RE: Linear rendering Revert back configuration

2013-12-06 Thread Sven Constable
If textures are png, tga, bmp etc. they'll have usually gamma inside :) and
are not linear. If you use 'automatic' mode for newly created imageclips in
the preferences, they should be correctly interpreted by softimage in the
first place and they will be internally de-gammaed (not sure if this word
exists lol).
For existing image clips in the scene, simply check the image clip node and
set it to automatic. You should be fine then. Or I misunderstood your
question, it's friday ;).

cheers,
sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier
jeannel
Sent: Friday, December 06, 2013 5:51 PM
To: softimage@listproc.autodesk.com
Subject: Linear rendering Revert back configuration

Hi list, I'm a bit a shame to ask this but...

I'm having trouble workin in linear mode. I've set up XSI a long time ago to
work like that, and finaly I'm getting some problems.

In short, my image are rendered with a gamma of 1 ,which I apply a Gamma
2.2 later in compositing.
Thing is sometimes doing this just crush the noise (in dark areas).

I'm no more sure of what my texture are when I see them gamma 0.45, 1 ,
2.2 ? Linear Srgb ?

Yep I know  it sounds dumb, but since as I can recall there are at least
3 parameters in preferences to change to be either in linear or 2.2 mode,
can someone easily tell me what and where should I click ?

Olivier



Re: "Add operator to menu" crippled?

2013-12-06 Thread Gustavo Eggert Boehs
>
> Your memory may be faulty


my bad. maybe it is leaking :D

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


2013/12/6 Stephen Blair 

> Your memory may be faulty. 2014, 2013, and 2012 all add to menus in the
> ICE and Simulation modules only.
>
>
> On Fri, Dec 6, 2013 at 12:25 PM, Gustavo Eggert Boehs  > wrote:
>
>> Hi I was trying to add ice compounds to menus today and noticed that only
>> ICE and Simulation tabs are available. I rememeber being able to add
>> deformes to the modeling tab. Has this been deprecated in 2014, or am I
>> doing something wrong?
>>
>> This was nice since no modeler needs to know the operator was cooked in
>> ICE...
>>
>>
>> Gustavo E Boehs
>> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
>> http://www.gustavoeb.com.br/
>>
>
>


Re: "Add operator to menu" crippled?

2013-12-06 Thread Eric Thivierge

Yeah looks like they changed it. Or hid it somewhere else.

You could create a custom plug-in to register a new menu item on that 
menu and use the ApplyICEOp() command to do the same thing I believe 
though.


Eric T.

On Friday, December 06, 2013 12:25:35 PM, Gustavo Eggert Boehs wrote:

Hi I was trying to add ice compounds to menus today and noticed that
only ICE and Simulation tabs are available. I rememeber being able to
add deformes to the modeling tab. Has this been deprecated in 2014, or
am I doing something wrong?

This was nice since no modeler needs to know the operator was cooked
in ICE...


Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/




Re: "Add operator to menu" crippled?

2013-12-06 Thread Stephen Blair
Your memory may be faulty. 2014, 2013, and 2012 all add to menus in the ICE
and Simulation modules only.


On Fri, Dec 6, 2013 at 12:25 PM, Gustavo Eggert Boehs
wrote:

> Hi I was trying to add ice compounds to menus today and noticed that only
> ICE and Simulation tabs are available. I rememeber being able to add
> deformes to the modeling tab. Has this been deprecated in 2014, or am I
> doing something wrong?
>
> This was nice since no modeler needs to know the operator was cooked in
> ICE...
>
>
> Gustavo E Boehs
> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
> http://www.gustavoeb.com.br/
>


"Add operator to menu" crippled?

2013-12-06 Thread Gustavo Eggert Boehs
Hi I was trying to add ice compounds to menus today and noticed that only
ICE and Simulation tabs are available. I rememeber being able to add
deformes to the modeling tab. Has this been deprecated in 2014, or am I
doing something wrong?

This was nice since no modeler needs to know the operator was cooked in
ICE...


Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


Linear rendering Revert back configuration

2013-12-06 Thread olivier jeannel

Hi list, I'm a bit a shame to ask this but...

I'm having trouble workin in linear mode. I've set up XSI a long time 
ago to work like that, and finaly I'm getting some problems.


In short, my image are rendered with a gamma of 1 ,which I apply a Gamma 
2.2 later in compositing.

Thing is sometimes doing this just crush the noise (in dark areas).

I'm no more sure of what my texture are when I see them gamma 0.45, 1 , 
2.2 ? Linear Srgb ?


Yep I know  it sounds dumb, but since as I can recall there are at least 
3 parameters in preferences to change to be either in linear or 2.2 
mode, can someone easily tell me what and where should I click ?


Olivier


RE: nurbs to mesh

2013-12-06 Thread adrian wyer
thanks Oscar, forgot about that

 

it works, kind of!

 

hopefully only have to do this once!!!

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Oscar Juarez
Sent: 06 December 2013 14:59
To: softimage@listproc.autodesk.com
Subject: Re: nurbs to mesh

 

you can move the uv tiles numerically, in the tools button of the texture
editor, there is a transform uvs tool

 

On Fri, Dec 6, 2013 at 3:56 PM, adrian wyer 
wrote:

maybe i'm miss-remembering, but didn't nurbs object conversion to polygons
used to give you the option to keep the UV sets intact?

 

i have some sections of a sphere, that make up a whole sphere, they each
have a uv set that covers 0-1

 

i want to convert to polys for use in arnold, but need those numerically
accurate UV coordinates intact, this is for texturing the earth with a VERY
large tiled texture map that's in 8 segments

 

wouldn't be a problem if i could numerically move the UV tiles around on a
poly mesh easily!

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829   


adrian.w...@fluid-pictures.com

www.fluid-pictures.com 

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 

 

  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3426 / Virus Database: 3658/6895 - Release Date: 12/05/13



Re: nurbs to mesh

2013-12-06 Thread peter_b
the behavior of the UV input boxes goes together with the “set” button – all 
too easily overlooked.
with set checked, if you type a number in U or v, it will set this value for 
each selected sample (collapsing to a specific value in one go), with “set” 
unchecked, it will move the whole selection to this location, keeping it intact 
as a whole.
and you can type expressions such as 1+ for moving on square to the right, or 
.5* to scale by half.

so producing numerically exact layouts is perfectly possible.

From: Oscar Juarez 
Sent: Friday, December 06, 2013 3:58 PM
To: softimage@listproc.autodesk.com 
Subject: Re: nurbs to mesh

you can move the uv tiles numerically, in the tools button of the texture 
editor, there is a transform uvs tool



On Fri, Dec 6, 2013 at 3:56 PM, adrian wyer  
wrote:

  maybe i'm miss-remembering, but didn't nurbs object conversion to polygons 
used to give you the option to keep the UV sets intact?



  i have some sections of a sphere, that make up a whole sphere, they each have 
a uv set that covers 0-1



  i want to convert to polys for use in arnold, but need those numerically 
accurate UV coordinates intact, this is for texturing the earth with a VERY 
large tiled texture map that's in 8 segments



  wouldn't be a problem if i could numerically move the UV tiles around on a 
poly mesh easily!



  a



  Adrian Wyer
  Fluid Pictures
  75-77 Margaret St.
  London
  W1W 8SY 
  ++44(0) 207 580 0829 


  adrian.w...@fluid-pictures.com

  www.fluid-pictures.com 



  Fluid Pictures Limited is registered in England and Wales.
  Company number:5657815
  VAT number: 872 6893 71





RE: Friday Flashback #149

2013-12-06 Thread Marc-Andre Carbonneau
That's what I was about to say. It looks like it could have been a mockup. It's 
brilliant. Would be nice as a easter egg. lol

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: 6 décembre 2013 09:50
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #149

It was a working sumatra/XSI mockup in visual basic.

Or did you guys have a special version of Softimage|3D with layouts, a scene 
explorer, selection filters, etc.



Re: nurbs to mesh

2013-12-06 Thread Oscar Juarez
you can move the uv tiles numerically, in the tools button of the texture
editor, there is a transform uvs tool


On Fri, Dec 6, 2013 at 3:56 PM, adrian wyer
wrote:

>   maybe i'm miss-remembering, but didn't nurbs object conversion to
> polygons used to give you the option to keep the UV sets intact?
>
>
>
> i have some sections of a sphere, that make up a whole sphere, they each
> have a uv set that covers 0-1
>
>
>
> i want to convert to polys for use in arnold, but need those numerically
> accurate UV coordinates intact, this is for texturing the earth with a VERY
> large tiled texture map that's in 8 segments
>
>
>
> wouldn't be a problem if i could numerically move the UV tiles around on a
> poly mesh easily!
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>


nurbs to mesh

2013-12-06 Thread adrian wyer
maybe i'm miss-remembering, but didn't nurbs object conversion to polygons
used to give you the option to keep the UV sets intact?

 

i have some sections of a sphere, that make up a whole sphere, they each
have a uv set that covers 0-1

 

i want to convert to polys for use in arnold, but need those numerically
accurate UV coordinates intact, this is for texturing the earth with a VERY
large tiled texture map that's in 8 segments

 

wouldn't be a problem if i could numerically move the UV tiles around on a
poly mesh easily!

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
mailto:adrian.w...@fluid-pictures.com> 

www.fluid-pictures.com
http://www.fluid-pictures.com/>  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



Re: Friday Flashback #149

2013-12-06 Thread Luc-Eric Rousseau
It was a working sumatra/XSI mockup in visual basic.

Or did you guys have a special version of Softimage|3D with layouts, a
scene explorer, selection filters, etc.


Re: OT: nice work Tim

2013-12-06 Thread Tim Borgmann

Haha, thanks everyone for the nice comments.
Cheers
Tim


https://vimeo.com/81081389

if autodesk had any interest in promoting Soft as the genuinely unique 
software that it is, they'd license this and put it on the front page 
of their website!


a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829


adrian.w...@fluid-pictures.com 
mailto:adrian.w...@fluid-pictures.com>


www.fluid-pictures.com 
http://www.fluid-pictures.com/>


Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71





RE: Friday Flashback #149

2013-12-06 Thread Sven Constable
my first thought was, it looks like Lightwave... 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mr Alexei
Godek
Sent: Friday, December 06, 2013 1:34 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #149

 

windows 3.11 style - beautiful

 

On 6 December 2013 12:31, Martin Chatterjee
 wrote:

Ek!!!

 

-M

--
   Martin Chatterjee
 
[ Freelance Technical Director ]
[ http://www.chatterjee.de   ]

[   https://vimeo.com/chatterjee ] 

 

On Fri, Dec 6, 2013 at 1:16 PM, Stephen Blair 
wrote:

Friday Flashback #149

1996: What SOFTIMAGE|3D might have looked like in an alternate universe

http://wp.me/powV4-2Vz

 





 

-- 

ale...@xtfx.co.uk
http://www.xtfx.co.uk/




Re: emPolygonizer4 v.4.250

2013-12-06 Thread Eric Mootz
Okay, there is a new emTopolizer2 demo scene called "Clothy_FX1".
It is really not that great (i.e. my plan to make something à la Tim Borgmann 
failed), but hopefully it will give you some ideas.

RE: emPolygonizer4 v.4.250

2013-12-06 Thread Nick Angus
Apart from being incredibly powerful it is unnervingly fast!

N

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren
Sent: Friday, 6 December 2013 9:28 PM
To: softimage@listproc.autodesk.com
Subject: Re: emPolygonizer4 v.4.250

Just bought Topolizer, can't wait to play with it :)

/Jens

On Fri, Dec 6, 2013 at 10:06 AM, Jens Lindgren 
mailto:jens.lindgren@gmail.com>> wrote:
That sounds great Eric!
Thanks for the comparison numbers.

/Jens

On Thu, Dec 5, 2013 at 12:53 PM, Eric Mootz 
mailto:e...@mootzoid.com>> wrote:
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.



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



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


Friday Flashback #149

2013-12-06 Thread francisco criado
it's a lot better than 3dmax actual interface ja! and judging by the tools
i see on the pic, i could say the same !

Francisco.


On Friday, December 6, 2013, Stephen Blair wrote:

> Friday Flashback #149
> 1996: What SOFTIMAGE|3D might have looked like in an alternate universe
> http://wp.me/powV4-2Vz
>


Re: Friday Flashback #149

2013-12-06 Thread Mr Alexei Godek
nice and primary, almost medieval


On 6 December 2013 12:36, adrian wyer wrote:

>  i like it!
>
>
>  --
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mr Alexei Godek
> *Sent:* 06 December 2013 12:34
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Friday Flashback #149
>
>
>
> windows 3.11 style - beautiful
>
>
>
> On 6 December 2013 12:31, Martin Chatterjee <
> martin.chatterjee.li...@googlemail.com> wrote:
>
> Ek!!!
>
>
>
> -M
>
> --
>Martin Chatterjee
>
> [ Freelance Technical Director ]
> [   http://www.chatterjee.de   ]
>
> [ https://vimeo.com/chatterjee ]
>
>
>
> On Fri, Dec 6, 2013 at 1:16 PM, Stephen Blair 
> wrote:
>
> Friday Flashback #149
>
> 1996: What SOFTIMAGE|3D might have looked like in an alternate universe
>
> http://wp.me/powV4-2Vz
>
>
>
>
>
>
>
> --
>
> ale...@xtfx.co.uk
> http://www.xtfx.co.uk/
>   --
>
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2013.0.3426 / Virus Database: 3658/6895 - Release Date: 12/05/13
>



-- 

ale...@xtfx.co.uk
http://www.xtfx.co.uk/


Re: OT: nice work Tim

2013-12-06 Thread Mr Alexei Godek
excellent work


On 6 December 2013 12:16, olivier jeannel  wrote:

>  That's just a matter of taste, but I prefered the previous music version.
> https://vimeo.com/57005606
>
>
> Le 06/12/2013 12:59, wavo a écrit :
>
> Am 12/6/2013 12:51 PM, schrieb adrian wyer:
>
>  https://vimeo.com/81081389
>
>
>
> if autodesk had any interest in promoting Soft as the genuinely unique
> software that it is, they'd license this and put it on the front page of
> their website!
>
>
>
> 1+
>
> --
>
>
> *Walter Volbers*
>  Senior Animator
>
> *FIFTYEIGHT* 3D
> Animation & Digital Effects GmbH
>
> Kontorhaus Osthafen
> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
>
> Telefon +49 (0) 69.48 000 55.50
> Telefax +49 (0) 69.48 000 55.15
>
>
>
> *mailto:w...@fiftyeight.com 
> http://www.fiftyeight.com  *
>
>  
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
>
> *http://www.ESC58.de  *
>
>
>


-- 

ale...@xtfx.co.uk
http://www.xtfx.co.uk/


RE: Friday Flashback #149

2013-12-06 Thread adrian wyer
i like it!

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mr Alexei
Godek
Sent: 06 December 2013 12:34
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #149

 

windows 3.11 style - beautiful

 

On 6 December 2013 12:31, Martin Chatterjee
 wrote:

Ek!!!

 

-M

--
   Martin Chatterjee
 
[ Freelance Technical Director ]
[ http://www.chatterjee.de   ]

[   https://vimeo.com/chatterjee ] 

 

On Fri, Dec 6, 2013 at 1:16 PM, Stephen Blair 
wrote:

Friday Flashback #149

1996: What SOFTIMAGE|3D might have looked like in an alternate universe

http://wp.me/powV4-2Vz

 





 

-- 

ale...@xtfx.co.uk
http://www.xtfx.co.uk/


  _  

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.3426 / Virus Database: 3658/6895 - Release Date: 12/05/13



Re: Friday Flashback #149

2013-12-06 Thread Mr Alexei Godek
windows 3.11 style - beautiful


On 6 December 2013 12:31, Martin Chatterjee <
martin.chatterjee.li...@googlemail.com> wrote:

> Ek!!!
>
> -M
> --
>Martin Chatterjee
>
> [ Freelance Technical Director ]
> [   http://www.chatterjee.de   ]
> [ https://vimeo.com/chatterjee ]
>
>
> On Fri, Dec 6, 2013 at 1:16 PM, Stephen Blair wrote:
>
>> Friday Flashback #149
>> 1996: What SOFTIMAGE|3D might have looked like in an alternate universe
>> http://wp.me/powV4-2Vz
>>
>
>


-- 

ale...@xtfx.co.uk
http://www.xtfx.co.uk/


Re: Friday Flashback #149

2013-12-06 Thread Dan Yargici
Fugly to say the least...



On Fri, Dec 6, 2013 at 2:31 PM, Martin Chatterjee <
martin.chatterjee.li...@googlemail.com> wrote:

> Ek!!!
>
> -M
> --
>Martin Chatterjee
>
> [ Freelance Technical Director ]
> [   http://www.chatterjee.de   ]
> [ https://vimeo.com/chatterjee ]
>
>
> On Fri, Dec 6, 2013 at 1:16 PM, Stephen Blair wrote:
>
>> Friday Flashback #149
>> 1996: What SOFTIMAGE|3D might have looked like in an alternate universe
>> http://wp.me/powV4-2Vz
>>
>
>


Re: Friday Flashback #149

2013-12-06 Thread Martin Chatterjee
Ek!!!

-M
--
   Martin Chatterjee

[ Freelance Technical Director ]
[   http://www.chatterjee.de   ]
[ https://vimeo.com/chatterjee ]


On Fri, Dec 6, 2013 at 1:16 PM, Stephen Blair wrote:

> Friday Flashback #149
> 1996: What SOFTIMAGE|3D might have looked like in an alternate universe
> http://wp.me/powV4-2Vz
>


Re: Friday Flashback #149

2013-12-06 Thread wavo

ih.


Am 12/6/2013 1:16 PM, schrieb Stephen Blair:

Friday Flashback #149
1996: What SOFTIMAGE|3D might have looked like in an alternate universe
http://wp.me/powV4-2Vz



--


*Walter Volbers*
Senior Animator

*FIFTYEIGHT*3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_


Friday Flashback #149

2013-12-06 Thread Stephen Blair
Friday Flashback #149
1996: What SOFTIMAGE|3D might have looked like in an alternate universe
http://wp.me/powV4-2Vz


Re: OT: nice work Tim

2013-12-06 Thread olivier jeannel

That's just a matter of taste, but I prefered the previous music version.
https://vimeo.com/57005606


Le 06/12/2013 12:59, wavo a écrit :

Am 12/6/2013 12:51 PM, schrieb adrian wyer:


https://vimeo.com/81081389

if autodesk had any interest in promoting Soft as the genuinely 
unique software that it is, they'd license this and put it on the 
front page of their website!





1+

--


*Walter Volbers*
Senior Animator

*FIFTYEIGHT*3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de 
_




Re: nice work Tim

2013-12-06 Thread Eric Mootz
+1

Re: OT: nice work Tim

2013-12-06 Thread wavo

Am 12/6/2013 12:51 PM, schrieb adrian wyer:


https://vimeo.com/81081389

if autodesk had any interest in promoting Soft as the genuinely unique 
software that it is, they'd license this and put it on the front page 
of their website!





1+

--


*Walter Volbers*
Senior Animator

*FIFTYEIGHT*3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_


Re: OT: nice work Tim

2013-12-06 Thread Chris Marshall
yep


On 6 December 2013 11:51, adrian wyer wrote:

>   https://vimeo.com/81081389
>
>
>
> if autodesk had any interest in promoting Soft as the genuinely unique
> software that it is, they'd license this and put it on the front page of
> their website!
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>



-- 

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


OT: nice work Tim

2013-12-06 Thread adrian wyer
https://vimeo.com/81081389

 

if autodesk had any interest in promoting Soft as the genuinely unique
software that it is, they'd license this and put it on the front page of
their website!

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
mailto:adrian.w...@fluid-pictures.com> 

www.fluid-pictures.com
http://www.fluid-pictures.com/>  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



Re: emPolygonizer4 v.4.250

2013-12-06 Thread Eric Mootz
Much appreciated, Jens, thank you :)
I am currently making a further demo scene for emTopolizer2, sort of an attempt 
of a "Borgmannesque-Effect".
Will let you know when is finished and available for download.

PS: don't hesitate to request demo scenes if you need some help. emTopolizer2 
can be a bit tricky to use at the beginning, because it is, well, somewhat 
different. So, if you need a demo scene, let me know!

Re: emPolygonizer4 v.4.250

2013-12-06 Thread Jens Lindgren
Just bought Topolizer, can't wait to play with it :)

/Jens


On Fri, Dec 6, 2013 at 10:06 AM, Jens Lindgren
wrote:

> That sounds great Eric!
> Thanks for the comparison numbers.
>
> /Jens
>
>
> On Thu, Dec 5, 2013 at 12:53 PM, Eric Mootz  wrote:
>
>>  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.
>>
>>
>
>
>
> --
> Jens Lindgren
> --
> Lead Technical Director
> Magoo 3D Studios 
>



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


Re: rendering multiple cameras not working?

2013-12-06 Thread Eugen Sares

Hi, thanks for replying!
Redshift it is...

Am 06.12.2013 11:08, schrieb John Voltaire Tensuan:

Hi,

Are you rendering using Mental Ray or a third party renderer?

Thanks
-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Friday, December 06, 2013 8:14 AM
To: softimage@listproc.autodesk.com
Subject: 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




---
Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz 
ist aktiv.
http://www.avast.com



RE: rendering multiple cameras not working?

2013-12-06 Thread John Voltaire Tensuan
Hi,

Are you rendering using Mental Ray or a third party renderer?

Thanks
-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Friday, December 06, 2013 8:14 AM
To: softimage@listproc.autodesk.com
Subject: 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: MoCap studio in Northern Europe?

2013-12-06 Thread Morten Bartholdy
Cool, thanks!

MB



Den 6. december 2013 kl. 09:35 skrev philipp seis :

> we have GOTOXY in Nuremberg/Germany
> 
> 
> 2013/12/6 Morten Bartholdy < x...@colorshopvfx.dk
>  >
> > Thanks Rob.
> > 
> > MB
> > 
> > 
> > 
> > 
> > 
> > Den 14. august 2013 kl. 13:27 skrev Rob Wuijster < r...@casema.nl
> >  >:
> > 
> > > 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: Open GL High Quality ?

2013-12-06 Thread John Voltaire Tensuan
What I would do is to make an ICE tree that writes the fog color based from the 
distance of the camera to the current vertex and write it to a CAV. The render 
tree can then read the CAV and multiply it to the final color.

This is my suggestion because HQV doesn't support all the MR nodes and from the 
top of my head I don't recall any HQV supported node that can give you your 
surface and camera positions.

Another option of course is to write custom realtime shaders for it.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of olivier jeannel
Sent: Wednesday, December 04, 2013 5:41 AM
To: softimage@listproc.autodesk.com
Subject: Re: Open GL High Quality ?

Ah thank's Luc Eric !
I lost the job, but how would I make a RealTime fog then ? Is there something 
already usable, or is there something to build with a ScalarState/RayLength ?
I saw bizarre shader with ready made grid... Realtime OGL seems very opaque to 
me...


Le 03/12/2013 17:45, Luc-Eric Rousseau a écrit :
> OK, since no one discussed it, here is the explanation as to why the 
> High Quality Viewport does not implement depth cut/fog.
>
> The fog parameter in the display setting is an OpenGL 1.x feature, 
> "glFog".  Like all old OpenGL features, "fixed pipeline" stuff, it is 
> not implemented with fragment shaders.  When you use fragment shaders, 
> the shader must implement *everything*, lighting/shading/texturing.
> If it were to be fog, than it's up to that shader to implement that.
> When you switch to any real time shader viewport in Softimage, fog 
> ceases to work, because it's no longer the opengl fixed pipeline 
> driving this stuff, it's your render tree.
>
> Now, what is the HQV?  It's not an OpenGL 1.x emulator, it's your
> render tree compiled as realtime shader format with MetaSL.   When you
> draw a render region there is no fog. The "phong" in Softimage/Mental 
> Ray does not have a fog parameter.
>
> So what you need to do is to make a render tree that implements that 
> fog shading.
>
> On Mon, Dec 2, 2013 at 4:54 AM, olivier jeannel  
> wrote:
>> Joke aside,
>> I'm consulted for WebGL aplication. I just wanted to rough-up a scene 
>> (which has to include fog and normal maps) in XSI to kind of make a 
>> fast preview and set some lighting /ambient.
>> It's completly useless here...
>

<>

Re: Apply Triangulate Polygon

2013-12-06 Thread Vladimir Jankijevic
there is a command called "Turn polygon Internal Edges" it's exactale what
you're looking for :) It's under Modify -> Poly. Mesh

cheers
Vladimir


On Fri, Dec 6, 2013 at 10:32 AM, olivier jeannel wrote:

>  Is there a way, when you triangulate a polymesh to change the order of
> the cutting?
>
> Let's say a quad plane > Triangulate> it cut in 2 triangles
> But I want the "others" triangles (the other diagonale)
>
> I found : Apply Invert Polygon > Apply Triangulate > Apply Invert Polygon
>
> Get the job done, but I was wondering if there was a more subttle way..
>


Re: Tim Borgmann's "emTopolizer2 Experiments"

2013-12-06 Thread Eric Mootz

Hey list,

Version 2.110 of emTopolizer2 is available for Softimage 2012, 2013 and 
2014, Windows/Linux 64 bit.


The new version now supports instance shape animation, for an example check 
out the demo scene "Topo_from_Particles3.scn".


The addon, demo scenes, etc. can be found here:
http://www.mootzoid.com/plugin/emtopolizer2

Cheers!
Eric 



Apply Triangulate Polygon

2013-12-06 Thread olivier jeannel
Is there a way, when you triangulate a polymesh to change the order of 
the cutting?


Let's say a quad plane > Triangulate> it cut in 2 triangles
But I want the "others" triangles (the other diagonale)

I found : Apply Invert Polygon > Apply Triangulate > Apply Invert Polygon

Get the job done, but I was wondering if there was a more subttle way..


Re: emPolygonizer4 v.4.250

2013-12-06 Thread Jens Lindgren
That sounds great Eric!
Thanks for the comparison numbers.

/Jens


On Thu, Dec 5, 2013 at 12:53 PM, Eric Mootz  wrote:

>  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.
>
>



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


Re: MoCap studio in Northern Europe?

2013-12-06 Thread philipp seis
we have GOTOXY in Nuremberg/Germany


2013/12/6 Morten Bartholdy 

>   Thanks Rob.
>
>
>
> MB
>
>
>
>
> Den 14. august 2013 kl. 13:27 skrev 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?

2013-12-06 Thread Morten Bartholdy
Thanks Rob.

MB



Den 14. august 2013 kl. 13:27 skrev 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
> >