matrix) to act as a frame of reference so the renderer knows how to orient the normals in the map to the topology . That basis is derived from information in the Texture UV space, geometry normal, and Tangents and BiNormals vertex color properties. I need the algorithms for the computation of the basis, and I need to know how ultimapper compensates for the case when the binormals are not present. For example, does ultimapper assume the basis will always be orthogonal and do a cross product of the tangent and geometry normal to generate the binormal? Matt *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *francisco criado *Sent:* Wednesday, December 04, 2013 3:36 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: tangent/binormal space computation Hi Matt, will this help? http://softimage.wiki.softimage.com/xsidocs/tangents_binormals_SettingtheDataTypeforTangentsandBinormals.htm#Rga95703 Francisco. 2013/12/4 Matt Lind ml...@carbinestudios.com I need to write a variant of ultimapper to support our proprietary workflows, but our content (tangent space normal maps) currently uses the softimage standard. I need to know the algorithms Softimage uses so I can make an accurate conversion to our proprietary standards. Specifically, I need to know: - how the vectors are computed in the Tangents and BiNormal vertex color properties - how Ultimapper does a tangent space normal transfer when only a Tangents vertex color property exists on the hi res mesh. (eg; what assumptions does it make / what calculations does it do to compensate for lack of binormals?) Matt -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
rendering multiple cameras not working?
Hello, is it possible that the 'render multiple cameras' feature is buggy? (2014SP2) I created a camera group, chose it in the pass, added the [Camera] token to the channels filenames, and the images overwrite each other. Looks like the camera name is not updated. Thanks! Eugen --- Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv. http://www.avast.com
Re: Tim Borgmann's emTopolizer2 Experiments
But also PEACEFULLY GORGEOUS ! emTopoloizer2 rocks ! On Thu, Dec 5, 2013 at 9:48 AM, olivier jeannel olivier.jean...@noos.frwrote: This is VIOLENTLY BEAUTIFUL ! Le 05/12/2013 15:23, Eric Mootz a écrit : Hey gang, Tim Borgmann just released a short video on Vimeo with some of his latest tests and experiments with emTopolizer2. It is, in my opinion, a great collection of examples of how emTopolizer2's new feature (the conversion of particles and strands into polygon meshes) can help to create lovely effects. Thanks so much for this, Tim! Check out the video here: http://vimeo.com/80829002 Cheers, Eric
ot i think: oculus rift
Hi guys, i don´t know if i´m doing right posting my thougths about this here but anyway...Today i received my oculus rift headset, and have to say is an incredible experience using it. Realized that there is already a plugin for maya called mOculus http://www.youtube.com/watch?v=7wJ2zfu2mv4 thought that it would be great to have a plugin for Softimage too, maybe its only my excitement and its not quite productive, but then again, needed to ask you what you think about it. Francisco.
Re: ot i think: oculus rift
I wasn't aware that there was one for maya.. but then again not touching maya at all unless really needed. I've got mine recently as well and will start working on couple projects involving it. Now when I think it would be great to have support for Oculus inside SI... If anyone hear about one please let us know :) On Fri, Dec 6, 2013 at 5:33 AM, francisco criado malcriad...@gmail.comwrote: Hi guys, i don´t know if i´m doing right posting my thougths about this here but anyway...Today i received my oculus rift headset, and have to say is an incredible experience using it. Realized that there is already a plugin for maya called mOculus http://www.youtube.com/watch?v=7wJ2zfu2mv4 thought that it would be great to have a plugin for Softimage too, maybe its only my excitement and its not quite productive, but then again, needed to ask you what you think about it. Francisco.
Re: emPolygonizer4 v.4.250
not quite, my work on the openvdb plugin for softimage is far from complete. i haven't implemented particles to levelset functionality yet... it wont be hard actually, just need the time to do it. On Thu, Dec 5, 2013 at 4:42 AM, Dan Yargici danyarg...@gmail.com wrote: Hasn't Steven already done this? On Thu, Dec 5, 2013 at 2:11 PM, Juhani Karlsson juhani.karls...@talvi.com wrote: Ah thats cool news - can`t wait for emfluid 5! I was interested because OpenVDB does very fast meshing of pointclouds to levelsets ect. http://www.openvdb.org/about/ Check the conversion tools.