Re: emPolygonizer4 v.4.250

2013-12-05 Thread Jens Lindgren
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

2013-12-05 Thread Eric Mootz
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

2013-12-05 Thread Eric Mootz
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

2013-12-05 Thread Juhani Karlsson
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

2013-12-05 Thread Juhani Karlsson
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

2013-12-05 Thread Dan Yargici
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.

2013-12-05 Thread Dan Yargici
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

2013-12-05 Thread Daniel Brassard
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

2013-12-05 Thread Daniel Brassard
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

2013-12-05 Thread Eric Mootz
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

2013-12-05 Thread Eric Lampi
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

2013-12-05 Thread Eric Lampi
 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

2013-12-05 Thread olivier jeannel
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

2013-12-05 Thread Eric Mootz

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

2013-12-05 Thread olivier jeannel
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

2013-12-05 Thread Eric Mootz

Roger that, Olivier!

I'll post here again when it is implemented.


Cage deformer acting up

2013-12-05 Thread Morten Bartholdy
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

2013-12-05 Thread Manny Papamanos
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?

2013-12-05 Thread Tim Crowson
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

2013-12-05 Thread Morten Bartholdy
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

2013-12-05 Thread olivier jeannel

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

2013-12-05 Thread Félix-Antoine Fortin
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

2013-12-05 Thread Stephen Blair
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

2013-12-05 Thread Sergio Mucino

  
  
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.

2013-12-05 Thread Guillaume Laforge
:). 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

2013-12-05 Thread Tim Borgmann
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

2013-12-05 Thread Félix-Antoine Fortin
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

2013-12-05 Thread Alok Gandhi
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

2013-12-05 Thread Simon van de Lagemaat
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

2013-12-05 Thread olivier jeannel
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

2013-12-05 Thread Eric Mootz

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

2013-12-05 Thread Steven Caron
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

2013-12-05 Thread Sebastien Sterling
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

2013-12-05 Thread phil harbath

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?

2013-12-05 Thread Leonard Koch
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

2013-12-05 Thread Xavier
Can you launch XSI by running ./XSI(.bin)?


Re: xsibatch 2014 crashes on CentOS 6.5

2013-12-05 Thread Xavier
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

2013-12-05 Thread David Gallagher


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

2013-12-05 Thread Kris Rivel
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?

2013-12-05 Thread Tim Crowson

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

2013-12-05 Thread Eric Mootz

if there will be a quick demo scene file, please include


yep, done!


Re: [Pool] Any interest for a grease pencil tool?

2013-12-05 Thread Ahmidou Lyazidi
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

2013-12-05 Thread Raffaele Fragapane
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?

2013-12-05 Thread Eugen Sares

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

2013-12-05 Thread Guillaume Laforge
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

2013-12-05 Thread francisco criado
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

2013-12-05 Thread Mirko Jankovic
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

2013-12-05 Thread Steven Caron
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.