Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Emilio Hernandez
Are you using MR?




2014/1/8 Szabolcs Matefy szabol...@crytek.com

 Anyone has idea how to render ZBrush displacement correctly in Softimage?
 Times to times, I think I know, and the next time I can’t render detailed
 displacement…
 ___
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Re: Facerobot - wrinkle maps and mouth smooth doesn't work

2014-01-08 Thread Nicolas Esposito
Not sure if FR needs to think about it for a bit, but today the brushes for
wrinkles and mouth works
I have no idea what happened but it works!


2014/1/6 Manny Papamanos manny.papama...@autodesk.com

 I think I had the same issue once.
 It may have been due to topo edits combined with a 'freeze/freezeM I may
 have done.
 I realized the problem  and reverted to a previous scene.


 Manny Papamanos
 Product Support Specialist
 Americas Frontline Technical Support



 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Esposito
 Sent: Monday, January 06, 2014 4:51 PM
 To: softimage@listproc.autodesk.com
 Subject: Facerobot - wrinkle maps and mouth smooth doesn't work

 Hi having a strange issue with Facerobot

 I'm rigging the same face with both Gear and Facerobot to see which one is
 the best solution for my needs, I'm following the videotutorials on youtube
 from SoftimageHowsTo and I would like to paint the wrinkle maps

 As soon as I choose to do wrinkle paint or mouth paint basically the paint
 tool doesn't work at all

 On the Mouth paint option basically it doesn't affect the painted region (
 nor delete or smooth, nor add )

 On the wrinkle paint I cannot see at all the classic yellow lines that
 defines the wrinkle themselfat first I tought that was a graphic
 glitch, but even if I paint without seeing what I'm painting and I test the
 rig the wrinkle paint is not there at all

 The strangest thing is that the wrinkle paint and the mouth smoothing
 works with the other already supplied meshes ( RockFalcon, Mister Fitness )
 but not with my mesh

 Did anyone had my same problem?

 Solution?

 Cheers



RE: Rendering ZBrush displacement in Soft

2014-01-08 Thread Szabolcs Matefy
Yep.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: Wednesday, January 08, 2014 9:00 AM
To: softimage@listproc.autodesk.com
Subject: Re: Rendering ZBrush displacement in Soft

Are you using MR?

[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014/1/8 Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com
Anyone has idea how to render ZBrush displacement correctly in Softimage? Times 
to times, I think I know, and the next time I can't render detailed 
displacement...
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli



RE: Rendering ZBrush displacement in Soft

2014-01-08 Thread Szabolcs Matefy
I'm sure that I'm the source of the error, but I can't reproduce the level of 
detail in Softimage. It might be that I make the displacement in ZBrush wrong, 
but in PS the map looks good (I use 32bit 3channel OpenEXR), but the rendered 
version has very faint details. If I bump up the displacement with change 
range, the modell blows up...


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Wednesday, January 08, 2014 9:12 AM
To: softimage@listproc.autodesk.com
Subject: RE: Rendering ZBrush displacement in Soft

Yep.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: Wednesday, January 08, 2014 9:00 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Rendering ZBrush displacement in Soft

Are you using MR?

[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014/1/8 Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com
Anyone has idea how to render ZBrush displacement correctly in Softimage? Times 
to times, I think I know, and the next time I can't render detailed 
displacement...
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli



Re: rumor, Soft dead within the next year

2014-01-08 Thread Mirko Jankovic
I can totally confirm about Redshift.
Actually I was saving for dual Xeon system as well but then tested Redshift
and figured that for price of one Xeon CPU then I've got 2 titans... so at
the end I built 4x Titan system and it eats through everything, and still
with i7 3930k can do CPU rendering if / when needed.
Still beta but works great for 99% of the tasks. One comp render farm :)


On Wed, Jan 8, 2014 at 8:59 AM, Emilio Hernandez emi...@e-roja.com wrote:

 Hair is coming soon as well as strands.  For me Redshift is so fast that
 now I don't render without GI.  Also lighting is delicious as Redshift has
 also a progressive mode.  So you can adjust things easily and creativly.

 Before Redshift I was saving to buy a double Xeon to have at least 24
 cores of pure render power.   With my old GTX470 I was impressed with the
 speed and quality.  Goodbye to flickering with HDRI using FG.  Since
 Redshift all renders come without any flicker and noise in the blink of an
 eye compared to MR or even Arnold.  I started using it for production even
 from its first alpha versions.

 Instead of expending big bucks to upgrade my machine, I bought a Titan and
 now I have the Titan and the GTX470 in my four year old i7.

 Goodbye to MB and DOF passes and then comp.  Now from the beginning I have
 what I am looking for in terms of DOF and MB.   Those two shots of the
 Coors can with pouring liquid were rendered with my PC in less than 5 hours
 in a single pass.

 The biggest added value for me besides of course the render speed, is that
 I can continue on other tasks while rendering with the same computer.   I
 can start a render and still open Nuke or AE and do some other stuff while
 rendering.

 It had happended to me that I am doing other tasks and the render finished
 quiet ago.

 For a one man show, at least for me there is now no other render than
 Redshift.





 2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com

 Hair is unfortunately a breaker for me at this particular point as i'd
 like to get some xp in that domain, but Redshift looks nice enough, how
 does it handle compared to MR ? the number of times i've past the 15 min
 mark with MR waiting for 1 bucket before calling the time of death never
 knowing what param killed it...

 I may eventually get it, also need to check my Nvidia card.


 On 8 January 2014 04:55, Emilio Hernandez emi...@e-roja.com wrote:

 Hey Sebastian have you tried Redshift.  The beta is only 100USD and it
 works like a charm, it is full integrated into Softimage and unless you are
 going to do Hair or Strands it is worth every penny.  Specially for a one
 man show.  Forget about CPU and use the GPU.

 In my case I can continue working while I am rendering and that is
 surely a big added value.

 Faster than MR and faster than Arnold, and zero flickering with GI in
 animation.






 2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com

 9000€... it's going to be tough, but your worth it :)


 On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.dewrote:

 Maybe true but one thing to keep in mind is you don't have to spend
 extra money for mental ray (at least no significant amount). For one man
 shows like me mr is still useful. I use it on a small farm with 8 nodes
 plus the workstation. Switching to arnold will cost me 9000€ . Thats
 roughly the same cost that my whole DCC apps are about. I see mr like I 
 see
 the FXTree...it's does not compete to nuke but it's integrated in soft and
 already there.  I agree that there aren't any reasons to stay with mr
 except the the expense factor and legacy things.

 sven

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
 Sent: Monday, January 06, 2014 12:12 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: rumor, Soft dead within the next year

 Now while we are at it.

 I´m currently preparing assets that need to be free of 3rd party
 functionality.

 This means I have to set them up with a mR shading network to start
 folks off with.

 mental ray. The common thing between 3DSMax, Maya and Softimage.

 Please.

 Kill it.

 It´s not getting anyone anywhere anymore. I don´t want to discuss
 details or legacy reasons.

 Kill it. It´s over. It won´t come back.

 Selling three different DCC apps that actually share the fact that you
 will first have to invest in a 3rd party renderer to get something looking
 half way decent out of them can´t be the most ideal situation but a pretty
 nice way of creating an industry standard of wasting people´s life with
 forcing them in personal overtime.

 What a crap.

 Really.

 Provide a renderer that actually works as advertised. Or don´t make me
 pay for that mR crap.


 tim












 On 06.01.2014 11:38, Graham Bell wrote:
  Ah, the Dreamcast, a fine console but flawed form the beginning. The
 tech was ok, but really just a pc and essentially the predecessor to the
 Xbox.
  

Gear_mc and FaceRobot Facerig components - some advices

2014-01-08 Thread Nicolas Esposito
Hi guys,
So I'm building both facial rigs using FaceRobot and Gear_mc and I would
like to ask you some things regarding some features on both of them

Gear_mc:

I've built the eyes, mouth and eyebrow controllers and they work pretty
good, now I need to build the eye directionality controller ( eyes look at
), the nose controllers and hopefully something that resemble the FaceRobot
wrinkle tool, something like http://www.youtube.com/watch?v=7bJnvUZ0U88 @2.40
or if the envelope weights could easily solve the mouth/forhead/aread
below the forhead wrinkles problem that allows the skin to compress and
stretch which works very good in FR

Since is the first time that I'm building a facial rig with Gear I would
like to know what is the best approach to build my missing controllers, if
there are guides within Gear itself suited for the nose and eye
directionality...could be a dumb question, but I would like to avoid
spending 2 days finding out the best solution for an eye directionality
controller when there is already something buit-in inside Gear ;)

Also since I have multiple humanoid characters I'll save the
eyes/mouth/eyebrow and eventually eye directionality and nose guides as a
model, in order to re-use the guides for another character without building
everything from scratch again, but I was wondering if is possible to let
Gear ( or just a python script ) build the entire guides all at once (
with all the parenting and setup )

Facerobot:
I suppose because of the soft tissue every time I try to export the FR rig
to a game engine the weights are completely f*cked up, and usually I can
see both the FR head mesh and the mesh that FR generates with the soft
tissue feature, which I'm not able to find where is it in the explorer
I already solve that issue using the game export function, it works very
nice and do not cause problems, but every time I have to re-merge the head
with the body, adjust the envelope weights again on the neck, and then
export the entire character, which is fine for a 30second animation, but if
you have 300 facial mocap ane everytime you have to do the same
re-merge/envelope adjustment it becomes really frustrating
Except the FR point cache option ( the video is on vimeo ) is there a way
to succesfully simplify the FR rig, be able to merge the FR head with the
body and do not screw the facerig created with FR?

I'm leaning towards Gear for my facial rigs, but I would like to know if
FaceRobot could be the quick and dirty solution to my needs

Cheers and sorry for the very long explanation :)


Re: rumor, Soft dead within the next year

2014-01-08 Thread James De Colling
quick question, whats the powerdraw when graphics cards are idle? (purely
used as gpgpu, since no monitors attached)


On Wed, Jan 8, 2014 at 7:20 PM, Mirko Jankovic mirkoj.anima...@gmail.comwrote:

 I can totally confirm about Redshift.
 Actually I was saving for dual Xeon system as well but then tested
 Redshift and figured that for price of one Xeon CPU then I've got 2
 titans... so at the end I built 4x Titan system and it eats through
 everything, and still with i7 3930k can do CPU rendering if / when needed.
 Still beta but works great for 99% of the tasks. One comp render farm :)


 On Wed, Jan 8, 2014 at 8:59 AM, Emilio Hernandez emi...@e-roja.comwrote:

 Hair is coming soon as well as strands.  For me Redshift is so fast that
 now I don't render without GI.  Also lighting is delicious as Redshift has
 also a progressive mode.  So you can adjust things easily and creativly.

 Before Redshift I was saving to buy a double Xeon to have at least 24
 cores of pure render power.   With my old GTX470 I was impressed with the
 speed and quality.  Goodbye to flickering with HDRI using FG.  Since
 Redshift all renders come without any flicker and noise in the blink of an
 eye compared to MR or even Arnold.  I started using it for production even
 from its first alpha versions.

 Instead of expending big bucks to upgrade my machine, I bought a Titan
 and now I have the Titan and the GTX470 in my four year old i7.

 Goodbye to MB and DOF passes and then comp.  Now from the beginning I
 have what I am looking for in terms of DOF and MB.   Those two shots of the
 Coors can with pouring liquid were rendered with my PC in less than 5 hours
 in a single pass.

 The biggest added value for me besides of course the render speed, is
 that I can continue on other tasks while rendering with the same
 computer.   I can start a render and still open Nuke or AE and do some
 other stuff while rendering.

 It had happended to me that I am doing other tasks and the render
 finished quiet ago.

 For a one man show, at least for me there is now no other render than
 Redshift.





 2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com

 Hair is unfortunately a breaker for me at this particular point as i'd
 like to get some xp in that domain, but Redshift looks nice enough, how
 does it handle compared to MR ? the number of times i've past the 15 min
 mark with MR waiting for 1 bucket before calling the time of death never
 knowing what param killed it...

 I may eventually get it, also need to check my Nvidia card.


 On 8 January 2014 04:55, Emilio Hernandez emi...@e-roja.com wrote:

 Hey Sebastian have you tried Redshift.  The beta is only 100USD and it
 works like a charm, it is full integrated into Softimage and unless you are
 going to do Hair or Strands it is worth every penny.  Specially for a one
 man show.  Forget about CPU and use the GPU.

 In my case I can continue working while I am rendering and that is
 surely a big added value.

 Faster than MR and faster than Arnold, and zero flickering with GI in
 animation.






 2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com

 9000€... it's going to be tough, but your worth it :)


 On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.dewrote:

 Maybe true but one thing to keep in mind is you don't have to spend
 extra money for mental ray (at least no significant amount). For one man
 shows like me mr is still useful. I use it on a small farm with 8 nodes
 plus the workstation. Switching to arnold will cost me 9000€ . Thats
 roughly the same cost that my whole DCC apps are about. I see mr like I 
 see
 the FXTree...it's does not compete to nuke but it's integrated in soft 
 and
 already there.  I agree that there aren't any reasons to stay with mr
 except the the expense factor and legacy things.

 sven

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
 Sent: Monday, January 06, 2014 12:12 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: rumor, Soft dead within the next year

 Now while we are at it.

 I´m currently preparing assets that need to be free of 3rd party
 functionality.

 This means I have to set them up with a mR shading network to start
 folks off with.

 mental ray. The common thing between 3DSMax, Maya and Softimage.

 Please.

 Kill it.

 It´s not getting anyone anywhere anymore. I don´t want to discuss
 details or legacy reasons.

 Kill it. It´s over. It won´t come back.

 Selling three different DCC apps that actually share the fact that
 you will first have to invest in a 3rd party renderer to get something
 looking half way decent out of them can´t be the most ideal situation 
 but a
 pretty nice way of creating an industry standard of wasting people´s life
 with forcing them in personal overtime.

 What a crap.

 Really.

 Provide a renderer that actually works as advertised. Or don´t make
 me pay for that mR crap.


 

RE: Rendering ZBrush displacement in Soft

2014-01-08 Thread Florian Breg
Have you tried GoZ for softimage? I used it a lot recently and it works
like a charm.

With the click of a button you get your model imported into SI with all the
maps attached and a change range node with the right values added to your
displacement. It even flips the maps for you.

I think you can download it from the pixologic site.

Good Luck,
Florian
 Am 08.01.2014 09:18 schrieb Szabolcs Matefy szabol...@crytek.com:

 I’m sure that I’m the source of the error, but I can’t reproduce the level
 of detail in Softimage. It might be that I make the displacement in ZBrush
 wrong, but in PS the map looks good (I use 32bit 3channel OpenEXR), but the
 rendered version has very faint details. If I bump up the displacement with
 change range, the modell blows up…





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
 *Sent:* Wednesday, January 08, 2014 9:12 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Rendering ZBrush displacement in Soft



 Yep.



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Emilio Hernandez
 *Sent:* Wednesday, January 08, 2014 9:00 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 Are you using MR?




 2014/1/8 Szabolcs Matefy szabol...@crytek.com

 Anyone has idea how to render ZBrush displacement correctly in Softimage?
 Times to times, I think I know, and the next time I can’t render detailed
 displacement…

 ___
 This message contains confidential information and is intended only for
 the individual named. If you are not the named addressee you should not
 disseminate, distribute or copy this e-mail. Please notify the sender
 immediately by e-mail if you have received this e-mail by mistake and
 delete this e-mail from your system. E-mail transmission cannot be
 guaranteed to be secure or error-free as information could be intercepted,
 corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
 The sender therefore does not accept liability for any errors or omissions
 in the contents of this message, which arise as a result of e-mail
 transmission. If verification is required please request a hard-copy
 version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
 DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli





Re: rumor, Soft dead within the next year

2014-01-08 Thread Stefan Kubicek

There are lots of tests on the net that compare power consumption between different cards under load and idle conditions.Under load the Titan and cards with similar amounts of cores can draw up to 300 Watts peak, averaging in at 250 to 270 Watts.In idle mode I believe to have read that those cards consume around 15 watts only.Depending on your other components in your system (Number of CPUs, hard drives) you should buy a power unit that can handle the load.I only have a third generation 4 core i7 (90 Watts TDP) and one SSD (like 3 Watts max?) , and together with the power consumption of the mother board itself I get away with a 450Watts power supply as long as I only have 1 of those graphics cards installed. The picture changes with more cards and more CPUs accordingly.Atm I'm longing for hair/fur/strands support in RS too, it keeps me from using it on the current Job.quick question, whats the powerdraw when graphics cards are idle? (purely used as gpgpu, since no monitors attached)On Wed, Jan 8, 2014 at 7:20 PM, Mirko Jankovic mirkoj.anima...@gmail.com wrote:
I can totally confirm about Redshift.Actually I was saving for dual Xeon system as well but then tested Redshift and figured that for price of one Xeon CPU then I've got 2 titans... so at the end I built 4x Titan system and it eats through everything, and still with i7 3930k can do CPU rendering if / when needed.

Still beta but works great for 99% of the tasks. One comp render farm :)On Wed, Jan 8, 2014 at 8:59 AM, Emilio Hernandez emi...@e-roja.com wrote:

Hair is coming soon as well as strands. For me Redshift is so fast that now I don't render without GI. Also lighting is delicious as Redshift has also a progressive mode. So you can adjust things easily and creativly.


Before Redshift I was saving to buy a double Xeon to have at least 24 cores of pure render power. With my old GTX470 I was impressed with the speed and quality. Goodbye to flickering with HDRI using FG. Since Redshift all renders come without any flicker and noise in the blink of an eye compared to MR or even Arnold. I started using it for production even from its first alpha versions. 


Instead of expending big bucks to upgrade my machine, I bought a Titan and now I have the Titan and the GTX470 in my four year old i7. Goodbye to MB and DOF passes and then comp. Now from the beginning I have what I am looking for in terms of DOF and MB. Those two shots of the Coors can with pouring liquid were rendered with my PC in less than 5 hours in a single pass.


The biggest added value for me besides of course the render speed, is that I can continue on other tasks while rendering with the same computer. I can start a render and still open Nuke or AE and do some other stuff while rendering.


It had happended to me that I am doing other tasks and the render finished quiet ago.For a one man show, at least for me there is now no other render than Redshift.


2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com


Hair is unfortunately a breaker for me at this particular point as i'd like to get some xp in that domain, but Redshift looks nice enough, how does it handle compared to MR ? the number of times i've past the 15 min mark with MR waiting for 1 bucket before calling the time of death never knowing what param killed it...



I may eventually get it, also need to check my Nvidia card.On 8 January 2014 04:55, Emilio Hernandez emi...@e-roja.com wrote:



Hey Sebastian have you tried Redshift. The beta is only 100USD and it works like a charm, it is full integrated into Softimage and unless you are going to do Hair or Strands it is worth every penny. Specially for a one man show. Forget about CPU and use the GPU.




In my case I can continue working while I am rendering and that is surely a big added value.Faster than MR and faster than Arnold, and zero flickering with GI in animation.





2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com




9000€... it's going to be tough, but your worth it :)On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.de wrote:





Maybe true but one thing to keep in mind is you don't have to spend extra money for mental ray (at least no significant amount). For one man shows like me mr is still useful. I use it on a small farm with 8 nodes plus the workstation. Switching to arnold will cost me 9000€ . Thats roughly the same cost that my whole DCC apps are about. I see mr like I see the FXTree...it's does not compete to nuke but it's integrated in soft and already there. I agree that there aren't any reasons to stay with mr except the the expense factor and legacy things.







sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker






Sent: Monday, January 06, 2014 12:12 PM
To: softimage@listproc.autodesk.com
Subject: Re: rumor, Soft dead within the next year

Now while we are at it.

I´m currently preparing assets that need to be 

Re: rigging in xsi vs maya

2014-01-08 Thread Jordi Bares
Insanity made acceptable... How is that possible?

Reminds me of a great book about software Dev called the inmates running the 
asylum.  Appropriate isn't it?

Jb

Sent from my iPhone

 On 8 Jan 2014, at 06:54, Mirko Jankovic mirkoj.anima...@gmail.com wrote:
 
 Like mentioend couple times before... working in Maya is like walking on 
 glass legs. Expect every time that everything will collapse under you ;)
 
 
 On Wed, Jan 8, 2014 at 5:39 AM, Emilio Hernandez emi...@e-roja.com wrote:
 This is exactly what I am talking about of the weighing in Maya...   I 
 forgot to check the lock at some point and... KABOOM
 
 
 
 
 2014/1/7 Meng-Yang Lu ntmon...@gmail.com
 Yup, and that slider that was mentioned earlier is a booby trap that does 
 just that.  Throws your weights around willy nilly.  That's why there's a 
 ancient workflow of adding influence only and never subtracting.  
 
 -Lu
 
 
 On Tue, Jan 7, 2014 at 6:57 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:
 I was quite shocked to learn from riggers in my last job, that in maya you 
 have to lock all bones but the ones you want to weight to via small tick 
 boxes failure to do so aparently causing maya to through random 
 influences around...
 
 
 On 8 January 2014 02:22, Alan Fregtman alan.fregt...@gmail.com wrote:
 Last time I had to use Maya I would use Crosswalk to transfer the skinned 
 mesh from Maya to Soft, do my weighting in home sweet home, then I wrote 
 an exporter that saved out my weights in the cometSaveWeights format. 
 Life saver!
 
 
 
 On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron car...@gmail.com wrote:
 arg, figured it out.
 
 import pymel.core as pm
 pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))
 
 best UI ever!
 
 
 On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron car...@gmail.com wrote:
 this thread is some what well timed... i am in maya right now. i need 
 to get a mesh and its skin/envelope into softimage. i did not rig this 
 object and i don't know enough about maya to try and understand it 
 through inspection. in softimage i would select the mesh, then select 
 the deformers from envelope, then key frame those objects and remove 
 the constraints on them in mass with 'remove all constraints'
 
 is NONE of that doable in maya? cause i am having a hell of a time 
 figuring it out.
 
 s
 


Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Emilio Hernandez
The trick is the scalar change range node in the render tree to match the
displacement.  So MR will know wich values go up and wich values go down.
Take a look at the alpha value when exporting the displacement map from
Zbrush.  That value should be placed in the scalar change range node in the
render tree.

So let's say that the alpha value in Zbrush for the exported map is 0.054.
You should plug the dm in the scalar change range node and place the
minimum value to -0.054 ant the max to 0.054.  That way MR will know where
is 0.0 value and the max and min displacement.






2014/1/8 Florian Breg florian.b...@gmail.com

 Have you tried GoZ for softimage? I used it a lot recently and it works
 like a charm.

 With the click of a button you get your model imported into SI with all
 the maps attached and a change range node with the right values added to
 your displacement. It even flips the maps for you.

 I think you can download it from the pixologic site.

 Good Luck,
 Florian
  Am 08.01.2014 09:18 schrieb Szabolcs Matefy szabol...@crytek.com:

 I’m sure that I’m the source of the error, but I can’t reproduce the level
 of detail in Softimage. It might be that I make the displacement in ZBrush
 wrong, but in PS the map looks good (I use 32bit 3channel OpenEXR), but the
 rendered version has very faint details. If I bump up the displacement with
 change range, the modell blows up…





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
 *Sent:* Wednesday, January 08, 2014 9:12 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Rendering ZBrush displacement in Soft



 Yep.



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Emilio Hernandez
 *Sent:* Wednesday, January 08, 2014 9:00 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 Are you using MR?




 2014/1/8 Szabolcs Matefy szabol...@crytek.com

 Anyone has idea how to render ZBrush displacement correctly in Softimage?
 Times to times, I think I know, and the next time I can’t render detailed
 displacement…

 ___
 This message contains confidential information and is intended only for
 the individual named. If you are not the named addressee you should not
 disseminate, distribute or copy this e-mail. Please notify the sender
 immediately by e-mail if you have received this e-mail by mistake and
 delete this e-mail from your system. E-mail transmission cannot be
 guaranteed to be secure or error-free as information could be intercepted,
 corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
 The sender therefore does not accept liability for any errors or omissions
 in the contents of this message, which arise as a result of e-mail
 transmission. If verification is required please request a hard-copy
 version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
 DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli






Re: rigging in xsi vs maya

2014-01-08 Thread Stefan Kubicek

To be fair, I weighted a fair amount of characters in Maya over the years but I never experienced anything like that.When exactly is this happening? The only hickup I ran into occasionally was when painting weights, and then undoing that operation, which in rare cases does what you describe, but I think they fixed that in version 2013 or 2014. I never locked the skin weights, workflow wise I always found that highly disruptive.I was quite shocked to learn from riggers in my last job, that in maya you have to "lock all bones but the ones you want to weight to via small tick boxes" failure to do so aparently causing maya to through random influences around...
On 8 January 2014 02:22, Alan Fregtman alan.fregt...@gmail.com wrote:
Last time I had to use Maya I would use Crosswalk to transfer the skinned mesh from Maya to Soft, do my weighting in home sweet home, then I wrote an exporter that saved out my weights in the "cometSaveWeights" format. Life saver!


On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron car...@gmail.com wrote:


arg, figured it out.import pymel.core as pmpm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))


best UI ever!

On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron car...@gmail.com wrote:




this thread is some what well timed... i am in maya right now. i need to get a mesh and its skin/envelope into softimage. i did not rig this object and i don't know enough about maya to try and understand it through inspection. in softimage i would select the mesh, then select the deformers from envelope, then key frame those objects and remove the constraints on them in mass with 'remove all constraints'





is NONE of that doable in maya? cause i am having a hell of a time figuring it out.s



-- ---   Stefan Kubicek---   keyvis digital imagery  Alfred Feierfeilstraße 3   A-2380 Perchtoldsdorf bei Wien Phone:+43/699/12614231  www.keyvis.at  ste...@keyvis.at--  This email and its attachments are   confidential and for the recipient only--

Re: Facerobot - wrinkle maps and mouth smooth doesn't work

2014-01-08 Thread Rob Wuijster

Just be sure not to feed it after midnight ;-)


Rob

\/-\/\/

On 8-1-2014 9:01, Nicolas Esposito wrote:
Not sure if FR needs to think about it for a bit, but today the 
brushes for wrinkles and mouth works

I have no idea what happened but it works!


2014/1/6 Manny Papamanos manny.papama...@autodesk.com 
mailto:manny.papama...@autodesk.com


I think I had the same issue once.
It may have been due to topo edits combined with a
'freeze/freezeM I may have done.
I realized the problem  and reverted to a previous scene.


Manny Papamanos
Product Support Specialist
Americas Frontline Technical Support



From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Nicolas Esposito
Sent: Monday, January 06, 2014 4:51 PM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Facerobot - wrinkle maps and mouth smooth doesn't work

Hi having a strange issue with Facerobot

I'm rigging the same face with both Gear and Facerobot to see
which one is the best solution for my needs, I'm following the
videotutorials on youtube from SoftimageHowsTo and I would like to
paint the wrinkle maps

As soon as I choose to do wrinkle paint or mouth paint basically
the paint tool doesn't work at all

On the Mouth paint option basically it doesn't affect the painted
region ( nor delete or smooth, nor add )

On the wrinkle paint I cannot see at all the classic yellow lines
that defines the wrinkle themselfat first I tought that was a
graphic glitch, but even if I paint without seeing what I'm
painting and I test the rig the wrinkle paint is not there at all

The strangest thing is that the wrinkle paint and the mouth
smoothing works with the other already supplied meshes (
RockFalcon, Mister Fitness ) but not with my mesh

Did anyone had my same problem?

Solution?

Cheers


No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2014.0.4259 / Virus Database: 3658/6983 - Release Date: 01/07/14





Re: rigging in xsi vs maya

2014-01-08 Thread Tim Leydecker

Using a 3DSMax rigged sample character scene from the UDK docs,
I made a roundtrip through Maya and Softimage using the *.fbx format.

I didn´t try to export any rig controls, just a human rig.


It´s worth checking to have the latest *.fbx version installed and
using an export preset that seems applicable, I think I resorted to
Autodesk Media Entertainment 2012 bla (im on 2012´s).

I can´t say if that was the best way but that roundtrip worked.

I ended up with Maya/3DSMax/Softimage each having the rigged, animated 
character in a scene.

In my case, there was some nuisance with the BIPED rig getting interpreted as a 
second rig
the character is rigged to in Softimage, I had to delete that biped in XSI to 
get back to
similar results as in 3DSMax, leaving only the rig meant for export - it is 
likely that was
my export settings or selection settings. I had straight results going from 
Maya to Softimage.

Cheers,


tim

On 07.01.2014 23:58, Steven Caron wrote:

this thread is some what well timed... i am in maya right now. i need to get a 
mesh and its skin/envelope into softimage. i did not rig this object and i 
don't know enough about
maya to try and understand it through inspection. in softimage i would select 
the mesh, then select the deformers from envelope, then key frame those objects 
and remove the
constraints on them in mass with 'remove all constraints'

is NONE of that doable in maya? cause i am having a hell of a time figuring it 
out.

s


soft and Arnold i think

2014-01-08 Thread adrian wyer
https://vimeo.com/83602545

 

https://vimeo.com/83602546

 

very nice

 

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


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

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

 

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

 



Re: soft and Arnold i think

2014-01-08 Thread Emilio Hernandez
Nice work!




2014/1/8 adrian wyer adrian.w...@fluid-pictures.com

   https://vimeo.com/83602545



 https://vimeo.com/83602546



 very nice



 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: OT: Organizing files that belong together

2014-01-08 Thread Angus Davidson
Ugg Ascii art didn’t come out right

A1 A2 A3
B1 B2 B3
C1 C2 C3

Hopefully this come out

table width=100% border=0 cellspacing=0 cellpadding=0 
style=width:100%;
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
are not necessarily the views and opinions of The University of the 
Witwatersrand, Johannesburg. All agreements between the University and 
outsiders are subject to South African Law unless the University agrees in 
writing to the contrary. /span/font/td
/tr
/table


Re: soft and Arnold i think

2014-01-08 Thread peter_b
very nice how they interrelate


From: Emilio Hernandez 
Sent: Wednesday, January 08, 2014 11:24 AM
To: softimage@listproc.autodesk.com 
Subject: Re: soft and Arnold i think

Nice work!







2014/1/8 adrian wyer adrian.w...@fluid-pictures.com

  https://vimeo.com/83602545



  https://vimeo.com/83602546



  very nice



  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: Rendering ZBrush displacement in Soft

2014-01-08 Thread Cristobal Infante
GoZ for softimage all the way...


On 8 January 2014 09:24, Emilio Hernandez emi...@e-roja.com wrote:

 The trick is the scalar change range node in the render tree to match the
 displacement.  So MR will know wich values go up and wich values go down.
 Take a look at the alpha value when exporting the displacement map from
 Zbrush.  That value should be placed in the scalar change range node in the
 render tree.

 So let's say that the alpha value in Zbrush for the exported map is
 0.054.  You should plug the dm in the scalar change range node and place
 the minimum value to -0.054 ant the max to 0.054.  That way MR will know
 where is 0.0 value and the max and min displacement.






 2014/1/8 Florian Breg florian.b...@gmail.com

 Have you tried GoZ for softimage? I used it a lot recently and it works
 like a charm.

 With the click of a button you get your model imported into SI with all
 the maps attached and a change range node with the right values added to
 your displacement. It even flips the maps for you.

 I think you can download it from the pixologic site.

 Good Luck,
 Florian
  Am 08.01.2014 09:18 schrieb Szabolcs Matefy szabol...@crytek.com:

 I’m sure that I’m the source of the error, but I can’t reproduce the
 level of detail in Softimage. It might be that I make the displacement in
 ZBrush wrong, but in PS the map looks good (I use 32bit 3channel OpenEXR),
 but the rendered version has very faint details. If I bump up the
 displacement with change range, the modell blows up…





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
 *Sent:* Wednesday, January 08, 2014 9:12 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Rendering ZBrush displacement in Soft



 Yep.



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Emilio Hernandez
 *Sent:* Wednesday, January 08, 2014 9:00 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 Are you using MR?




 2014/1/8 Szabolcs Matefy szabol...@crytek.com

 Anyone has idea how to render ZBrush displacement correctly in
 Softimage? Times to times, I think I know, and the next time I can’t render
 detailed displacement…

 ___
 This message contains confidential information and is intended only for
 the individual named. If you are not the named addressee you should not
 disseminate, distribute or copy this e-mail. Please notify the sender
 immediately by e-mail if you have received this e-mail by mistake and
 delete this e-mail from your system. E-mail transmission cannot be
 guaranteed to be secure or error-free as information could be intercepted,
 corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
 The sender therefore does not accept liability for any errors or omissions
 in the contents of this message, which arise as a result of e-mail
 transmission. If verification is required please request a hard-copy
 version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18,
 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
 DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli







Re: soft and Arnold i think

2014-01-08 Thread patrick nethercoat
*applause*

lovely.


On 8 January 2014 10:37, pete...@skynet.be wrote:

   very nice how they interrelate


  *From:* Emilio Hernandez emi...@e-roja.com
 *Sent:* Wednesday, January 08, 2014 11:24 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: soft and Arnold i think

  Nice work!




 2014/1/8 adrian wyer adrian.w...@fluid-pictures.com

   https://vimeo.com/83602545



 https://vimeo.com/83602546



 very nice



 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: OT: Organizing files that belong together

2014-01-08 Thread Christian Gotzinger
Thank you for the input, Angus. I like your idea of tracking edges, that
makes a lot of sense and is something that I'll definitely look into.

Regarding a tool that might help with organizing this, I take it there may
not be anything out there that applies to our needs. We use Perforce, and
that seems to have a new utility called Git Fusion, but the whole thing
scares me somewhat because it looks extremely complex (and none of us even
have any clue about Git itself). Maybe I can write a little Python thingy
that does what we need. Of course we could also just create some sort of
spreadsheet, but the usability of a spreadsheet is crap.


On Wed, Jan 8, 2014 at 11:40 AM, Angus Davidson
angus.david...@wits.ac.zawrote:

  Ugg Ascii art didn’t come out right

  A1 A2 A3
 B1 B2 B3
 C1 C2 C3

  Hopefully this come out

  This communication is intended for the addressee only. It is confidential. 
 If you have received this communication in error, please notify us 
 immediately and destroy the original message. You may not copy or disseminate 
 this communication without the permission of the University. Only authorised 
 signatories are competent to enter into agreements on behalf of the 
 University and recipients are thus advised that the content of this message 
 may not be legally binding on the University and may contain the personal 
 views and opinions of the author, which are not necessarily the views and 
 opinions of The University of the Witwatersrand, Johannesburg. All agreements 
 between the University and outsiders are subject to South African Law unless 
 the University agrees in writing to the contrary.




Re: soft and Arnold i think

2014-01-08 Thread Morten Bartholdy
They are sweet :)

- and nicely done too.

MB


Den 8. januar 2014 kl. 11:19 skrev adrian wyer
adrian.w...@fluid-pictures.com:

 
 https://vimeo.com/83602545 https://vimeo.com/83602545
 
 
 
 https://vimeo.com/83602546 https://vimeo.com/83602546
 
 
 
 very nice
 
 
 
 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St .
 London
 W1W 8SY
 ++44(0) 207 580 0829
 
 
 adrian.w...@fluid-pictures.com
 blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com
 
 www.fluid-pictures.com
 blocked::blocked::blocked::http://www.fluid-pictures.com/
 
 
 
 Fluid Pictures Limited is registered in England and Wales .
 Company number:5657815
 VAT number: 872 6893 71
 
 
 


RE: Rendering ZBrush displacement in Soft

2014-01-08 Thread Szabolcs Matefy
OK, next question. If you are working in linear workflow, how would you set up 
the displacement? At this moment I feed the displacement map as Linear, and 
scale it down with Change Range node. The displacement map is an OpenEXR 32 bit 
texture, and I am using the MILA mental Ray shaders.

Cheers

Szabolcs

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Cristobal Infante
Sent: Wednesday, January 08, 2014 12:08 PM
To: softimage@listproc.autodesk.com
Subject: Re: Rendering ZBrush displacement in Soft

GoZ for softimage all the way...

On 8 January 2014 09:24, Emilio Hernandez 
emi...@e-roja.commailto:emi...@e-roja.com wrote:
The trick is the scalar change range node in the render tree to match the 
displacement.  So MR will know wich values go up and wich values go down.  Take 
a look at the alpha value when exporting the displacement map from Zbrush.  
That value should be placed in the scalar change range node in the render tree.
So let's say that the alpha value in Zbrush for the exported map is 0.054.  You 
should plug the dm in the scalar change range node and place the minimum value 
to -0.054 ant the max to 0.054.  That way MR will know where is 0.0 value and 
the max and min displacement.


[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014/1/8 Florian Breg florian.b...@gmail.commailto:florian.b...@gmail.com

Have you tried GoZ for softimage? I used it a lot recently and it works like a 
charm.

With the click of a button you get your model imported into SI with all the 
maps attached and a change range node with the right values added to your 
displacement. It even flips the maps for you.

I think you can download it from the pixologic site.

Good Luck,
Florian
Am 08.01.2014 09:18 schrieb Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com:

I'm sure that I'm the source of the error, but I can't reproduce the level of 
detail in Softimage. It might be that I make the displacement in ZBrush wrong, 
but in PS the map looks good (I use 32bit 3channel OpenEXR), but the rendered 
version has very faint details. If I bump up the displacement with change 
range, the modell blows up...


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Szabolcs Matefy
Sent: Wednesday, January 08, 2014 9:12 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Rendering ZBrush displacement in Soft

Yep.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: Wednesday, January 08, 2014 9:00 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Rendering ZBrush displacement in Soft

Are you using MR?

[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014/1/8 Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com
Anyone has idea how to render ZBrush displacement correctly in Softimage? Times 
to times, I think I know, and the next time I can't render detailed 
displacement...
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli





Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Cristobal Infante
You read it linear for sure. What exactly is your problem, are you not
getting enough detail?. If this is the problem it can also be the UVs are
not big enough for each poly.

To be honest the final shader doesn't really matter for the disp, in fact
GoZ export with a phong. I personally only use Architectural materials when
in MR though.




On 8 January 2014 12:45, Szabolcs Matefy szabol...@crytek.com wrote:

 OK, next question. If you are working in linear workflow, how would you
 set up the displacement? At this moment I feed the displacement map as
 Linear, and scale it down with Change Range node. The displacement map is
 an OpenEXR 32 bit texture, and I am using the MILA mental Ray shaders.



 Cheers



 Szabolcs



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Cristobal Infante
 *Sent:* Wednesday, January 08, 2014 12:08 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 GoZ for softimage all the way...



 On 8 January 2014 09:24, Emilio Hernandez emi...@e-roja.com wrote:

 The trick is the scalar change range node in the render tree to match the
 displacement.  So MR will know wich values go up and wich values go down.
 Take a look at the alpha value when exporting the displacement map from
 Zbrush.  That value should be placed in the scalar change range node in the
 render tree.

 So let's say that the alpha value in Zbrush for the exported map is
 0.054.  You should plug the dm in the scalar change range node and place
 the minimum value to -0.054 ant the max to 0.054.  That way MR will know
 where is 0.0 value and the max and min displacement.




 2014/1/8 Florian Breg florian.b...@gmail.com

 Have you tried GoZ for softimage? I used it a lot recently and it works
 like a charm.

 With the click of a button you get your model imported into SI with all
 the maps attached and a change range node with the right values added to
 your displacement. It even flips the maps for you.

 I think you can download it from the pixologic site.

 Good Luck,
 Florian

 Am 08.01.2014 09:18 schrieb Szabolcs Matefy szabol...@crytek.com:



 I’m sure that I’m the source of the error, but I can’t reproduce the level
 of detail in Softimage. It might be that I make the displacement in ZBrush
 wrong, but in PS the map looks good (I use 32bit 3channel OpenEXR), but the
 rendered version has very faint details. If I bump up the displacement with
 change range, the modell blows up…





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
 *Sent:* Wednesday, January 08, 2014 9:12 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Rendering ZBrush displacement in Soft



 Yep.



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Emilio Hernandez
 *Sent:* Wednesday, January 08, 2014 9:00 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 Are you using MR?




 2014/1/8 Szabolcs Matefy szabol...@crytek.com

 Anyone has idea how to render ZBrush displacement correctly in Softimage?
 Times to times, I think I know, and the next time I can’t render detailed
 displacement…

 ___
 This message contains confidential information and is intended only for
 the individual named. If you are not the named addressee you should not
 disseminate, distribute or copy this e-mail. Please notify the sender
 immediately by e-mail if you have received this e-mail by mistake and
 delete this e-mail from your system. E-mail transmission cannot be
 guaranteed to be secure or error-free as information could be intercepted,
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Re: rigging in xsi vs maya

2014-01-08 Thread Sebastien Sterling
One feature i would have loved to see implemented across the board of
autodesk products (apart from Alembic which should really just be a new
standard by now...) is the heat map algorithm. in theory, is this that
difficult to implement in Soft and Max ? apparently it was made by a bunch
of students checking up on heat distribution algorithm papers for designing
old radiators.

http://www.youtube.com/watch?v=aCBx8MjEvvo

On paper it looks like the best shit ever, so we of the CHR Dep wanted to
use it to test characters for deformation in maya pre rigging. trouble was,
apparently its extremely susceptible, and i'm not quite sure to what,
topology, mesh density... but in any case a Lead at rigging scripted a
small ui allowing us to just bypass most of the checks, making the tech
actually usable, and it worked great... until we realised that it actually
pops vertices slightly away from their initial position... in fairness we
used a script to access these capabilities so maybe that caused the
problem, i doubt it but there was tampering, maybe someone else has had
more controled experiences with Heat mapping, like i said before it still
seems like a really useful addition,


On 8 January 2014 10:52, Tim Leydecker bauero...@gmx.de wrote:

 Using a 3DSMax rigged sample character scene from the UDK docs,
 I made a roundtrip through Maya and Softimage using the *.fbx format.

 I didn´t try to export any rig controls, just a human rig.


 It´s worth checking to have the latest *.fbx version installed and
 using an export preset that seems applicable, I think I resorted to
 Autodesk Media Entertainment 2012 bla (im on 2012´s).

 I can´t say if that was the best way but that roundtrip worked.

 I ended up with Maya/3DSMax/Softimage each having the rigged, animated
 character in a scene.

 In my case, there was some nuisance with the BIPED rig getting interpreted
 as a second rig
 the character is rigged to in Softimage, I had to delete that biped in XSI
 to get back to
 similar results as in 3DSMax, leaving only the rig meant for export - it
 is likely that was
 my export settings or selection settings. I had straight results going
 from Maya to Softimage.

 Cheers,


 tim


 On 07.01.2014 23:58, Steven Caron wrote:

 this thread is some what well timed... i am in maya right now. i need to
 get a mesh and its skin/envelope into softimage. i did not rig this object
 and i don't know enough about
 maya to try and understand it through inspection. in softimage i would
 select the mesh, then select the deformers from envelope, then key frame
 those objects and remove the
 constraints on them in mass with 'remove all constraints'

 is NONE of that doable in maya? cause i am having a hell of a time
 figuring it out.

 s




Re: soft and Arnold i think

2014-01-08 Thread Sebastien Sterling
Maybe these people should get an invite to the list :), its not the first
time the words i think it might be softimage have appeared around here.


On 8 January 2014 13:04, Morten Bartholdy x...@colorshopvfx.dk wrote:

   They are sweet :)



 - and nicely done too.



  MB


 Den 8. januar 2014 kl. 11:19 skrev adrian wyer 
 adrian.w...@fluid-pictures.com:

https://vimeo.com/83602545



  https://vimeo.com/83602546



  very nice



  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








Stopping simulation!?

2014-01-08 Thread Morten Bartholdy
I have had the doubtful priviledge of having to do a variety of simulation
lately in Soft, and if I remember correctly, in the fall I was able to stop
simulations by mouse and pen input, but now I can't do that any longer -
actually no matter how simple the sim is.

I am on SI 2013 SP1 Win7 and the only thing I have installed in the
meantime is Momentum. I have not tried removing it, and before doing that I
just want to hear if anyone else has experienced something like this and
know of a fix?

Thanks

Morten




Re: Stopping simulation!?

2014-01-08 Thread Emilio Hernandez
Now that you mention I am having the same issue.  Any ideas?  Thx




2014/1/8 Morten Bartholdy x...@colorshopvfx.dk

   I have had the doubtful priviledge of having to do a variety of
 simulation lately in Soft, and if I remember correctly, in the fall I was
 able to stop simulations by mouse and pen input, but now I can't do that
 any longer - actually no matter how simple the sim is.



 I am on SI 2013 SP1 Win7 and the only thing I have installed in the
 meantime is Momentum. I have not tried removing it, and before doing that I
 just want to hear if anyone else has experienced something like this and
 know of a fix?



 Thanks



 Morten










Linking a light (Sun) to a Physical sky ?

2014-01-08 Thread olivier jeannel

Very dumb question, I did it before, I'm sure...
How do I link a light (infinite - sun) rotation to a vector (Sun 
direction) in a Physicla sky property page ? (So that my light is a sun...)

I'm in redshift...


Re: soft and Arnold i think

2014-01-08 Thread Ben Rogall
Yes. They are synchronized and on the official site 
http://www.unahistoriaquedalavuelta.com/ there is this trick where you 
control the playback with your mobile phone to rotate between the happy 
and sad versions.


On 1/8/2014 4:37 AM, pete...@skynet.be wrote:

very nice how they interrelate
*From:* Emilio Hernandez mailto:emi...@e-roja.com
*Sent:* Wednesday, January 08, 2014 11:24 AM
*To:* softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com

*Subject:* Re: soft and Arnold i think
Nice work!



2014/1/8 adrian wyer adrian.w...@fluid-pictures.com 
mailto:adrian.w...@fluid-pictures.com


https://vimeo.com/83602545

https://vimeo.com/83602546

very nice

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: rumor, Soft dead within the next year

2014-01-08 Thread Stephen Davidson
+1 here. Redshift is faster on one machine than Mentalray on two of the
same CPU (i7 950)
and I am using a Nvidia Quadro FX 3800 (older card)
I would imagine multiple CUDA cards would be lightning fast.
Redshift is also so well integrated into Softimage. Very little
learning to be up and running in a short time.
Basically, just a few custom shaders, the rest are the existing shaders.

Well worth the $100 Beta and then $300 more when the first release comes
out.
The tech support is outstanding. I was an Alpha user. Very happy.


On Tue, Jan 7, 2014 at 10:55 PM, Emilio Hernandez emi...@e-roja.com wrote:

 Hey Sebastian have you tried Redshift.  The beta is only 100USD and it
 works like a charm, it is full integrated into Softimage and unless you are
 going to do Hair or Strands it is worth every penny.  Specially for a one
 man show.  Forget about CPU and use the GPU.

 In my case I can continue working while I am rendering and that is surely
 a big added value.

 Faster than MR and faster than Arnold, and zero flickering with GI in
 animation.






 2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com

 9000€... it's going to be tough, but your worth it :)


 On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.de wrote:

 Maybe true but one thing to keep in mind is you don't have to spend
 extra money for mental ray (at least no significant amount). For one man
 shows like me mr is still useful. I use it on a small farm with 8 nodes
 plus the workstation. Switching to arnold will cost me 9000€ . Thats
 roughly the same cost that my whole DCC apps are about. I see mr like I see
 the FXTree...it's does not compete to nuke but it's integrated in soft and
 already there.  I agree that there aren't any reasons to stay with mr
 except the the expense factor and legacy things.

 sven

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
 Sent: Monday, January 06, 2014 12:12 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: rumor, Soft dead within the next year

 Now while we are at it.

 I´m currently preparing assets that need to be free of 3rd party
 functionality.

 This means I have to set them up with a mR shading network to start
 folks off with.

 mental ray. The common thing between 3DSMax, Maya and Softimage.

 Please.

 Kill it.

 It´s not getting anyone anywhere anymore. I don´t want to discuss
 details or legacy reasons.

 Kill it. It´s over. It won´t come back.

 Selling three different DCC apps that actually share the fact that you
 will first have to invest in a 3rd party renderer to get something looking
 half way decent out of them can´t be the most ideal situation but a pretty
 nice way of creating an industry standard of wasting people´s life with
 forcing them in personal overtime.

 What a crap.

 Really.

 Provide a renderer that actually works as advertised. Or don´t make me
 pay for that mR crap.


 tim












 On 06.01.2014 11:38, Graham Bell wrote:
  Ah, the Dreamcast, a fine console but flawed form the beginning. The
 tech was ok, but really just a pc and essentially the predecessor to the
 Xbox.
  The problem with the Dreamcast was that it launched right in the
 middle of when a lot of developers were looking to retool for the PS2.
 People were caught in the middle of whether to go short for the Dreamcast,
 or go long for the PS2. Most went with the PS2 and then eventually the Xbox.
 
  On the Soft and Maya usability front, personally I don't mind both,
 but then I've always been used to jumping between the two, even back in the
 Power Animator and Soft3d days.
  I've often heard that Maya is hard to learn, or its UI is tricky, but
 I think this is one of those myths. It's really no better, or worse than
 any other package to learn really. The one thing to remember about Maya, is
 that it's very open, it was designed that way. So there can be different
 (some would say to many) ways to do the same thing. Also, Maya has a lot of
 preferences, so you can actually change many things, including the UI. It's
 mastering those things, that can often be the trick. I still see people
 now, some experienced Maya vets, who aren't using the hotbox or marking
 menus correctly and they can be key to Maya's UI and usability.
 
  However I'd still like some Softimage fairy dust sprinkled on some of
  Maya's UI though. Now when it comes to Max, don't get me
  started...:-)
 
 
 
  From: softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Dan
  Yargici
  Sent: 06 January 2014 09:44
  To: softimage@listproc.autodesk.com
  Subject: Re: rumor, Soft dead within the next year
 
  Softimage is the Dreamcast of DCC apps.
 
  Playstation had the slick marketing, Dreamcast had the tech but got
 chewed to pieces by the Playstation hype machine and Playstation won.  When
 Sega finally gave up on the console business every man and his 

Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Emilio Hernandez
I also use GoZ a lot, the only bug that happens for me is that if you send
from Softimage to Zbrush, make an UV check before start sculpting.
Sometimes they got screwed.  So export an OBJ and import in Zbrush do your
sculpt and sendback to SI.  Make sure your UV's are consistent and flip the
U before exporting from Zbrush or your map is going to come up flipped.
upside down.

Regularly I don't subd the mesh in Zbrush more than 4 subd.   As you need
to subd your mesh also inside SI the same amount to properly displace the
geo when rendering.  If you find that you need more subd in your sculpt.  I
willo go back, subd the mesh to get more polys and send it back to Zbrush,
so you can go as high as 8 subd from the original mesh, that is a lot.

As far as I remember you can use a 32bit depth image to plug that into the
scalar change range node.  But this depth in the bitmap has nothing to do
with the linear workflow, as the linear workflow is related to gamma
correct display and rendering, and this maps are to drive values of units
to displace the geometry inwards and outwards and to be interpretated by
the render engine

Here is video that will help to understand the displacement in SI and MR.

https://vimeo.com/29898426

.






2014/1/8 Cristobal Infante cgc...@gmail.com

 You read it linear for sure. What exactly is your problem, are you not
 getting enough detail?. If this is the problem it can also be the UVs are
 not big enough for each poly.

 To be honest the final shader doesn't really matter for the disp, in fact
 GoZ export with a phong. I personally only use Architectural materials when
 in MR though.




 On 8 January 2014 12:45, Szabolcs Matefy szabol...@crytek.com wrote:

 OK, next question. If you are working in linear workflow, how would you
 set up the displacement? At this moment I feed the displacement map as
 Linear, and scale it down with Change Range node. The displacement map is
 an OpenEXR 32 bit texture, and I am using the MILA mental Ray shaders.



 Cheers



 Szabolcs



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Cristobal Infante
 *Sent:* Wednesday, January 08, 2014 12:08 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 GoZ for softimage all the way...



 On 8 January 2014 09:24, Emilio Hernandez emi...@e-roja.com wrote:

 The trick is the scalar change range node in the render tree to match the
 displacement.  So MR will know wich values go up and wich values go down.
 Take a look at the alpha value when exporting the displacement map from
 Zbrush.  That value should be placed in the scalar change range node in the
 render tree.

 So let's say that the alpha value in Zbrush for the exported map is
 0.054.  You should plug the dm in the scalar change range node and place
 the minimum value to -0.054 ant the max to 0.054.  That way MR will know
 where is 0.0 value and the max and min displacement.




 2014/1/8 Florian Breg florian.b...@gmail.com

 Have you tried GoZ for softimage? I used it a lot recently and it works
 like a charm.

 With the click of a button you get your model imported into SI with all
 the maps attached and a change range node with the right values added to
 your displacement. It even flips the maps for you.

 I think you can download it from the pixologic site.

 Good Luck,
 Florian

 Am 08.01.2014 09:18 schrieb Szabolcs Matefy szabol...@crytek.com:



 I’m sure that I’m the source of the error, but I can’t reproduce the
 level of detail in Softimage. It might be that I make the displacement in
 ZBrush wrong, but in PS the map looks good (I use 32bit 3channel OpenEXR),
 but the rendered version has very faint details. If I bump up the
 displacement with change range, the modell blows up…





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
 *Sent:* Wednesday, January 08, 2014 9:12 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Rendering ZBrush displacement in Soft



 Yep.



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Emilio Hernandez
 *Sent:* Wednesday, January 08, 2014 9:00 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 Are you using MR?




 2014/1/8 Szabolcs Matefy szabol...@crytek.com

 Anyone has idea how to render ZBrush displacement correctly in Softimage?
 Times to times, I think I know, and the next time I can’t render detailed
 displacement…

 ___
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Re: rumor, Soft dead within the next year

2014-01-08 Thread Dan Yargici
Anyone tried using gpubox with Redshift?

http://renegatt.com/



On Wed, Jan 8, 2014 at 3:55 PM, Stephen Davidson magic...@bellsouth.netwrote:

 +1 here. Redshift is faster on one machine than Mentalray on two of the
 same CPU (i7 950)
 and I am using a Nvidia Quadro FX 3800 (older card)
 I would imagine multiple CUDA cards would be lightning fast.
 Redshift is also so well integrated into Softimage. Very little
 learning to be up and running in a short time.
 Basically, just a few custom shaders, the rest are the existing shaders.

 Well worth the $100 Beta and then $300 more when the first release comes
 out.
 The tech support is outstanding. I was an Alpha user. Very happy.


 On Tue, Jan 7, 2014 at 10:55 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Hey Sebastian have you tried Redshift.  The beta is only 100USD and it
 works like a charm, it is full integrated into Softimage and unless you are
 going to do Hair or Strands it is worth every penny.  Specially for a one
 man show.  Forget about CPU and use the GPU.

 In my case I can continue working while I am rendering and that is surely
 a big added value.

 Faster than MR and faster than Arnold, and zero flickering with GI in
 animation.






 2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com

 9000€... it's going to be tough, but your worth it :)


 On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.dewrote:

 Maybe true but one thing to keep in mind is you don't have to spend
 extra money for mental ray (at least no significant amount). For one man
 shows like me mr is still useful. I use it on a small farm with 8 nodes
 plus the workstation. Switching to arnold will cost me 9000€ . Thats
 roughly the same cost that my whole DCC apps are about. I see mr like I see
 the FXTree...it's does not compete to nuke but it's integrated in soft and
 already there.  I agree that there aren't any reasons to stay with mr
 except the the expense factor and legacy things.

 sven

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
 Sent: Monday, January 06, 2014 12:12 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: rumor, Soft dead within the next year

 Now while we are at it.

 I´m currently preparing assets that need to be free of 3rd party
 functionality.

 This means I have to set them up with a mR shading network to start
 folks off with.

 mental ray. The common thing between 3DSMax, Maya and Softimage.

 Please.

 Kill it.

 It´s not getting anyone anywhere anymore. I don´t want to discuss
 details or legacy reasons.

 Kill it. It´s over. It won´t come back.

 Selling three different DCC apps that actually share the fact that you
 will first have to invest in a 3rd party renderer to get something looking
 half way decent out of them can´t be the most ideal situation but a pretty
 nice way of creating an industry standard of wasting people´s life with
 forcing them in personal overtime.

 What a crap.

 Really.

 Provide a renderer that actually works as advertised. Or don´t make me
 pay for that mR crap.


 tim












 On 06.01.2014 11:38, Graham Bell wrote:
  Ah, the Dreamcast, a fine console but flawed form the beginning. The
 tech was ok, but really just a pc and essentially the predecessor to the
 Xbox.
  The problem with the Dreamcast was that it launched right in the
 middle of when a lot of developers were looking to retool for the PS2.
 People were caught in the middle of whether to go short for the Dreamcast,
 or go long for the PS2. Most went with the PS2 and then eventually the 
 Xbox.
 
  On the Soft and Maya usability front, personally I don't mind both,
 but then I've always been used to jumping between the two, even back in the
 Power Animator and Soft3d days.
  I've often heard that Maya is hard to learn, or its UI is tricky, but
 I think this is one of those myths. It's really no better, or worse than
 any other package to learn really. The one thing to remember about Maya, is
 that it's very open, it was designed that way. So there can be different
 (some would say to many) ways to do the same thing. Also, Maya has a lot of
 preferences, so you can actually change many things, including the UI. It's
 mastering those things, that can often be the trick. I still see people
 now, some experienced Maya vets, who aren't using the hotbox or marking
 menus correctly and they can be key to Maya's UI and usability.
 
  However I'd still like some Softimage fairy dust sprinkled on some of
  Maya's UI though. Now when it comes to Max, don't get me
  started...:-)
 
 
 
  From: softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Dan
  Yargici
  Sent: 06 January 2014 09:44
  To: softimage@listproc.autodesk.com
  Subject: Re: rumor, Soft dead within the next year
 
  Softimage is the Dreamcast of DCC apps.
 
  Playstation had the slick marketing, Dreamcast had the 

Re: Linking a light (Sun) to a Physical sky ?

2014-01-08 Thread olivier jeannel

Seems to work with Mia Phisical Sun ..
I
Le 08/01/2014 16:32, olivier jeannel a écrit :

Very dumb question, I did it before, I'm sure...
How do I link a light (infinite - sun) rotation to a vector (Sun 
direction) in a Physicla sky property page ? (So that my light is a 
sun...)

I'm in redshift...






Re: rumor, Soft dead within the next year

2014-01-08 Thread Ben Rogall

Someone said they were going to try Amazon EC2 but no results posted yet.

On 1/8/2014 10:00 AM, Dan Yargici wrote:

Anyone tried using gpubox with Redshift?

http://renegatt.com/



On Wed, Jan 8, 2014 at 3:55 PM, Stephen Davidson 
magic...@bellsouth.net mailto:magic...@bellsouth.net wrote:


+1 here. Redshift is faster on one machine than Mentalray on two
of the same CPU (i7 950)
and I am using a Nvidia Quadro FX 3800 (older card)
I would imagine multiple CUDA cards would be lightning fast.
Redshift is also so well integrated into Softimage. Very little
learning to be up and running in a short time.
Basically, just a few custom shaders, the rest are the existing
shaders.

Well worth the $100 Beta and then $300 more when the first release
comes out.
The tech support is outstanding. I was an Alpha user. Very happy.


On Tue, Jan 7, 2014 at 10:55 PM, Emilio Hernandez
emi...@e-roja.com mailto:emi...@e-roja.com wrote:

Hey Sebastian have you tried Redshift. The beta is only 100USD
and it works like a charm, it is full integrated into
Softimage and unless you are going to do Hair or Strands it is
worth every penny.  Specially for a one man show.  Forget
about CPU and use the GPU.

In my case I can continue working while I am rendering and
that is surely a big added value.

Faster than MR and faster than Arnold, and zero flickering
with GI in animation.






2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com
mailto:sebastien.sterl...@gmail.com

9000€... it's going to be tough, but your worth it :)


On 6 January 2014 13:34, Sven Constable
sixsi_l...@imagefront.de
mailto:sixsi_l...@imagefront.de wrote:

Maybe true but one thing to keep in mind is you don't
have to spend extra money for mental ray (at least no
significant amount). For one man shows like me mr is
still useful. I use it on a small farm with 8 nodes
plus the workstation. Switching to arnold will cost me
9000€ . Thats roughly the same cost that my whole DCC
apps are about. I see mr like I see the FXTree...it's
does not compete to nuke but it's integrated in soft
and already there.  I agree that there aren't any
reasons to stay with mr except the the expense factor
and legacy things.

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On
Behalf Of Tim Leydecker
Sent: Monday, January 06, 2014 12:12 PM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Re: rumor, Soft dead within the next year

Now while we are at it.

I´m currently preparing assets that need to be free of
3rd party functionality.

This means I have to set them up with a mR shading
network to start folks off with.

mental ray. The common thing between 3DSMax, Maya and
Softimage.

Please.

Kill it.

It´s not getting anyone anywhere anymore. I don´t want
to discuss details or legacy reasons.

Kill it. It´s over. It won´t come back.

Selling three different DCC apps that actually share
the fact that you will first have to invest in a 3rd
party renderer to get something looking half way
decent out of them can´t be the most ideal situation
but a pretty nice way of creating an industry standard
of wasting people´s life with forcing them in personal
overtime.

What a crap.

Really.

Provide a renderer that actually works as advertised.
Or don´t make me pay for that mR crap.


tim












On 06.01.2014 11:38, Graham Bell wrote:
 Ah, the Dreamcast, a fine console but flawed form
the beginning. The tech was ok, but really just a pc
and essentially the predecessor to the Xbox.
 The problem with the Dreamcast was that it launched
right in the middle of when a lot of developers were
looking to retool for the PS2. People were caught in
the middle of whether to go short for the Dreamcast,
or go long for the PS2. Most went with the PS2 and
   

Re: rumor, Soft dead within the next year

2014-01-08 Thread Emilio Hernandez
It sounds promising.  I don't know.

The funny thing is that Quadros actually render slower than GTX in my
experience. As they have lower CUDA cores.  My GTX470 alone rendered faster
than a Quadro 3000.  As the GTX is more focused to games and Quadros to
faster video display processing, the Quadros have a lower memory bandwith
and less CUDA cores.  At least from the last comparisions I have doing in
the Nvidia site.  Actually I was planning to upgrade my GTX470 to a GTX
780Ti instead of the Titan.  A few bucks off the price and it has excellent
specs.

GTX 780 Ti GPU Engine Specs:
2880CUDA Cores
875Base Clock (MHz)
928Boost Clock (MHz)
210Texture Fill Rate (GigaTexels/sec)

GTX 780 Ti Memory Specs:
7.0 GbpsMemory Clock
3072 MBStandard Memory Config
GDDR5Memory Interface
384-bitMemory Interface Width
336Memory Bandwidth (GB/sec)


From this numbers what you are looking for, is to see which GPU will
perform faster are the number of CUDA Cores and the memory bandwith.  The
higher the better.  As the memory bandwith is how fast the data can be
transfered to memory to be processed by the CUDA cores.

Some guys are already using Redshift with RoyalRender.  I don't how fast
they are rendering, but now you can have a render farm with cheap
processors and a couple of this GPU inside.

A quick example.

The same scene in round numbers per frame in my machine.

Arnold:   15 min
Redhsfit:  4 min

So you can expect at least a reduction of 73% in your render times.










2014/1/8 Dan Yargici danyarg...@gmail.com

 Anyone tried using gpubox with Redshift?

 http://renegatt.com/



 On Wed, Jan 8, 2014 at 3:55 PM, Stephen Davidson 
 magic...@bellsouth.netwrote:

 +1 here. Redshift is faster on one machine than Mentalray on two of the
 same CPU (i7 950)
 and I am using a Nvidia Quadro FX 3800 (older card)
 I would imagine multiple CUDA cards would be lightning fast.
 Redshift is also so well integrated into Softimage. Very little
 learning to be up and running in a short time.
 Basically, just a few custom shaders, the rest are the existing shaders.

 Well worth the $100 Beta and then $300 more when the first release comes
 out.
 The tech support is outstanding. I was an Alpha user. Very happy.


 On Tue, Jan 7, 2014 at 10:55 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Hey Sebastian have you tried Redshift.  The beta is only 100USD and it
 works like a charm, it is full integrated into Softimage and unless you are
 going to do Hair or Strands it is worth every penny.  Specially for a one
 man show.  Forget about CPU and use the GPU.

 In my case I can continue working while I am rendering and that is
 surely a big added value.

 Faster than MR and faster than Arnold, and zero flickering with GI in
 animation.






 2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com

 9000€... it's going to be tough, but your worth it :)


 On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.dewrote:

 Maybe true but one thing to keep in mind is you don't have to spend
 extra money for mental ray (at least no significant amount). For one man
 shows like me mr is still useful. I use it on a small farm with 8 nodes
 plus the workstation. Switching to arnold will cost me 9000€ . Thats
 roughly the same cost that my whole DCC apps are about. I see mr like I 
 see
 the FXTree...it's does not compete to nuke but it's integrated in soft and
 already there.  I agree that there aren't any reasons to stay with mr
 except the the expense factor and legacy things.

 sven

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
 Sent: Monday, January 06, 2014 12:12 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: rumor, Soft dead within the next year

 Now while we are at it.

 I´m currently preparing assets that need to be free of 3rd party
 functionality.

 This means I have to set them up with a mR shading network to start
 folks off with.

 mental ray. The common thing between 3DSMax, Maya and Softimage.

 Please.

 Kill it.

 It´s not getting anyone anywhere anymore. I don´t want to discuss
 details or legacy reasons.

 Kill it. It´s over. It won´t come back.

 Selling three different DCC apps that actually share the fact that you
 will first have to invest in a 3rd party renderer to get something looking
 half way decent out of them can´t be the most ideal situation but a pretty
 nice way of creating an industry standard of wasting people´s life with
 forcing them in personal overtime.

 What a crap.

 Really.

 Provide a renderer that actually works as advertised. Or don´t make me
 pay for that mR crap.


 tim












 On 06.01.2014 11:38, Graham Bell wrote:
  Ah, the Dreamcast, a fine console but flawed form the beginning. The
 tech was ok, but really just a pc and essentially the predecessor to the
 Xbox.
  The problem with the Dreamcast was that it launched right in the
 middle of when a lot of developers were 

Re: Stopping simulation!?

2014-01-08 Thread Oscar Juarez
You can try this

http://xsisupport.com/2011/03/11/softimage-blog-%C2%BB-work-around-to-problems-with-tablets-and-softimage/

If it still not working, try to stop playback with keyboard, down arrow.


On Wed, Jan 8, 2014 at 4:28 PM, Emilio Hernandez emi...@e-roja.com wrote:

 Now that you mention I am having the same issue.  Any ideas?  Thx




 2014/1/8 Morten Bartholdy x...@colorshopvfx.dk

   I have had the doubtful priviledge of having to do a variety of
 simulation lately in Soft, and if I remember correctly, in the fall I was
 able to stop simulations by mouse and pen input, but now I can't do that
 any longer - actually no matter how simple the sim is.



 I am on SI 2013 SP1 Win7 and the only thing I have installed in the
 meantime is Momentum. I have not tried removing it, and before doing that I
 just want to hear if anyone else has experienced something like this and
 know of a fix?



 Thanks



 Morten











Re: rumor, Soft dead within the next year

2014-01-08 Thread Byron Nash
When switching over to Redshift, are you all typically redoing the shaders
using the Redshift ones or trying to rely on the compatibility with
standard ones? I'm interested to check it out but would like to approach it
correctly.

Thanks,
Byron


On Wed, Jan 8, 2014 at 11:41 AM, Emilio Hernandez emi...@e-roja.com wrote:

 It sounds promising.  I don't know.

 The funny thing is that Quadros actually render slower than GTX in my
 experience. As they have lower CUDA cores.  My GTX470 alone rendered faster
 than a Quadro 3000.  As the GTX is more focused to games and Quadros to
 faster video display processing, the Quadros have a lower memory bandwith
 and less CUDA cores.  At least from the last comparisions I have doing in
 the Nvidia site.  Actually I was planning to upgrade my GTX470 to a GTX
 780Ti instead of the Titan.  A few bucks off the price and it has excellent
 specs.

 GTX 780 Ti GPU Engine Specs:
 2880CUDA Cores
 875Base Clock (MHz)
 928Boost Clock (MHz)
 210Texture Fill Rate (GigaTexels/sec)

 GTX 780 Ti Memory Specs:
 7.0 GbpsMemory Clock
 3072 MBStandard Memory Config
 GDDR5Memory Interface
 384-bitMemory Interface Width
 336Memory Bandwidth (GB/sec)


 From this numbers what you are looking for, is to see which GPU will
 perform faster are the number of CUDA Cores and the memory bandwith.  The
 higher the better.  As the memory bandwith is how fast the data can be
 transfered to memory to be processed by the CUDA cores.

 Some guys are already using Redshift with RoyalRender.  I don't how fast
 they are rendering, but now you can have a render farm with cheap
 processors and a couple of this GPU inside.

 A quick example.

 The same scene in round numbers per frame in my machine.

 Arnold:   15 min
 Redhsfit:  4 min

 So you can expect at least a reduction of 73% in your render times.










 2014/1/8 Dan Yargici danyarg...@gmail.com

 Anyone tried using gpubox with Redshift?

 http://renegatt.com/



 On Wed, Jan 8, 2014 at 3:55 PM, Stephen Davidson 
 magic...@bellsouth.netwrote:

 +1 here. Redshift is faster on one machine than Mentalray on two of the
 same CPU (i7 950)
 and I am using a Nvidia Quadro FX 3800 (older card)
 I would imagine multiple CUDA cards would be lightning fast.
 Redshift is also so well integrated into Softimage. Very little
 learning to be up and running in a short time.
 Basically, just a few custom shaders, the rest are the existing shaders.

 Well worth the $100 Beta and then $300 more when the first release comes
 out.
 The tech support is outstanding. I was an Alpha user. Very happy.


 On Tue, Jan 7, 2014 at 10:55 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Hey Sebastian have you tried Redshift.  The beta is only 100USD and it
 works like a charm, it is full integrated into Softimage and unless you are
 going to do Hair or Strands it is worth every penny.  Specially for a one
 man show.  Forget about CPU and use the GPU.

 In my case I can continue working while I am rendering and that is
 surely a big added value.

 Faster than MR and faster than Arnold, and zero flickering with GI in
 animation.






 2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com

 9000€... it's going to be tough, but your worth it :)


 On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.dewrote:

 Maybe true but one thing to keep in mind is you don't have to spend
 extra money for mental ray (at least no significant amount). For one man
 shows like me mr is still useful. I use it on a small farm with 8 nodes
 plus the workstation. Switching to arnold will cost me 9000€ . Thats
 roughly the same cost that my whole DCC apps are about. I see mr like I 
 see
 the FXTree...it's does not compete to nuke but it's integrated in soft 
 and
 already there.  I agree that there aren't any reasons to stay with mr
 except the the expense factor and legacy things.

 sven

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
 Sent: Monday, January 06, 2014 12:12 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: rumor, Soft dead within the next year

 Now while we are at it.

 I´m currently preparing assets that need to be free of 3rd party
 functionality.

 This means I have to set them up with a mR shading network to start
 folks off with.

 mental ray. The common thing between 3DSMax, Maya and Softimage.

 Please.

 Kill it.

 It´s not getting anyone anywhere anymore. I don´t want to discuss
 details or legacy reasons.

 Kill it. It´s over. It won´t come back.

 Selling three different DCC apps that actually share the fact that
 you will first have to invest in a 3rd party renderer to get something
 looking half way decent out of them can´t be the most ideal situation 
 but a
 pretty nice way of creating an industry standard of wasting people´s life
 with forcing them in personal overtime.

 What a crap.

 Really.

 Provide a renderer that actually works as advertised. Or 

Re: rumor, Soft dead within the next year

2014-01-08 Thread Emilio Hernandez
You can use the standard ones as they are compatible with Redshift or use
the Redshift ones.

Of course the redshift look almost the same as the standard ones, so you
are not guessing or fooling around on what does what.  But the difference
is that the Redshift ones are physical accurate and you will get much
better results.   The Redshift Arch shader has for example an additional
option to drive the fresnel effect.  Dielectric or Conductor with a k
coefficient, based on the IOR.  Or you can manually dial in the 0° or 90°.

Also you can use the default lights.  But Redshift has its own also
physical accurate.

Let's put it this way.   If Redshift didn't have lights or shaders, you can
switch to Redshift and use all the default shaders and lights.  I have
Redshift to start as the default render engine and start working, drawing
render regions etc, without changing anything.  Not a single light or
material.






2014/1/8 Byron Nash byronn...@gmail.com

 When switching over to Redshift, are you all typically redoing the shaders
 using the Redshift ones or trying to rely on the compatibility with
 standard ones? I'm interested to check it out but would like to approach it
 correctly.

 Thanks,
 Byron


 On Wed, Jan 8, 2014 at 11:41 AM, Emilio Hernandez emi...@e-roja.comwrote:

 It sounds promising.  I don't know.

 The funny thing is that Quadros actually render slower than GTX in my
 experience. As they have lower CUDA cores.  My GTX470 alone rendered faster
 than a Quadro 3000.  As the GTX is more focused to games and Quadros to
 faster video display processing, the Quadros have a lower memory bandwith
 and less CUDA cores.  At least from the last comparisions I have doing in
 the Nvidia site.  Actually I was planning to upgrade my GTX470 to a GTX
 780Ti instead of the Titan.  A few bucks off the price and it has excellent
 specs.

 GTX 780 Ti GPU Engine Specs:
 2880CUDA Cores
 875Base Clock (MHz)
 928Boost Clock (MHz)
 210Texture Fill Rate (GigaTexels/sec)

 GTX 780 Ti Memory Specs:
 7.0 GbpsMemory Clock
 3072 MBStandard Memory Config
 GDDR5Memory Interface
 384-bitMemory Interface Width
 336Memory Bandwidth (GB/sec)


 From this numbers what you are looking for, is to see which GPU will
 perform faster are the number of CUDA Cores and the memory bandwith.  The
 higher the better.  As the memory bandwith is how fast the data can be
 transfered to memory to be processed by the CUDA cores.

 Some guys are already using Redshift with RoyalRender.  I don't how fast
 they are rendering, but now you can have a render farm with cheap
 processors and a couple of this GPU inside.

 A quick example.

 The same scene in round numbers per frame in my machine.

 Arnold:   15 min
 Redhsfit:  4 min

 So you can expect at least a reduction of 73% in your render times.










 2014/1/8 Dan Yargici danyarg...@gmail.com

 Anyone tried using gpubox with Redshift?

 http://renegatt.com/



 On Wed, Jan 8, 2014 at 3:55 PM, Stephen Davidson magic...@bellsouth.net
  wrote:

 +1 here. Redshift is faster on one machine than Mentalray on two of the
 same CPU (i7 950)
 and I am using a Nvidia Quadro FX 3800 (older card)
 I would imagine multiple CUDA cards would be lightning fast.
 Redshift is also so well integrated into Softimage. Very little
 learning to be up and running in a short time.
 Basically, just a few custom shaders, the rest are the existing shaders.

 Well worth the $100 Beta and then $300 more when the first release
 comes out.
 The tech support is outstanding. I was an Alpha user. Very happy.


 On Tue, Jan 7, 2014 at 10:55 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Hey Sebastian have you tried Redshift.  The beta is only 100USD and it
 works like a charm, it is full integrated into Softimage and unless you 
 are
 going to do Hair or Strands it is worth every penny.  Specially for a one
 man show.  Forget about CPU and use the GPU.

 In my case I can continue working while I am rendering and that is
 surely a big added value.

 Faster than MR and faster than Arnold, and zero flickering with GI in
 animation.






 2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com

 9000€... it's going to be tough, but your worth it :)


 On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.dewrote:

 Maybe true but one thing to keep in mind is you don't have to spend
 extra money for mental ray (at least no significant amount). For one man
 shows like me mr is still useful. I use it on a small farm with 8 nodes
 plus the workstation. Switching to arnold will cost me 9000€ . Thats
 roughly the same cost that my whole DCC apps are about. I see mr like I 
 see
 the FXTree...it's does not compete to nuke but it's integrated in soft 
 and
 already there.  I agree that there aren't any reasons to stay with mr
 except the the expense factor and legacy things.

 sven

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Tim 

Re: rumor, Soft dead within the next year

2014-01-08 Thread Emilio Hernandez
Right now I am rendering something nothing fancy, just a simple PS.  But at
the same time I am working on editing something in Media Composer full HD
without any restrictions.




2014/1/8 Emilio Hernandez emi...@e-roja.com

 You can use the standard ones as they are compatible with Redshift or use
 the Redshift ones.

 Of course the redshift look almost the same as the standard ones, so you
 are not guessing or fooling around on what does what.  But the difference
 is that the Redshift ones are physical accurate and you will get much
 better results.   The Redshift Arch shader has for example an additional
 option to drive the fresnel effect.  Dielectric or Conductor with a k
 coefficient, based on the IOR.  Or you can manually dial in the 0° or 90°.

 Also you can use the default lights.  But Redshift has its own also
 physical accurate.

 Let's put it this way.   If Redshift didn't have lights or shaders, you
 can switch to Redshift and use all the default shaders and lights.  I have
 Redshift to start as the default render engine and start working, drawing
 render regions etc, without changing anything.  Not a single light or
 material.






 2014/1/8 Byron Nash byronn...@gmail.com

 When switching over to Redshift, are you all typically redoing the
 shaders using the Redshift ones or trying to rely on the compatibility with
 standard ones? I'm interested to check it out but would like to approach it
 correctly.

 Thanks,
 Byron


 On Wed, Jan 8, 2014 at 11:41 AM, Emilio Hernandez emi...@e-roja.comwrote:

 It sounds promising.  I don't know.

 The funny thing is that Quadros actually render slower than GTX in my
 experience. As they have lower CUDA cores.  My GTX470 alone rendered faster
 than a Quadro 3000.  As the GTX is more focused to games and Quadros to
 faster video display processing, the Quadros have a lower memory bandwith
 and less CUDA cores.  At least from the last comparisions I have doing in
 the Nvidia site.  Actually I was planning to upgrade my GTX470 to a GTX
 780Ti instead of the Titan.  A few bucks off the price and it has excellent
 specs.

 GTX 780 Ti GPU Engine Specs:
 2880CUDA Cores
 875Base Clock (MHz)
 928Boost Clock (MHz)
 210Texture Fill Rate (GigaTexels/sec)

 GTX 780 Ti Memory Specs:
 7.0 GbpsMemory Clock
 3072 MBStandard Memory Config
 GDDR5Memory Interface
 384-bitMemory Interface Width
 336Memory Bandwidth (GB/sec)


 From this numbers what you are looking for, is to see which GPU will
 perform faster are the number of CUDA Cores and the memory bandwith.  The
 higher the better.  As the memory bandwith is how fast the data can be
 transfered to memory to be processed by the CUDA cores.

 Some guys are already using Redshift with RoyalRender.  I don't how fast
 they are rendering, but now you can have a render farm with cheap
 processors and a couple of this GPU inside.

 A quick example.

 The same scene in round numbers per frame in my machine.

 Arnold:   15 min
 Redhsfit:  4 min

 So you can expect at least a reduction of 73% in your render times.










 2014/1/8 Dan Yargici danyarg...@gmail.com

 Anyone tried using gpubox with Redshift?

 http://renegatt.com/



 On Wed, Jan 8, 2014 at 3:55 PM, Stephen Davidson 
 magic...@bellsouth.net wrote:

 +1 here. Redshift is faster on one machine than Mentalray on two of
 the same CPU (i7 950)
 and I am using a Nvidia Quadro FX 3800 (older card)
 I would imagine multiple CUDA cards would be lightning fast.
 Redshift is also so well integrated into Softimage. Very little
 learning to be up and running in a short time.
 Basically, just a few custom shaders, the rest are the existing
 shaders.

 Well worth the $100 Beta and then $300 more when the first release
 comes out.
 The tech support is outstanding. I was an Alpha user. Very happy.


 On Tue, Jan 7, 2014 at 10:55 PM, Emilio Hernandez 
 emi...@e-roja.comwrote:

 Hey Sebastian have you tried Redshift.  The beta is only 100USD and
 it works like a charm, it is full integrated into Softimage and unless 
 you
 are going to do Hair or Strands it is worth every penny.  Specially for a
 one man show.  Forget about CPU and use the GPU.

 In my case I can continue working while I am rendering and that is
 surely a big added value.

 Faster than MR and faster than Arnold, and zero flickering with GI in
 animation.






 2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com

 9000€... it's going to be tough, but your worth it :)


 On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.dewrote:

 Maybe true but one thing to keep in mind is you don't have to spend
 extra money for mental ray (at least no significant amount). For one 
 man
 shows like me mr is still useful. I use it on a small farm with 8 nodes
 plus the workstation. Switching to arnold will cost me 9000€ . Thats
 roughly the same cost that my whole DCC apps are about. I see mr like 
 I see
 the FXTree...it's does not compete to nuke but it's integrated in soft 
 and
 already there.  I agree that 

RE: Organizing files that belong together

2014-01-08 Thread Matt Lind
You can skin this cat 1000 different ways, but it's essentially an asset 
management issue.

One possible solution is to apply metadata to your squares as custom properties 
or userdata blobs to define what type of square it is.  The square would likely 
be exported as an .emdl (or custom file format) and stored in a source control 
system like perforce, tank, alienbrain, etc...

This metadata applied to the square would be entered into a database table 
recording the square's file name, coordinates in the city, what types of 
squares its compatible with, and some general data like when it was created, 
who created it, etc...  A different table in the database would likely store 
the mappings of which squares are used in which scenes/projects.

Custom tools would be used to load/save these squares in the various scenes by 
looking up the square metadata in the database tables and assembling them 
accordingly per user's specifications.



Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Christian 
Gotzinger
Sent: Tuesday, January 07, 2014 2:56 AM
To: softimage@listproc.autodesk.com
Subject: OT: Organizing files that belong together

Hi list,
We have a digital city model that's divided up into several hundred squares. 
Our projects require us to make different versions of these squares for 
planning purposes. So for any given square, we may have 4 or 5 different 
versions.

The more projects we do, the more complicated it gets for us to keep track of 
what belongs (and what fits) together. When we need to quickly prepare a file 
that contains City model with Project X + Project Y, we have two main 
problems:

a) For squares with multiple versions we need to figure out which of these 
versions are part of Project X and which are Project Y.
b) We need to figure out how squares may be combined. Let's say that the square 
F003_C belongs to Project X, but square G003 is not part of Project X. We now 
can't be sure which version(s) of G003 properly match(es) F003_C at the seam.
I'm unsure how common a problem this is and whether I explained it properly. 
Does anybody have any pointers as to what may be a good way to tackle this? 
Maybe some kind of specialized software?
Thank you

Christian


Re: rumor, Soft dead within the next year

2014-01-08 Thread Tim Leydecker

It´s worth using the redshift3d shaders, the new blend material is really nice,
normal map blending works nice and the conductor/dielectric option to drive
reflection gives believable metal reflection behaviour results easily.

You´ll also get better (lights/shadow) sampling compared to using default 
shaders.

Imho, if you spent time with mR or VRay or Arnold shaders, you will have
no problem transfering your knowledge to Redshift3D.

In terms of benefiting from speed while tweaking, go and set the renderers 
threshold to
0.2 or even higher, I find that is good enough for judging light/color 
intensities and
gives fast turnaround.

Personally, I tend to push per light lightsamples higher than default, even if 
that is not
neccessary in Redshift3D´s unified sampling aproach, to me it feels I have 
influence on
the wheight of samples anyway.

Enjoy.

It´s really, really cool.

Cheers,

tim



On 08.01.2014 19:08, Byron Nash wrote:

When switching over to Redshift, are you all typically redoing the shaders 
using the Redshift ones or trying to rely on the compatibility with standard 
ones? I'm interested to
check it out but would like to approach it correctly.

Thanks,
Byron


On Wed, Jan 8, 2014 at 11:41 AM, Emilio Hernandez emi...@e-roja.com 
mailto:emi...@e-roja.com wrote:

It sounds promising.  I don't know.

The funny thing is that Quadros actually render slower than GTX in my 
experience. As they have lower CUDA cores.  My GTX470 alone rendered faster 
than a Quadro 3000.  As the
GTX is more focused to games and Quadros to faster video display 
processing, the Quadros have a lower memory bandwith and less CUDA cores.  At 
least from the last comparisions
I have doing in the Nvidia site.  Actually I was planning to upgrade my 
GTX470 to a GTX 780Ti instead of the Titan.  A few bucks off the price and it 
has excellent specs.

GTX 780 Ti GPU Engine Specs:
2880CUDA Cores
875Base Clock (MHz)
928Boost Clock (MHz)
210Texture Fill Rate (GigaTexels/sec)

GTX 780 Ti Memory Specs:
7.0 GbpsMemory Clock
3072 MBStandard Memory Config
GDDR5Memory Interface
384-bitMemory Interface Width
336Memory Bandwidth (GB/sec)


 From this numbers what you are looking for, is to see which GPU will 
perform faster are the number of CUDA Cores and the memory bandwith.  The higher 
the better.  As the
memory bandwith is how fast the data can be transfered to memory to be 
processed by the CUDA cores.

Some guys are already using Redshift with RoyalRender.  I don't how fast 
they are rendering, but now you can have a render farm with cheap processors 
and a couple of this GPU
inside.

A quick example.

The same scene in round numbers per frame in my machine.

Arnold:   15 min
Redhsfit:  4 min

So you can expect at least a reduction of 73% in your render times.










2014/1/8 Dan Yargici danyarg...@gmail.com mailto:danyarg...@gmail.com

Anyone tried using gpubox with Redshift?

http://renegatt.com/



On Wed, Jan 8, 2014 at 3:55 PM, Stephen Davidson magic...@bellsouth.net 
mailto:magic...@bellsouth.net wrote:

+1 here. Redshift is faster on one machine than Mentalray on two of 
the same CPU (i7 950)
and I am using a Nvidia Quadro FX 3800 (older card)
I would imagine multiple CUDA cards would be lightning fast.
Redshift is also so well integrated into Softimage. Very little
learning to be up and running in a short time.
Basically, just a few custom shaders, the rest are the existing 
shaders.

Well worth the $100 Beta and then $300 more when the first release 
comes out.
The tech support is outstanding. I was an Alpha user. Very happy.


On Tue, Jan 7, 2014 at 10:55 PM, Emilio Hernandez emi...@e-roja.com 
mailto:emi...@e-roja.com wrote:

Hey Sebastian have you tried Redshift.  The beta is only 100USD 
and it works like a charm, it is full integrated into Softimage and unless you 
are going to do Hair
or Strands it is worth every penny.  Specially for a one man 
show.  Forget about CPU and use the GPU.

In my case I can continue working while I am rendering and that 
is surely a big added value.

Faster than MR and faster than Arnold, and zero flickering with 
GI in animation.






2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com 
mailto:sebastien.sterl...@gmail.com

9000€... it's going to be tough, but your worth it :)


On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.de 
mailto:sixsi_l...@imagefront.de wrote:

Maybe true but one thing to keep in mind is you don't 
have to spend extra money for mental ray (at least no significant amount). For 
one man shows like me
mr is still useful. I use it on a small farm with 

Re: rumor, Soft dead within the next year

2014-01-08 Thread Emilio Hernandez
Thank you Tim for jumping on this one!

I would just add, that for $100 bucks you are not going to regret it at
all!  You will be all setup and ready to render I will say in one day at
most of getting the hang of it.

And there is always the forums.  The Redshift team is amazing not only for
the render, but also for the support and user requests.






2014/1/8 Tim Leydecker bauero...@gmx.de

 It´s worth using the redshift3d shaders, the new blend material is really
 nice,
 normal map blending works nice and the conductor/dielectric option to drive
 reflection gives believable metal reflection behaviour results easily.

 You´ll also get better (lights/shadow) sampling compared to using default
 shaders.

 Imho, if you spent time with mR or VRay or Arnold shaders, you will have
 no problem transfering your knowledge to Redshift3D.

 In terms of benefiting from speed while tweaking, go and set the renderers
 threshold to
 0.2 or even higher, I find that is good enough for judging light/color
 intensities and
 gives fast turnaround.

 Personally, I tend to push per light lightsamples higher than default,
 even if that is not
 neccessary in Redshift3D´s unified sampling aproach, to me it feels I
 have influence on
 the wheight of samples anyway.

 Enjoy.

 It´s really, really cool.

 Cheers,

 tim




 On 08.01.2014 19:08, Byron Nash wrote:

 When switching over to Redshift, are you all typically redoing the
 shaders using the Redshift ones or trying to rely on the compatibility with
 standard ones? I'm interested to
 check it out but would like to approach it correctly.

 Thanks,
 Byron


 On Wed, Jan 8, 2014 at 11:41 AM, Emilio Hernandez emi...@e-roja.commailto:
 emi...@e-roja.com wrote:

 It sounds promising.  I don't know.

 The funny thing is that Quadros actually render slower than GTX in my
 experience. As they have lower CUDA cores.  My GTX470 alone rendered faster
 than a Quadro 3000.  As the
 GTX is more focused to games and Quadros to faster video display
 processing, the Quadros have a lower memory bandwith and less CUDA cores.
  At least from the last comparisions
 I have doing in the Nvidia site.  Actually I was planning to upgrade
 my GTX470 to a GTX 780Ti instead of the Titan.  A few bucks off the price
 and it has excellent specs.

 GTX 780 Ti GPU Engine Specs:
 2880CUDA Cores
 875Base Clock (MHz)
 928Boost Clock (MHz)
 210Texture Fill Rate (GigaTexels/sec)

 GTX 780 Ti Memory Specs:
 7.0 GbpsMemory Clock
 3072 MBStandard Memory Config
 GDDR5Memory Interface
 384-bitMemory Interface Width
 336Memory Bandwidth (GB/sec)


  From this numbers what you are looking for, is to see which GPU
 will perform faster are the number of CUDA Cores and the memory bandwith.
  The higher the better.  As the
 memory bandwith is how fast the data can be transfered to memory to
 be processed by the CUDA cores.

 Some guys are already using Redshift with RoyalRender.  I don't how
 fast they are rendering, but now you can have a render farm with cheap
 processors and a couple of this GPU
 inside.

 A quick example.

 The same scene in round numbers per frame in my machine.

 Arnold:   15 min
 Redhsfit:  4 min

 So you can expect at least a reduction of 73% in your render times.










 2014/1/8 Dan Yargici danyarg...@gmail.com mailto:
 danyarg...@gmail.com


 Anyone tried using gpubox with Redshift?

 http://renegatt.com/



 On Wed, Jan 8, 2014 at 3:55 PM, Stephen Davidson 
 magic...@bellsouth.net mailto:magic...@bellsouth.net wrote:

 +1 here. Redshift is faster on one machine than Mentalray on
 two of the same CPU (i7 950)
 and I am using a Nvidia Quadro FX 3800 (older card)
 I would imagine multiple CUDA cards would be lightning fast.
 Redshift is also so well integrated into Softimage. Very
 little
 learning to be up and running in a short time.
 Basically, just a few custom shaders, the rest are the
 existing shaders.

 Well worth the $100 Beta and then $300 more when the first
 release comes out.
 The tech support is outstanding. I was an Alpha user. Very
 happy.


 On Tue, Jan 7, 2014 at 10:55 PM, Emilio Hernandez 
 emi...@e-roja.com mailto:emi...@e-roja.com wrote:

 Hey Sebastian have you tried Redshift.  The beta is only
 100USD and it works like a charm, it is full integrated into Softimage and
 unless you are going to do Hair
 or Strands it is worth every penny.  Specially for a one
 man show.  Forget about CPU and use the GPU.

 In my case I can continue working while I am rendering
 and that is surely a big added value.

 Faster than MR and faster than Arnold, and zero
 flickering with GI in animation.






 2014/1/7 Sebastien Sterling 
 sebastien.sterl...@gmail.commailto:
 

Re: rigging in xsi vs maya

2014-01-08 Thread Raffaele Fragapane
I'm going to hold back on expressing how I really feel about it, and leave
it at: It's utter shit.
I read/reviewed that a while ago as I was requested to (helping with
training and cross training) and it's asinine and a plain display of
incompetence in both softwares and of extremely inefficient and unrefined
ways to operate them.

I could write a long list of cookie point toss-ups between the two coming
from using both extensively since their first version, probably none of it,
and I do mean none of it literally, would align to that post.


On Tue, Jan 7, 2014 at 7:10 AM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 what do you guys think about this blog post:

 http://mayavxsi.blogspot.com/2011/09/rigging-m-22-x-15.html




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


Re: rumor, Soft dead within the next year

2014-01-08 Thread Stephen Davidson
There is one situation, that happened to me, while using Redshift ...
I got an out of memory error from Redshift, while using Chrome at the
same time.
This is most likely due to my  Quadro FX300  card which is not the best
card for
GPU rendering.


On Wed, Jan 8, 2014 at 1:08 PM, Byron Nash byronn...@gmail.com wrote:

 When switching over to Redshift, are you all typically redoing the shaders
 using the Redshift ones or trying to rely on the compatibility with
 standard ones? I'm interested to check it out but would like to approach it
 correctly.

 Thanks,
 Byron


 On Wed, Jan 8, 2014 at 11:41 AM, Emilio Hernandez emi...@e-roja.comwrote:

 It sounds promising.  I don't know.

 The funny thing is that Quadros actually render slower than GTX in my
 experience. As they have lower CUDA cores.  My GTX470 alone rendered faster
 than a Quadro 3000.  As the GTX is more focused to games and Quadros to
 faster video display processing, the Quadros have a lower memory bandwith
 and less CUDA cores.  At least from the last comparisions I have doing in
 the Nvidia site.  Actually I was planning to upgrade my GTX470 to a GTX
 780Ti instead of the Titan.  A few bucks off the price and it has excellent
 specs.

 GTX 780 Ti GPU Engine Specs:
 2880CUDA Cores
 875Base Clock (MHz)
 928Boost Clock (MHz)
 210Texture Fill Rate (GigaTexels/sec)

 GTX 780 Ti Memory Specs:
 7.0 GbpsMemory Clock
 3072 MBStandard Memory Config
 GDDR5Memory Interface
 384-bitMemory Interface Width
 336Memory Bandwidth (GB/sec)


 From this numbers what you are looking for, is to see which GPU will
 perform faster are the number of CUDA Cores and the memory bandwith.  The
 higher the better.  As the memory bandwith is how fast the data can be
 transfered to memory to be processed by the CUDA cores.

 Some guys are already using Redshift with RoyalRender.  I don't how fast
 they are rendering, but now you can have a render farm with cheap
 processors and a couple of this GPU inside.

 A quick example.

 The same scene in round numbers per frame in my machine.

 Arnold:   15 min
 Redhsfit:  4 min

 So you can expect at least a reduction of 73% in your render times.










 2014/1/8 Dan Yargici danyarg...@gmail.com

 Anyone tried using gpubox with Redshift?

 http://renegatt.com/



 On Wed, Jan 8, 2014 at 3:55 PM, Stephen Davidson magic...@bellsouth.net
  wrote:

 +1 here. Redshift is faster on one machine than Mentalray on two of the
 same CPU (i7 950)
 and I am using a Nvidia Quadro FX 3800 (older card)
 I would imagine multiple CUDA cards would be lightning fast.
 Redshift is also so well integrated into Softimage. Very little
 learning to be up and running in a short time.
 Basically, just a few custom shaders, the rest are the existing shaders.

 Well worth the $100 Beta and then $300 more when the first release
 comes out.
 The tech support is outstanding. I was an Alpha user. Very happy.


 On Tue, Jan 7, 2014 at 10:55 PM, Emilio Hernandez emi...@e-roja.comwrote:

 Hey Sebastian have you tried Redshift.  The beta is only 100USD and it
 works like a charm, it is full integrated into Softimage and unless you 
 are
 going to do Hair or Strands it is worth every penny.  Specially for a one
 man show.  Forget about CPU and use the GPU.

 In my case I can continue working while I am rendering and that is
 surely a big added value.

 Faster than MR and faster than Arnold, and zero flickering with GI in
 animation.






 2014/1/7 Sebastien Sterling sebastien.sterl...@gmail.com

 9000€... it's going to be tough, but your worth it :)


 On 6 January 2014 13:34, Sven Constable sixsi_l...@imagefront.dewrote:

 Maybe true but one thing to keep in mind is you don't have to spend
 extra money for mental ray (at least no significant amount). For one man
 shows like me mr is still useful. I use it on a small farm with 8 nodes
 plus the workstation. Switching to arnold will cost me 9000€ . Thats
 roughly the same cost that my whole DCC apps are about. I see mr like I 
 see
 the FXTree...it's does not compete to nuke but it's integrated in soft 
 and
 already there.  I agree that there aren't any reasons to stay with mr
 except the the expense factor and legacy things.

 sven

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
 Sent: Monday, January 06, 2014 12:12 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: rumor, Soft dead within the next year

 Now while we are at it.

 I´m currently preparing assets that need to be free of 3rd party
 functionality.

 This means I have to set them up with a mR shading network to start
 folks off with.

 mental ray. The common thing between 3DSMax, Maya and Softimage.

 Please.

 Kill it.

 It´s not getting anyone anywhere anymore. I don´t want to discuss
 details or legacy reasons.

 Kill it. It´s over. It won´t come back.

 Selling three different DCC apps that actually share the fact that
 you will first have to 

Re: rigging in xsi vs maya

2014-01-08 Thread David Gallagher


I rigged on quite a few characters in Maya at Blue Sky Studios and now 
(Softimage) AnimSchool. We offer the well-known Malcolm rig for free.


There is no comparison to rigging in Softimage and Maya--not the kind of 
rigging I do. I often assume by now they have better workflows in Maya, 
but I'm often surprised to find how convoluted and limiting the 
workflows are to this day. Most Maya people must not know there are 
better ways of working or aren't doing the kinds of things I am, because 
the difference is profound.


-At any point in the rigging process, you can make edits in the model 
stack to change the shape and topology of the model. After 
experimenting, you can freeze that part of the stack and continue on 
with that new shape, retaining almost every bit of work you've done.

YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
This difference is huge. You can work toward completion without fear of 
losing work. You can experiment freely--knowing it's fine if you want to 
make a major change. I'm never afraid of losing blendshape work.
And if the changes are really significant, you can always Gator you're 
way out of a jam.


-You can do blendshape edits directly on the geometry, modelessly, 
instead of on a separate blendshape object.


-There is no comparison with corrective blendshapes. In Softimage, you 
go to Secondary Shape mode and drag a few points.
In Maya, I wish you luck. You can install one of several plug-ins and 
scripts and HOPE that it works. If the scenario is simple enough, it might.
Several people here tried to help a student make a single corrective 
blendshape on an elbow -- and we're all experienced Maya riggers. After 
hours of attempting, we threw up our hands. There was something in that 
object's history that was making the blendshape plug-in fail. The answer 
is what it often is: just start over.
-EDITING corrective blendshapes. In Maya, heaven help you if you want to 
edit that blendshape later. Start the process again and make a new one. 
In Softimage, drag a few points and you're done in seconds.


-For facial work, being able to make face shapes in conjunction with the 
mixer, working directly on the main geo. To see other shapes muted, 
soloed as you're working. This allows you to craft shapes that work for 
different scenarios, with just the right falloff. You can make 
correctives for shape combinations quickly. In face work, it's all about 
how the functions combine to make the range of expressive results.


-The envelope weighting is far superior. The smoothing is just better, 
and more reliable. Negative weight painting actually works.
Being able to make sophisticated weighting allows you to make lighter 
rigs, because fewer nodes and calculations are needed.
I can't believe someone actually compared Maya's Component Editor to 
Softimage's Weight Editor. I'm stunned.
Sometimes, demoing Maya's envelope weighting, it just stops working for 
no reason -- I have no idea why. (Mind you, I've been rigging in Maya 
since 1999.)


-You can envelope/skin null objects, not just joints. (Yes, Maya will 
let you add other objects as deformers but it is limiting and causes 
problems.)


-The tweak tool. You can grab anywhere and it will just get the nearest 
point/edge/poly and transform it precisely. Add the proportional editing 
and it's very sculptural without giving up precise transform control. I 
far prefer this workflow to the Zbrush approach geared toward paintstrokes.


-In Softimage, you can change the wireframe on shaded opacity. You can 
change the point sizes. These mean I can visualize and work with the 
shape, not get visually stuck on the tech clutter like in Maya.


-LinkWithOrientation. Does Maya have anything built-in yet? I know there 
are pose readers out there, but they are slow and 3rd party.


-The smooth preview Geometry Approximation is better, faster, and more 
stable in Softimage.


-Even with the army of tools and plug-ins we had at Blue Sky Studios, I 
would still much rather use off-the-shelf Softimage.


-You can select controls without selecting (and highlighting) all its 
children. This makes it easier to animate the rig -- just drag selecting 
will get you the selectable controls. In Maya, drag-selecting gets a 
mixture of heirarchy parts.


All this means that I can focus on the ART, the shaping of the rig, not 
jump through hoops all day.

As a result, our characters are more flexible and expressive.



On 1/8/2014 2:30 AM, Stefan Kubicek wrote:
To be fair, I weighted a fair amount of characters in Maya over the 
years but I never experienced anything like that.
When exactly is this happening? The only hickup I ran into 
occasionally was when painting weights, and then undoing that 
operation, which in rare cases does what you describe, but I think 
they fixed that in version 2013 or 2014. I never locked the skin 
weights, workflow wise I always found that highly disruptive.



I was quite shocked to learn from 

Re: rigging in xsi vs maya

2014-01-08 Thread David Barosin
Dave that's a great summary, especially coming from someone with the proper
credentials in both packages.   This should find it's way up the ladder at
AD.


On Wed, Jan 8, 2014 at 2:45 PM, David Gallagher 
davegsoftimagel...@gmail.com wrote:


 I rigged on quite a few characters in Maya at Blue Sky Studios and now
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not the kind of
 rigging I do. I often assume by now they have better workflows in Maya, but
 I'm often surprised to find how convoluted and limiting the workflows are
 to this day. Most Maya people must not know there are better ways of
 working or aren't doing the kinds of things I am, because the difference is
 profound.

 -At any point in the rigging process, you can make edits in the model
 stack to change the shape and topology of the model. After experimenting,
 you can freeze that part of the stack and continue on with that new shape,
 retaining almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of
 losing work. You can experiment freely--knowing it's fine if you want to
 make a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're way
 out of a jam.

 -You can do blendshape edits directly on the geometry, modelessly, instead
 of on a separate blendshape object.

 -There is no comparison with corrective blendshapes. In Softimage, you go
 to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and
 scripts and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective
 blendshape on an elbow -- and we're all experienced Maya riggers. After
 hours of attempting, we threw up our hands. There was something in that
 object's history that was making the blendshape plug-in fail. The answer is
 what it often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to
 edit that blendshape later. Start the process again and make a new one. In
 Softimage, drag a few points and you're done in seconds.

 -For facial work, being able to make face shapes in conjunction with the
 mixer, working directly on the main geo. To see other shapes muted, soloed
 as you're working. This allows you to craft shapes that work for different
 scenarios, with just the right falloff. You can make correctives for shape
 combinations quickly. In face work, it's all about how the functions
 combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just better, and
 more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter
 rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for no
 reason -- I have no idea why. (Mind you, I've been rigging in Maya since
 1999.)

 -You can envelope/skin null objects, not just joints. (Yes, Maya will let
 you add other objects as deformers but it is limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get the nearest
 point/edge/poly and transform it precisely. Add the proportional editing
 and it's very sculptural without giving up precise transform control. I far
 prefer this workflow to the Zbrush approach geared toward paintstrokes.

 -In Softimage, you can change the wireframe on shaded opacity. You can
 change the point sizes. These mean I can visualize and work with the shape,
 not get visually stuck on the tech clutter like in Maya.

 -LinkWithOrientation. Does Maya have anything built-in yet? I know there
 are pose readers out there, but they are slow and 3rd party.

 -The smooth preview Geometry Approximation is better, faster, and more
 stable in Softimage.

 -Even with the army of tools and plug-ins we had at Blue Sky Studios, I
 would still much rather use off-the-shelf Softimage.

 -You can select controls without selecting (and highlighting) all its
 children. This makes it easier to animate the rig -- just drag selecting
 will get you the selectable controls. In Maya, drag-selecting gets a
 mixture of heirarchy parts.

 All this means that I can focus on the ART, the shaping of the rig, not
 jump through hoops all day.
 As a result, our characters are more flexible and expressive.




 On 1/8/2014 2:30 AM, Stefan Kubicek wrote:

 To be fair, I weighted a fair amount of characters in Maya over the years
 but I never experienced anything like that.
 When exactly is this happening? The only hickup I ran into occasionally
 was when painting weights, and then 

Re: rigging in xsi vs maya

2014-01-08 Thread Steven Caron
thank you! thank you! thank you!... i knew i wasn't crazy thinking rigging
in maya is a PITA!


On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher 
davegsoftimagel...@gmail.com wrote:


 I rigged on quite a few characters in Maya at Blue Sky Studios and now
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not the kind of
 rigging I do. I often assume by now they have better workflows in Maya, but
 I'm often surprised to find how convoluted and limiting the workflows are
 to this day. Most Maya people must not know there are better ways of
 working or aren't doing the kinds of things I am, because the difference is
 profound.

 -At any point in the rigging process, you can make edits in the model
 stack to change the shape and topology of the model. After experimenting,
 you can freeze that part of the stack and continue on with that new shape,
 retaining almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of
 losing work. You can experiment freely--knowing it's fine if you want to
 make a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're way
 out of a jam.

 -You can do blendshape edits directly on the geometry, modelessly, instead
 of on a separate blendshape object.

 -There is no comparison with corrective blendshapes. In Softimage, you go
 to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and
 scripts and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective
 blendshape on an elbow -- and we're all experienced Maya riggers. After
 hours of attempting, we threw up our hands. There was something in that
 object's history that was making the blendshape plug-in fail. The answer is
 what it often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to
 edit that blendshape later. Start the process again and make a new one. In
 Softimage, drag a few points and you're done in seconds.

 -For facial work, being able to make face shapes in conjunction with the
 mixer, working directly on the main geo. To see other shapes muted, soloed
 as you're working. This allows you to craft shapes that work for different
 scenarios, with just the right falloff. You can make correctives for shape
 combinations quickly. In face work, it's all about how the functions
 combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just better, and
 more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter
 rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for no
 reason -- I have no idea why. (Mind you, I've been rigging in Maya since
 1999.)

 -You can envelope/skin null objects, not just joints. (Yes, Maya will let
 you add other objects as deformers but it is limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get the nearest
 point/edge/poly and transform it precisely. Add the proportional editing
 and it's very sculptural without giving up precise transform control. I far
 prefer this workflow to the Zbrush approach geared toward paintstrokes.

 -In Softimage, you can change the wireframe on shaded opacity. You can
 change the point sizes. These mean I can visualize and work with the shape,
 not get visually stuck on the tech clutter like in Maya.

 -LinkWithOrientation. Does Maya have anything built-in yet? I know there
 are pose readers out there, but they are slow and 3rd party.

 -The smooth preview Geometry Approximation is better, faster, and more
 stable in Softimage.

 -Even with the army of tools and plug-ins we had at Blue Sky Studios, I
 would still much rather use off-the-shelf Softimage.

 -You can select controls without selecting (and highlighting) all its
 children. This makes it easier to animate the rig -- just drag selecting
 will get you the selectable controls. In Maya, drag-selecting gets a
 mixture of heirarchy parts.

 All this means that I can focus on the ART, the shaping of the rig, not
 jump through hoops all day.
 As a result, our characters are more flexible and expressive.




Re: rigging in xsi vs maya

2014-01-08 Thread Ed Manning
I just worked on a project in Maya that had some very complex facial rigs.
 I was flabbergasted to learn that we couldn't do *ANYTHING* at the artist
level to make shape adjustments of even the most basic kind, until we got
the rigger/TD (the excellent Lee Wolland) back in to build us a tool that
would let us do it.  This was considered normal by the Maya animators on
the job -- they were surprised that I thought it would even be possible to,
say, put a lattice deformer into the rig --  at any stage of the operator
history.

I now understand why the animator/artist vs. TD divide is much deeper in
Maya than Soft.  Basically, the animators are powerless to do anything but
set keyframes on the controls they've been given.  Anyone with enough
knowledge to do anything else is going to be kept busy with TD or rigger
tasks.  I guess it does let the animators focus on animation, but outside
of an industrial-scale assembly-line shop, it makes for some enormous
headaches.


Redshift3D Render

2014-01-08 Thread Stephen Davidson
I just wanted to start this thread so we can kill the Sofimage is dead
thread. :)

So..Redshift3D enthusiasts...post here.

I think we will benefit the group, as a whole, if we spread the word on this
amazing GPU rendering company. They have made my workflow SO much faster.


-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


Re: Redshift3D Render

2014-01-08 Thread Ed Manning
+1


Re: Redshift3D Render

2014-01-08 Thread Paul Griswold
I've been using it along side Arnold for quite a while now.  I just
finished a project for CES entirely in Redshift.

I think Redshift falls more into the category of a VRay competitor rather
than Arnold.  Redshift isn't open the way Arnold is  I don't think they
intend it to be.

I've found it to be extremely fast and stable in most cases, but being just
out of alpha there are times when it's warts show.

For $100, it's certainly worth a test drive.

-Paul


ᐧ


On Wed, Jan 8, 2014 at 3:46 PM, Stephen Davidson magic...@bellsouth.netwrote:

 I just wanted to start this thread so we can kill the Sofimage is dead
 thread. :)

 So..Redshift3D enthusiasts...post here.

 I think we will benefit the group, as a whole, if we spread the word on
 this
 amazing GPU rendering company. They have made my workflow SO much faster.


 --

 Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956 %28954%29%20552-7956 *sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com



Re: Redshift3D Render

2014-01-08 Thread Daniel Kim
I used Redshift when it was alpha (it's beta now) I really loved it, but
Redshift is developing few features that I always need like hair, ICE
strand rendering, and better displacement map result. But still Redshift is
incredibly fast than any other renderers (Arnold, V-Ray, MRay) and it's
really stable. Once it supports those features well, I am going to use it
with Arnold.

Daniel


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Thu, Jan 9, 2014 at 9:53 AM, Paul Griswold 
pgrisw...@fusiondigitalproductions.com wrote:

 I've been using it along side Arnold for quite a while now.  I just
 finished a project for CES entirely in Redshift.

 I think Redshift falls more into the category of a VRay competitor rather
 than Arnold.  Redshift isn't open the way Arnold is  I don't think they
 intend it to be.

 I've found it to be extremely fast and stable in most cases, but being
 just out of alpha there are times when it's warts show.

 For $100, it's certainly worth a test drive.

 -Paul


 ᐧ


 On Wed, Jan 8, 2014 at 3:46 PM, Stephen Davidson 
 magic...@bellsouth.netwrote:

 I just wanted to start this thread so we can kill the Sofimage is dead
 thread. :)

 So..Redshift3D enthusiasts...post here.

 I think we will benefit the group, as a whole, if we spread the word on
 this
 amazing GPU rendering company. They have made my workflow SO much faster.


 --

 Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956 %28954%29%20552-7956 *
 sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com





Re: Redshift3D Render

2014-01-08 Thread Tim Crowson

I'll repost what I said in the other thread

We started using Redshift back in March and pretty much use it 
exclusively now. Of course it all depends on the needs of the project 
(and there are still some real limitations).  The RS dev team is top 
notch though. I'm really excited to see how things will be at the end of 
this calendar year.  Redshift development is progressing at a fantastic 
rate, and the pricing is very competitive. For facilities, even small 
ones, it does require that you spend some time considering your hardware 
and infrastructure, especially if you want to start converting CPU farms 
for GPU rendering, or augmenting them. Fortunately, Redshift isn't 
licensed per GPU, but per machine, and that should provide some 
breathing room.


To be honest (and I realize we have many Arnold folks here), here at 
Magnetic we evaluated our rendering options (MR, vRay, 3Delight, 
Arnold). I even started working on a Soft-to-Modo pipeline. Among these 
Arnold was the clear winner. That said, we felt that to be useful for us 
in production, Arnold was too costly a solution for us, both financially 
and in render time, /considering the kinds of projects we do/ . Then 
Redshift came along and despite its infancy, really turned our heads. We 
cautiously began using it on productions, and it has since proven itself 
for us.


Again, it all depends on what kind of project you're working on! You 
need to evaluate it for yourself of course, but for smaller houses like 
us, it allows us to produce better looking content faster, while staying 
in Softimage. And in this economy, we can't argue with that.


-Tim


On 1/8/2014 2:53 PM, Paul Griswold wrote:
I've been using it along side Arnold for quite a while now.  I just 
finished a project for CES entirely in Redshift.


I think Redshift falls more into the category of a VRay competitor 
rather than Arnold.  Redshift isn't open the way Arnold is  I don't 
think they intend it to be.


I've found it to be extremely fast and stable in most cases, but being 
just out of alpha there are times when it's warts show.


For $100, it's certainly worth a test drive.

-Paul


ᐧ


On Wed, Jan 8, 2014 at 3:46 PM, Stephen Davidson 
magic...@bellsouth.net mailto:magic...@bellsouth.net wrote:


I just wanted to start this thread so we can kill the Sofimage is
dead thread. :)

So..Redshift3D enthusiasts...post here.

I think we will benefit the group, as a whole, if we spread the
word on this
amazing GPU rendering company. They have made my workflow SO much
faster.


-- 


Best Regards,
*  Stephen P. Davidson**
**(954) 552-7956 tel:%28954%29%20552-7956
* sdavid...@3danimationmagic.com

/Any sufficiently advanced technology is indistinguishable from magic/

   - Arthur C. Clarke

http://www.3danimationmagic.com




--
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: rigging in xsi vs maya

2014-01-08 Thread Alan Fregtman
Bravo! Bravo!! :) I echo your exact sentiments, David (though my own
credentials are puny by comparison.)

The operator stack should be permanently on the box as a hot feature. We
all take it for granted all the time, but seriously it's one of the best
features in Soft.



On Wed, Jan 8, 2014 at 3:10 PM, Steven Caron car...@gmail.com wrote:

 thank you! thank you! thank you!... i knew i wasn't crazy thinking rigging
 in maya is a PITA!


 On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher 
 davegsoftimagel...@gmail.com wrote:


 I rigged on quite a few characters in Maya at Blue Sky Studios and now
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not the kind of
 rigging I do. I often assume by now they have better workflows in Maya, but
 I'm often surprised to find how convoluted and limiting the workflows are
 to this day. Most Maya people must not know there are better ways of
 working or aren't doing the kinds of things I am, because the difference is
 profound.

 -At any point in the rigging process, you can make edits in the model
 stack to change the shape and topology of the model. After experimenting,
 you can freeze that part of the stack and continue on with that new shape,
 retaining almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of
 losing work. You can experiment freely--knowing it's fine if you want to
 make a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're
 way out of a jam.

 -You can do blendshape edits directly on the geometry, modelessly,
 instead of on a separate blendshape object.

 -There is no comparison with corrective blendshapes. In Softimage, you go
 to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and
 scripts and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective
 blendshape on an elbow -- and we're all experienced Maya riggers. After
 hours of attempting, we threw up our hands. There was something in that
 object's history that was making the blendshape plug-in fail. The answer is
 what it often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to
 edit that blendshape later. Start the process again and make a new one. In
 Softimage, drag a few points and you're done in seconds.

 -For facial work, being able to make face shapes in conjunction with the
 mixer, working directly on the main geo. To see other shapes muted, soloed
 as you're working. This allows you to craft shapes that work for different
 scenarios, with just the right falloff. You can make correctives for shape
 combinations quickly. In face work, it's all about how the functions
 combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just better,
 and more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter
 rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for
 no reason -- I have no idea why. (Mind you, I've been rigging in Maya since
 1999.)

 -You can envelope/skin null objects, not just joints. (Yes, Maya will let
 you add other objects as deformers but it is limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get the nearest
 point/edge/poly and transform it precisely. Add the proportional editing
 and it's very sculptural without giving up precise transform control. I far
 prefer this workflow to the Zbrush approach geared toward paintstrokes.

 -In Softimage, you can change the wireframe on shaded opacity. You can
 change the point sizes. These mean I can visualize and work with the shape,
 not get visually stuck on the tech clutter like in Maya.

 -LinkWithOrientation. Does Maya have anything built-in yet? I know there
 are pose readers out there, but they are slow and 3rd party.

 -The smooth preview Geometry Approximation is better, faster, and more
 stable in Softimage.

 -Even with the army of tools and plug-ins we had at Blue Sky Studios, I
 would still much rather use off-the-shelf Softimage.

 -You can select controls without selecting (and highlighting) all its
 children. This makes it easier to animate the rig -- just drag selecting
 will get you the selectable controls. In Maya, drag-selecting gets a
 mixture of heirarchy parts.

 All this means that I can focus on the ART, the shaping of the rig, not
 jump through hoops all day.
 As a result, our characters are more flexible and 

Re: Redshift3D Render

2014-01-08 Thread Emilio Hernandez
Displacement and bump map are there and they work beautiful.  They event
implement a scalar change range into the displacement node.




2014/1/8 Tim Crowson tim.crow...@magneticdreams.com

  I'll repost what I said in the other thread

 We started using Redshift back in March and pretty much use it exclusively
 now. Of course it all depends on the needs of the project (and there are
 still some real limitations).  The RS dev team is top notch though. I'm
 really excited to see how things will be at the end of this calendar year.
 Redshift development is progressing at a fantastic rate, and the pricing is
 very competitive. For facilities, even small ones, it does require that you
 spend some time considering your hardware and infrastructure, especially if
 you want to start converting CPU farms for GPU rendering, or augmenting
 them. Fortunately, Redshift isn't licensed per GPU, but per machine, and
 that should provide some breathing room.

 To be honest (and I realize we have many Arnold folks here), here at
 Magnetic we evaluated our rendering options (MR, vRay, 3Delight, Arnold). I
 even started working on a Soft-to-Modo pipeline. Among these Arnold was the
 clear winner. That said, we felt that to be useful for us in production,
 Arnold was too costly a solution for us, both financially and in render
 time, *considering the kinds of projects we do* . Then Redshift came
 along and despite its infancy, really turned our heads. We cautiously began
 using it on productions, and it has since proven itself for us.

 Again, it all depends on what kind of project you're working on! You need
 to evaluate it for yourself of course, but for smaller houses like us, it
 allows us to produce better looking content faster, while staying in
 Softimage. And in this economy, we can't argue with that.

 -Tim



 On 1/8/2014 2:53 PM, Paul Griswold wrote:

  I've been using it along side Arnold for quite a while now.  I just
 finished a project for CES entirely in Redshift.

  I think Redshift falls more into the category of a VRay competitor
 rather than Arnold.  Redshift isn't open the way Arnold is  I don't think
 they intend it to be.

  I've found it to be extremely fast and stable in most cases, but being
 just out of alpha there are times when it's warts show.

  For $100, it's certainly worth a test drive.

  -Paul


  ᐧ


 On Wed, Jan 8, 2014 at 3:46 PM, Stephen Davidson 
 magic...@bellsouth.netwrote:

 I just wanted to start this thread so we can kill the Sofimage is dead
 thread. :)

 So..Redshift3D enthusiasts...post here.

  I think we will benefit the group, as a whole, if we spread the word on
 this
 amazing GPU rendering company. They have made my workflow SO much faster.


  --

  Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956 %28954%29%20552-7956 *
 sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


- Arthur C. Clarke

 http://www.3danimationmagic.com



 --




 *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: Redshift3D Render

2014-01-08 Thread Daniel Kim
I found some weird result of displacement map with Redshift. Elevation is
okay, but sometimes I could see weird connection of UVM. All UVM boders
wasn't smooth and I had no idea how to fix it. Arnold has that option
though : / But more option I need is... hair @__@ and ICE strand


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Thu, Jan 9, 2014 at 10:31 AM, Emilio Hernandez emi...@e-roja.com wrote:

 Displacement and bump map are there and they work beautiful.  They event
 implement a scalar change range into the displacement node.




 2014/1/8 Tim Crowson tim.crow...@magneticdreams.com

  I'll repost what I said in the other thread

 We started using Redshift back in March and pretty much use it
 exclusively now. Of course it all depends on the needs of the project (and
 there are still some real limitations).  The RS dev team is top notch
 though. I'm really excited to see how things will be at the end of this
 calendar year.  Redshift development is progressing at a fantastic rate,
 and the pricing is very competitive. For facilities, even small ones, it
 does require that you spend some time considering your hardware and
 infrastructure, especially if you want to start converting CPU farms for
 GPU rendering, or augmenting them. Fortunately, Redshift isn't licensed per
 GPU, but per machine, and that should provide some breathing room.

 To be honest (and I realize we have many Arnold folks here), here at
 Magnetic we evaluated our rendering options (MR, vRay, 3Delight, Arnold). I
 even started working on a Soft-to-Modo pipeline. Among these Arnold was the
 clear winner. That said, we felt that to be useful for us in production,
 Arnold was too costly a solution for us, both financially and in render
 time, *considering the kinds of projects we do* . Then Redshift came
 along and despite its infancy, really turned our heads. We cautiously began
 using it on productions, and it has since proven itself for us.

 Again, it all depends on what kind of project you're working on! You need
 to evaluate it for yourself of course, but for smaller houses like us, it
 allows us to produce better looking content faster, while staying in
 Softimage. And in this economy, we can't argue with that.

 -Tim



 On 1/8/2014 2:53 PM, Paul Griswold wrote:

  I've been using it along side Arnold for quite a while now.  I just
 finished a project for CES entirely in Redshift.

  I think Redshift falls more into the category of a VRay competitor
 rather than Arnold.  Redshift isn't open the way Arnold is  I don't think
 they intend it to be.

  I've found it to be extremely fast and stable in most cases, but being
 just out of alpha there are times when it's warts show.

  For $100, it's certainly worth a test drive.

  -Paul


  ᐧ


 On Wed, Jan 8, 2014 at 3:46 PM, Stephen Davidson 
 magic...@bellsouth.netwrote:

 I just wanted to start this thread so we can kill the Sofimage is dead
 thread. :)

 So..Redshift3D enthusiasts...post here.

  I think we will benefit the group, as a whole, if we spread the word
 on this
 amazing GPU rendering company. They have made my workflow SO much faster.


  --

  Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956 %28954%29%20552-7956 *
 sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


  - Arthur C. Clarke

 http://www.3danimationmagic.com



 --




 *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: Redshift3D Render

2014-01-08 Thread Emilio Hernandez
Sorry hit the send button...

I was saying...  Yes. They even implemented a scalar change range into the
displacement node and they have an auto bump feature.

It can render such fine detail, that really is amazing.

The bump map by itself looks awsome.




2014/1/8 Emilio Hernandez emi...@e-roja.com

 Displacement and bump map are there and they work beautiful.  They event
 implement a scalar change range into the displacement node.




 2014/1/8 Tim Crowson tim.crow...@magneticdreams.com

  I'll repost what I said in the other thread

 We started using Redshift back in March and pretty much use it
 exclusively now. Of course it all depends on the needs of the project (and
 there are still some real limitations).  The RS dev team is top notch
 though. I'm really excited to see how things will be at the end of this
 calendar year.  Redshift development is progressing at a fantastic rate,
 and the pricing is very competitive. For facilities, even small ones, it
 does require that you spend some time considering your hardware and
 infrastructure, especially if you want to start converting CPU farms for
 GPU rendering, or augmenting them. Fortunately, Redshift isn't licensed per
 GPU, but per machine, and that should provide some breathing room.

 To be honest (and I realize we have many Arnold folks here), here at
 Magnetic we evaluated our rendering options (MR, vRay, 3Delight, Arnold). I
 even started working on a Soft-to-Modo pipeline. Among these Arnold was the
 clear winner. That said, we felt that to be useful for us in production,
 Arnold was too costly a solution for us, both financially and in render
 time, *considering the kinds of projects we do* . Then Redshift came
 along and despite its infancy, really turned our heads. We cautiously began
 using it on productions, and it has since proven itself for us.

 Again, it all depends on what kind of project you're working on! You need
 to evaluate it for yourself of course, but for smaller houses like us, it
 allows us to produce better looking content faster, while staying in
 Softimage. And in this economy, we can't argue with that.

 -Tim



 On 1/8/2014 2:53 PM, Paul Griswold wrote:

  I've been using it along side Arnold for quite a while now.  I just
 finished a project for CES entirely in Redshift.

  I think Redshift falls more into the category of a VRay competitor
 rather than Arnold.  Redshift isn't open the way Arnold is  I don't think
 they intend it to be.

  I've found it to be extremely fast and stable in most cases, but being
 just out of alpha there are times when it's warts show.

  For $100, it's certainly worth a test drive.

  -Paul


  ᐧ


 On Wed, Jan 8, 2014 at 3:46 PM, Stephen Davidson 
 magic...@bellsouth.netwrote:

 I just wanted to start this thread so we can kill the Sofimage is dead
 thread. :)

 So..Redshift3D enthusiasts...post here.

  I think we will benefit the group, as a whole, if we spread the word
 on this
 amazing GPU rendering company. They have made my workflow SO much faster.


  --

  Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956 %28954%29%20552-7956 *
 sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


  - Arthur C. Clarke

 http://www.3danimationmagic.com



 --




 *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: rigging in xsi vs maya

2014-01-08 Thread Jordi Bares
Great analysis, thanks for putting the time to do it and share it with the 
community.

Jordi Bares
jordiba...@gmail.com

On 8 Jan 2014, at 19:45, David Gallagher davegsoftimagel...@gmail.com wrote:

 
 I rigged on quite a few characters in Maya at Blue Sky Studios and now 
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.
 
 There is no comparison to rigging in Softimage and Maya--not the kind of 
 rigging I do. I often assume by now they have better workflows in Maya, but 
 I'm often surprised to find how convoluted and limiting the workflows are to 
 this day. Most Maya people must not know there are better ways of working or 
 aren't doing the kinds of things I am, because the difference is profound.
 
 -At any point in the rigging process, you can make edits in the model stack 
 to change the shape and topology of the model. After experimenting, you can 
 freeze that part of the stack and continue on with that new shape, retaining 
 almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of 
 losing work. You can experiment freely--knowing it's fine if you want to make 
 a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're way 
 out of a jam.
 
 -You can do blendshape edits directly on the geometry, modelessly, instead of 
 on a separate blendshape object.
 
 -There is no comparison with corrective blendshapes. In Softimage, you go to 
 Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and scripts 
 and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective 
 blendshape on an elbow -- and we're all experienced Maya riggers. After hours 
 of attempting, we threw up our hands. There was something in that object's 
 history that was making the blendshape plug-in fail. The answer is what it 
 often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to edit 
 that blendshape later. Start the process again and make a new one. In 
 Softimage, drag a few points and you're done in seconds.
 
 -For facial work, being able to make face shapes in conjunction with the 
 mixer, working directly on the main geo. To see other shapes muted, soloed as 
 you're working. This allows you to craft shapes that work for different 
 scenarios, with just the right falloff. You can make correctives for shape 
 combinations quickly. In face work, it's all about how the functions combine 
 to make the range of expressive results.
 
 -The envelope weighting is far superior. The smoothing is just better, and 
 more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter rigs, 
 because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to 
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for no 
 reason -- I have no idea why. (Mind you, I've been rigging in Maya since 
 1999.)
 
 -You can envelope/skin null objects, not just joints. (Yes, Maya will let you 
 add other objects as deformers but it is limiting and causes problems.)
 
 -The tweak tool. You can grab anywhere and it will just get the nearest 
 point/edge/poly and transform it precisely. Add the proportional editing and 
 it's very sculptural without giving up precise transform control. I far 
 prefer this workflow to the Zbrush approach geared toward paintstrokes.
 
 -In Softimage, you can change the wireframe on shaded opacity. You can change 
 the point sizes. These mean I can visualize and work with the shape, not get 
 visually stuck on the tech clutter like in Maya.
 
 -LinkWithOrientation. Does Maya have anything built-in yet? I know there are 
 pose readers out there, but they are slow and 3rd party.
 
 -The smooth preview Geometry Approximation is better, faster, and more 
 stable in Softimage.
 
 -Even with the army of tools and plug-ins we had at Blue Sky Studios, I would 
 still much rather use off-the-shelf Softimage.
 
 -You can select controls without selecting (and highlighting) all its 
 children. This makes it easier to animate the rig -- just drag selecting will 
 get you the selectable controls. In Maya, drag-selecting gets a mixture of 
 heirarchy parts.
 
 All this means that I can focus on the ART, the shaping of the rig, not jump 
 through hoops all day.
 As a result, our characters are more flexible and expressive.
 
 
 
 On 1/8/2014 2:30 AM, Stefan Kubicek wrote:
 To be fair, I weighted a fair amount of characters in Maya over the years 
 but I never experienced anything like that.
 When exactly is this happening? The only hickup I ran into occasionally was 
 when painting 

Re: Redshift3D Render

2014-01-08 Thread Tim Crowson
They've stated pretty clearly that Hair and Strand support is the next 
big thing to come... shouldn't be too long now...


-Tim


On 1/8/2014 3:36 PM, Daniel Kim wrote:
I found some weird result of displacement map with Redshift. Elevation 
is okay, but sometimes I could see weird connection of UVM. All UVM 
boders wasn't smooth and I had no idea how to fix it. Arnold has that 
option though : / But more option I need is... hair @__@ and ICE strand



---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Thu, Jan 9, 2014 at 10:31 AM, Emilio Hernandez emi...@e-roja.com 
mailto:emi...@e-roja.com wrote:


Displacement and bump map are there and they work beautiful.  They
event implement a scalar change range into the displacement node.




2014/1/8 Tim Crowson tim.crow...@magneticdreams.com
mailto:tim.crow...@magneticdreams.com

I'll repost what I said in the other thread

We started using Redshift back in March and pretty much use it
exclusively now. Of course it all depends on the needs of the
project (and there are still some real limitations).  The RS
dev team is top notch though. I'm really excited to see how
things will be at the end of this calendar year.  Redshift
development is progressing at a fantastic rate, and the
pricing is very competitive. For facilities, even small ones,
it does require that you spend some time considering your
hardware and infrastructure, especially if you want to start
converting CPU farms for GPU rendering, or augmenting them.
Fortunately, Redshift isn't licensed per GPU, but per machine,
and that should provide some breathing room.

To be honest (and I realize we have many Arnold folks here),
here at Magnetic we evaluated our rendering options (MR, vRay,
3Delight, Arnold). I even started working on a Soft-to-Modo
pipeline. Among these Arnold was the clear winner. That said,
we felt that to be useful for us in production, Arnold was too
costly a solution for us, both financially and in render time,
/considering the kinds of projects we do/ . Then Redshift came
along and despite its infancy, really turned our heads. We
cautiously began using it on productions, and it has since
proven itself for us.

Again, it all depends on what kind of project you're working
on! You need to evaluate it for yourself of course, but for
smaller houses like us, it allows us to produce better looking
content faster, while staying in Softimage. And in this
economy, we can't argue with that.

-Tim



On 1/8/2014 2:53 PM, Paul Griswold wrote:

I've been using it along side Arnold for quite a while now.
 I just finished a project for CES entirely in Redshift.

I think Redshift falls more into the category of a VRay
competitor rather than Arnold.  Redshift isn't open the way
Arnold is  I don't think they intend it to be.

I've found it to be extremely fast and stable in most cases,
but being just out of alpha there are times when it's warts
show.

For $100, it's certainly worth a test drive.

-Paul


ᐧ


On Wed, Jan 8, 2014 at 3:46 PM, Stephen Davidson
magic...@bellsouth.net mailto:magic...@bellsouth.net wrote:

I just wanted to start this thread so we can kill the
Sofimage is dead thread. :)

So..Redshift3D enthusiasts...post here.

I think we will benefit the group, as a whole, if we
spread the word on this
amazing GPU rendering company. They have made my workflow
SO much faster.


-- 


Best Regards,
*  Stephen P. Davidson**
**(954) 552-7956 tel:%28954%29%20552-7956
* sdavid...@3danimationmagic.com
mailto:sdavid...@3danimationmagic.com

/Any sufficiently advanced technology is
indistinguishable from magic/

   - Arthur C. Clarke

http://www.3danimationmagic.com




-- 


*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 

Re: rigging in xsi vs maya

2014-01-08 Thread Emilio Hernandez
Well Dave just said it.

And as I said before... maybe the guy who wrote the post in the blog that
didn't sign it properly was rigging a sphere and cylinder...

Some one that makes such statements and does not leave his name... or allow
to reply




2014/1/8 Jordi Bares jordiba...@gmail.com

 Great analysis, thanks for putting the time to do it and share it with the
 community.

 Jordi Bares
 jordiba...@gmail.com

 On 8 Jan 2014, at 19:45, David Gallagher davegsoftimagel...@gmail.com
 wrote:


 I rigged on quite a few characters in Maya at Blue Sky Studios and now
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not the kind of
 rigging I do. I often assume by now they have better workflows in Maya, but
 I'm often surprised to find how convoluted and limiting the workflows are
 to this day. Most Maya people must not know there are better ways of
 working or aren't doing the kinds of things I am, because the difference is
 profound.

 -At any point in the rigging process, you can make edits in the model
 stack to change the shape and topology of the model. After experimenting,
 you can freeze that part of the stack and continue on with that new shape,
 retaining almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of
 losing work. You can experiment freely--knowing it's fine if you want to
 make a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're way
 out of a jam.

 -You can do blendshape edits directly on the geometry, modelessly, instead
 of on a separate blendshape object.

 -There is no comparison with corrective blendshapes. In Softimage, you go
 to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and
 scripts and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective
 blendshape on an elbow -- and we're all experienced Maya riggers. After
 hours of attempting, we threw up our hands. There was something in that
 object's history that was making the blendshape plug-in fail. The answer is
 what it often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to
 edit that blendshape later. Start the process again and make a new one. In
 Softimage, drag a few points and you're done in seconds.

 -For facial work, being able to make face shapes in conjunction with the
 mixer, working directly on the main geo. To see other shapes muted, soloed
 as you're working. This allows you to craft shapes that work for different
 scenarios, with just the right falloff. You can make correctives for shape
 combinations quickly. In face work, it's all about how the functions
 combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just better, and
 more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter
 rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for no
 reason -- I have no idea why. (Mind you, I've been rigging in Maya since
 1999.)

 -You can envelope/skin null objects, not just joints. (Yes, Maya will let
 you add other objects as deformers but it is limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get the nearest
 point/edge/poly and transform it precisely. Add the proportional editing
 and it's very sculptural without giving up precise transform control. I far
 prefer this workflow to the Zbrush approach geared toward paintstrokes.

 -In Softimage, you can change the wireframe on shaded opacity. You can
 change the point sizes. These mean I can visualize and work with the shape,
 not get visually stuck on the tech clutter like in Maya.

 -LinkWithOrientation. Does Maya have anything built-in yet? I know there
 are pose readers out there, but they are slow and 3rd party.

 -The smooth preview Geometry Approximation is better, faster, and more
 stable in Softimage.

 -Even with the army of tools and plug-ins we had at Blue Sky Studios, I
 would still much rather use off-the-shelf Softimage.

 -You can select controls without selecting (and highlighting) all its
 children. This makes it easier to animate the rig -- just drag selecting
 will get you the selectable controls. In Maya, drag-selecting gets a
 mixture of heirarchy parts.

 All this means that I can focus on the ART, the shaping of the rig, not
 jump through hoops all day.
 As a result, our characters are more flexible and expressive.



 On 1/8/2014 2:30 

Re: Redshift3D Render

2014-01-08 Thread Daniel Kim
Yep. I see that's coming.
I can't wait to use paid beta version


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Thu, Jan 9, 2014 at 10:42 AM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  They've stated pretty clearly that Hair and Strand support is the next
 big thing to come... shouldn't be too long now...

 -Tim



 On 1/8/2014 3:36 PM, Daniel Kim wrote:

 I found some weird result of displacement map with Redshift. Elevation is
 okay, but sometimes I could see weird connection of UVM. All UVM boders
 wasn't smooth and I had no idea how to fix it. Arnold has that option
 though : / But more option I need is... hair @__@ and ICE strand


  ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Thu, Jan 9, 2014 at 10:31 AM, Emilio Hernandez emi...@e-roja.comwrote:

 Displacement and bump map are there and they work beautiful.  They event
 implement a scalar change range into the displacement node.




 2014/1/8 Tim Crowson tim.crow...@magneticdreams.com

  I'll repost what I said in the other thread

 We started using Redshift back in March and pretty much use it
 exclusively now. Of course it all depends on the needs of the project (and
 there are still some real limitations).  The RS dev team is top notch
 though. I'm really excited to see how things will be at the end of this
 calendar year.  Redshift development is progressing at a fantastic rate,
 and the pricing is very competitive. For facilities, even small ones, it
 does require that you spend some time considering your hardware and
 infrastructure, especially if you want to start converting CPU farms for
 GPU rendering, or augmenting them. Fortunately, Redshift isn't licensed per
 GPU, but per machine, and that should provide some breathing room.

 To be honest (and I realize we have many Arnold folks here), here at
 Magnetic we evaluated our rendering options (MR, vRay, 3Delight, Arnold). I
 even started working on a Soft-to-Modo pipeline. Among these Arnold was the
 clear winner. That said, we felt that to be useful for us in production,
 Arnold was too costly a solution for us, both financially and in render
 time, *considering the kinds of projects we do* . Then Redshift came
 along and despite its infancy, really turned our heads. We cautiously began
 using it on productions, and it has since proven itself for us.

 Again, it all depends on what kind of project you're working on! You
 need to evaluate it for yourself of course, but for smaller houses like us,
 it allows us to produce better looking content faster, while staying in
 Softimage. And in this economy, we can't argue with that.

 -Tim



 On 1/8/2014 2:53 PM, Paul Griswold wrote:

  I've been using it along side Arnold for quite a while now.  I just
 finished a project for CES entirely in Redshift.

  I think Redshift falls more into the category of a VRay competitor
 rather than Arnold.  Redshift isn't open the way Arnold is  I don't think
 they intend it to be.

  I've found it to be extremely fast and stable in most cases, but being
 just out of alpha there are times when it's warts show.

  For $100, it's certainly worth a test drive.

  -Paul


  ᐧ


 On Wed, Jan 8, 2014 at 3:46 PM, Stephen Davidson magic...@bellsouth.net
  wrote:

 I just wanted to start this thread so we can kill the Sofimage is dead
 thread. :)

 So..Redshift3D enthusiasts...post here.

  I think we will benefit the group, as a whole, if we spread the word
 on this
 amazing GPU rendering company. They have made my workflow SO much
 faster.


  --

  Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956 %28954%29%20552-7956 *
 sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


  - Arthur C. Clarke

 http://www.3danimationmagic.com



  --




 *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: Redshift3D Render

2014-01-08 Thread Emilio Hernandez
Backing up Tim, in the forums there is actually a hair test in Softimage
with a simple phong shader.  And IMHO it looks nice.




2014/1/8 Tim Crowson tim.crow...@magneticdreams.com

  They've stated pretty clearly that Hair and Strand support is the next
 big thing to come... shouldn't be too long now...

 -Tim



 On 1/8/2014 3:36 PM, Daniel Kim wrote:

 I found some weird result of displacement map with Redshift. Elevation is
 okay, but sometimes I could see weird connection of UVM. All UVM boders
 wasn't smooth and I had no idea how to fix it. Arnold has that option
 though : / But more option I need is... hair @__@ and ICE strand


  ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Thu, Jan 9, 2014 at 10:31 AM, Emilio Hernandez emi...@e-roja.comwrote:

 Displacement and bump map are there and they work beautiful.  They event
 implement a scalar change range into the displacement node.




 2014/1/8 Tim Crowson tim.crow...@magneticdreams.com

  I'll repost what I said in the other thread

 We started using Redshift back in March and pretty much use it
 exclusively now. Of course it all depends on the needs of the project (and
 there are still some real limitations).  The RS dev team is top notch
 though. I'm really excited to see how things will be at the end of this
 calendar year.  Redshift development is progressing at a fantastic rate,
 and the pricing is very competitive. For facilities, even small ones, it
 does require that you spend some time considering your hardware and
 infrastructure, especially if you want to start converting CPU farms for
 GPU rendering, or augmenting them. Fortunately, Redshift isn't licensed per
 GPU, but per machine, and that should provide some breathing room.

 To be honest (and I realize we have many Arnold folks here), here at
 Magnetic we evaluated our rendering options (MR, vRay, 3Delight, Arnold). I
 even started working on a Soft-to-Modo pipeline. Among these Arnold was the
 clear winner. That said, we felt that to be useful for us in production,
 Arnold was too costly a solution for us, both financially and in render
 time, *considering the kinds of projects we do* . Then Redshift came
 along and despite its infancy, really turned our heads. We cautiously began
 using it on productions, and it has since proven itself for us.

 Again, it all depends on what kind of project you're working on! You
 need to evaluate it for yourself of course, but for smaller houses like us,
 it allows us to produce better looking content faster, while staying in
 Softimage. And in this economy, we can't argue with that.

 -Tim



 On 1/8/2014 2:53 PM, Paul Griswold wrote:

  I've been using it along side Arnold for quite a while now.  I just
 finished a project for CES entirely in Redshift.

  I think Redshift falls more into the category of a VRay competitor
 rather than Arnold.  Redshift isn't open the way Arnold is  I don't think
 they intend it to be.

  I've found it to be extremely fast and stable in most cases, but being
 just out of alpha there are times when it's warts show.

  For $100, it's certainly worth a test drive.

  -Paul


  ᐧ


 On Wed, Jan 8, 2014 at 3:46 PM, Stephen Davidson magic...@bellsouth.net
  wrote:

 I just wanted to start this thread so we can kill the Sofimage is dead
 thread. :)

 So..Redshift3D enthusiasts...post here.

  I think we will benefit the group, as a whole, if we spread the word
 on this
 amazing GPU rendering company. They have made my workflow SO much
 faster.


  --

  Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956 %28954%29%20552-7956 *
 sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


  - Arthur C. Clarke

 http://www.3danimationmagic.com



  --




 *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: rigging in xsi vs maya

2014-01-08 Thread Eric Thivierge
Just because I want to fuel the fire, I'll toss in that while the 
workflow in Maya is quite flawed out of the box, you can get to more 
internals of the scene graph and manipulate it than we have in 
Softimage.


On Wednesday, January 08, 2014 4:15:04 PM, Alan Fregtman wrote:

Bravo! Bravo!! :) I echo your exact sentiments, David (though my own
credentials are puny by comparison.)

The operator stack should be permanently on the box as a hot
feature. We all take it for granted all the time, but seriously it's
one of the best features in Soft.



On Wed, Jan 8, 2014 at 3:10 PM, Steven Caron car...@gmail.com
mailto:car...@gmail.com wrote:

thank you! thank you! thank you!... i knew i wasn't crazy thinking
rigging in maya is a PITA!


On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher
davegsoftimagel...@gmail.com
mailto:davegsoftimagel...@gmail.com wrote:


I rigged on quite a few characters in Maya at Blue Sky Studios
and now (Softimage) AnimSchool. We offer the well-known
Malcolm rig for free.

There is no comparison to rigging in Softimage and Maya--not
the kind of rigging I do. I often assume by now they have
better workflows in Maya, but I'm often surprised to find how
convoluted and limiting the workflows are to this day. Most
Maya people must not know there are better ways of working or
aren't doing the kinds of things I am, because the difference
is profound.

-At any point in the rigging process, you can make edits in
the model stack to change the shape and topology of the model.
After experimenting, you can freeze that part of the stack and
continue on with that new shape, retaining almost every bit of
work you've done.
YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
This difference is huge. You can work toward completion
without fear of losing work. You can experiment
freely--knowing it's fine if you want to make a major change.
I'm never afraid of losing blendshape work.
And if the changes are really significant, you can always
Gator you're way out of a jam.

-You can do blendshape edits directly on the geometry,
modelessly, instead of on a separate blendshape object.

-There is no comparison with corrective blendshapes. In
Softimage, you go to Secondary Shape mode and drag a few points.
In Maya, I wish you luck. You can install one of several
plug-ins and scripts and HOPE that it works. If the scenario
is simple enough, it might.
Several people here tried to help a student make a single
corrective blendshape on an elbow -- and we're all experienced
Maya riggers. After hours of attempting, we threw up our
hands. There was something in that object's history that was
making the blendshape plug-in fail. The answer is what it
often is: just start over.
-EDITING corrective blendshapes. In Maya, heaven help you if
you want to edit that blendshape later. Start the process
again and make a new one. In Softimage, drag a few points and
you're done in seconds.

-For facial work, being able to make face shapes in
conjunction with the mixer, working directly on the main geo.
To see other shapes muted, soloed as you're working. This
allows you to craft shapes that work for different scenarios,
with just the right falloff. You can make correctives for
shape combinations quickly. In face work, it's all about how
the functions combine to make the range of expressive results.

-The envelope weighting is far superior. The smoothing is just
better, and more reliable. Negative weight painting actually
works.
Being able to make sophisticated weighting allows you to make
lighter rigs, because fewer nodes and calculations are needed.
I can't believe someone actually compared Maya's Component
Editor to Softimage's Weight Editor. I'm stunned.
Sometimes, demoing Maya's envelope weighting, it just stops
working for no reason -- I have no idea why. (Mind you, I've
been rigging in Maya since 1999.)

-You can envelope/skin null objects, not just joints. (Yes,
Maya will let you add other objects as deformers but it is
limiting and causes problems.)

-The tweak tool. You can grab anywhere and it will just get
the nearest point/edge/poly and transform it precisely. Add
the proportional editing and it's very sculptural without
giving up precise transform control. I far prefer this
workflow to the Zbrush approach geared toward paintstrokes.

-In Softimage, you can change the wireframe on shaded opacity.
You can change the point sizes. These mean I can visualize and
work 

RE: rigging in xsi vs maya

2014-01-08 Thread Matt Lind
Butbut.buteverybody said ICE can do oh so much more.  Say it ain't 
so.





-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Wednesday, January 08, 2014 1:50 PM
To: softimage@listproc.autodesk.com
Subject: Re: rigging in xsi vs maya

Just because I want to fuel the fire, I'll toss in that while the workflow in 
Maya is quite flawed out of the box, you can get to more internals of the scene 
graph and manipulate it than we have in Softimage.

On Wednesday, January 08, 2014 4:15:04 PM, Alan Fregtman wrote:
 Bravo! Bravo!! :) I echo your exact sentiments, David (though my own 
 credentials are puny by comparison.)

 The operator stack should be permanently on the box as a hot 
 feature. We all take it for granted all the time, but seriously it's 
 one of the best features in Soft.



 On Wed, Jan 8, 2014 at 3:10 PM, Steven Caron car...@gmail.com 
 mailto:car...@gmail.com wrote:

 thank you! thank you! thank you!... i knew i wasn't crazy thinking
 rigging in maya is a PITA!


 On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher
 davegsoftimagel...@gmail.com
 mailto:davegsoftimagel...@gmail.com wrote:


 I rigged on quite a few characters in Maya at Blue Sky Studios
 and now (Softimage) AnimSchool. We offer the well-known
 Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not
 the kind of rigging I do. I often assume by now they have
 better workflows in Maya, but I'm often surprised to find how
 convoluted and limiting the workflows are to this day. Most
 Maya people must not know there are better ways of working or
 aren't doing the kinds of things I am, because the difference
 is profound.

 -At any point in the rigging process, you can make edits in
 the model stack to change the shape and topology of the model.
 After experimenting, you can freeze that part of the stack and
 continue on with that new shape, retaining almost every bit of
 work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion
 without fear of losing work. You can experiment
 freely--knowing it's fine if you want to make a major change.
 I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always
 Gator you're way out of a jam.

 -You can do blendshape edits directly on the geometry,
 modelessly, instead of on a separate blendshape object.

 -There is no comparison with corrective blendshapes. In
 Softimage, you go to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several
 plug-ins and scripts and HOPE that it works. If the scenario
 is simple enough, it might.
 Several people here tried to help a student make a single
 corrective blendshape on an elbow -- and we're all experienced
 Maya riggers. After hours of attempting, we threw up our
 hands. There was something in that object's history that was
 making the blendshape plug-in fail. The answer is what it
 often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if
 you want to edit that blendshape later. Start the process
 again and make a new one. In Softimage, drag a few points and
 you're done in seconds.

 -For facial work, being able to make face shapes in
 conjunction with the mixer, working directly on the main geo.
 To see other shapes muted, soloed as you're working. This
 allows you to craft shapes that work for different scenarios,
 with just the right falloff. You can make correctives for
 shape combinations quickly. In face work, it's all about how
 the functions combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just
 better, and more reliable. Negative weight painting actually
 works.
 Being able to make sophisticated weighting allows you to make
 lighter rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component
 Editor to Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops
 working for no reason -- I have no idea why. (Mind you, I've
 been rigging in Maya since 1999.)

 -You can envelope/skin null objects, not just joints. (Yes,
 Maya will let you add other objects as deformers but it is
 limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just 

Re: rigging in xsi vs maya

2014-01-08 Thread Emilio Hernandez
Haha.  Maybe because Maya needs it, so you can dig in there and get it
working properly.  While in Softimage not

;)  Just fueling the fire!




2014/1/8 Eric Thivierge ethivie...@hybride.com

 Just because I want to fuel the fire, I'll toss in that while the workflow
 in Maya is quite flawed out of the box, you can get to more internals of
 the scene graph and manipulate it than we have in Softimage.


 On Wednesday, January 08, 2014 4:15:04 PM, Alan Fregtman wrote:

 Bravo! Bravo!! :) I echo your exact sentiments, David (though my own
 credentials are puny by comparison.)

 The operator stack should be permanently on the box as a hot
 feature. We all take it for granted all the time, but seriously it's
 one of the best features in Soft.



 On Wed, Jan 8, 2014 at 3:10 PM, Steven Caron car...@gmail.com
 mailto:car...@gmail.com wrote:

 thank you! thank you! thank you!... i knew i wasn't crazy thinking
 rigging in maya is a PITA!


 On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher
 davegsoftimagel...@gmail.com
 mailto:davegsoftimagel...@gmail.com wrote:


 I rigged on quite a few characters in Maya at Blue Sky Studios
 and now (Softimage) AnimSchool. We offer the well-known
 Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not
 the kind of rigging I do. I often assume by now they have
 better workflows in Maya, but I'm often surprised to find how
 convoluted and limiting the workflows are to this day. Most
 Maya people must not know there are better ways of working or
 aren't doing the kinds of things I am, because the difference
 is profound.

 -At any point in the rigging process, you can make edits in
 the model stack to change the shape and topology of the model.
 After experimenting, you can freeze that part of the stack and
 continue on with that new shape, retaining almost every bit of
 work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion
 without fear of losing work. You can experiment
 freely--knowing it's fine if you want to make a major change.
 I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always
 Gator you're way out of a jam.

 -You can do blendshape edits directly on the geometry,
 modelessly, instead of on a separate blendshape object.

 -There is no comparison with corrective blendshapes. In
 Softimage, you go to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several
 plug-ins and scripts and HOPE that it works. If the scenario
 is simple enough, it might.
 Several people here tried to help a student make a single
 corrective blendshape on an elbow -- and we're all experienced
 Maya riggers. After hours of attempting, we threw up our
 hands. There was something in that object's history that was
 making the blendshape plug-in fail. The answer is what it
 often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if
 you want to edit that blendshape later. Start the process
 again and make a new one. In Softimage, drag a few points and
 you're done in seconds.

 -For facial work, being able to make face shapes in
 conjunction with the mixer, working directly on the main geo.
 To see other shapes muted, soloed as you're working. This
 allows you to craft shapes that work for different scenarios,
 with just the right falloff. You can make correctives for
 shape combinations quickly. In face work, it's all about how
 the functions combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just
 better, and more reliable. Negative weight painting actually
 works.
 Being able to make sophisticated weighting allows you to make
 lighter rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component
 Editor to Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops
 working for no reason -- I have no idea why. (Mind you, I've
 been rigging in Maya since 1999.)

 -You can envelope/skin null objects, not just joints. (Yes,
 Maya will let you add other objects as deformers but it is
 limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get
 the nearest point/edge/poly and transform it precisely. Add
 the proportional editing and it's very sculptural without
 giving up 

Re: rigging in xsi vs maya

2014-01-08 Thread Eric Thivierge
Yeah, ICE could do that if they keep pushing it... maybe? Though I 
think it's pretty black boxed in terms of just having the high level 
access to objects, not the underlying nodes.


A Node Editor like Maya plus exposing more of the internals in the 
Scene Explorer would be something to look at if this ever gets any 
attention.


@Emilio, we need this in Softimage as well!

On Wednesday, January 08, 2014 4:58:03 PM, Emilio Hernandez wrote:

Haha.  Maybe because Maya needs it, so you can dig in there and get it
working properly.  While in Softimage not

;)  Just fueling the fire!




2014/1/8 Eric Thivierge ethivie...@hybride.com
mailto:ethivie...@hybride.com

Just because I want to fuel the fire, I'll toss in that while the
workflow in Maya is quite flawed out of the box, you can get to
more internals of the scene graph and manipulate it than we have
in Softimage.


On Wednesday, January 08, 2014 4:15:04 PM, Alan Fregtman wrote:

Bravo! Bravo!! :) I echo your exact sentiments, David (though
my own
credentials are puny by comparison.)

The operator stack should be permanently on the box as a hot
feature. We all take it for granted all the time, but
seriously it's
one of the best features in Soft.



On Wed, Jan 8, 2014 at 3:10 PM, Steven Caron car...@gmail.com
mailto:car...@gmail.com
mailto:car...@gmail.com mailto:car...@gmail.com wrote:

thank you! thank you! thank you!... i knew i wasn't crazy
thinking
rigging in maya is a PITA!


On Wed, Jan 8, 2014 at 11:45 AM, David Gallagher
davegsoftimagel...@gmail.com
mailto:davegsoftimagel...@gmail.com
mailto:davegsoftimagelist@__gmail.com
mailto:davegsoftimagel...@gmail.com wrote:


I rigged on quite a few characters in Maya at Blue Sky
Studios
and now (Softimage) AnimSchool. We offer the well-known
Malcolm rig for free.

There is no comparison to rigging in Softimage and
Maya--not
the kind of rigging I do. I often assume by now they have
better workflows in Maya, but I'm often surprised to
find how
convoluted and limiting the workflows are to this day.
Most
Maya people must not know there are better ways of
working or
aren't doing the kinds of things I am, because the
difference
is profound.

-At any point in the rigging process, you can make
edits in
the model stack to change the shape and topology of
the model.
After experimenting, you can freeze that part of the
stack and
continue on with that new shape, retaining almost
every bit of
work you've done.
YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE
FREELY.
This difference is huge. You can work toward completion
without fear of losing work. You can experiment
freely--knowing it's fine if you want to make a major
change.
I'm never afraid of losing blendshape work.
And if the changes are really significant, you can always
Gator you're way out of a jam.

-You can do blendshape edits directly on the geometry,
modelessly, instead of on a separate blendshape object.

-There is no comparison with corrective blendshapes. In
Softimage, you go to Secondary Shape mode and drag a
few points.
In Maya, I wish you luck. You can install one of several
plug-ins and scripts and HOPE that it works. If the
scenario
is simple enough, it might.
Several people here tried to help a student make a single
corrective blendshape on an elbow -- and we're all
experienced
Maya riggers. After hours of attempting, we threw up our
hands. There was something in that object's history
that was
making the blendshape plug-in fail. The answer is what it
often is: just start over.
-EDITING corrective blendshapes. In Maya, heaven help
you if
you want to edit that blendshape later. Start the process
again and make a new one. In Softimage, drag a few
points and
you're done in seconds.

-For facial work, being able to make face shapes in
conjunction with the mixer, working directly on the
main geo.
To see other shapes muted, soloed as you're working. This
allows you to craft shapes that work for different
scenarios,
   

Re: Redshift3D Render

2014-01-08 Thread Tim Leydecker

For a current list of features available as well as a roadmap,
I would like to suggest to just go and give it a free try:

https://www.redshift3d.com/get-redshift

Yes, actually you don´t even have to commit to spending $100 directly,
the Free Beta Trial gives you 30 days of full access to Redshift.

A special benefit of this free trial option is that you could actually
try out how a bunch of machines would run using redshift in a farm or knot.

Reading the docs doesn´t require a login:

http://docs.redshift3d.com/Default.html


Redshift is a really well balanced renderer and I wholehartedly trust in it´s 
success.

With the above opportunity available it is a good time to test it in your 
production scenario
and wheight it against VRay and Arnold, which are also both very nice 
plattforms with
enough momentum to also be around for quite a while.

I am sure Redshift is a valuable addition to that arsenal.

Cheers,

tim







On 08.01.2014 22:44, Emilio Hernandez wrote:

Backing up Tim, in the forums there is actually a hair test in Softimage with a 
simple phong shader.  And IMHO it looks nice.




2014/1/8 Tim Crowson tim.crow...@magneticdreams.com 
mailto:tim.crow...@magneticdreams.com

They've stated pretty clearly that Hair and Strand support is the next big 
thing to come... shouldn't be too long now...

-Tim



On 1/8/2014 3:36 PM, Daniel Kim wrote:

I found some weird result of displacement map with Redshift. Elevation is 
okay, but sometimes I could see weird connection of UVM. All UVM boders wasn't 
smooth and I had no
idea how to fix it. Arnold has that option though : / But more option I 
need is... hair @__@ and ICE strand


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Thu, Jan 9, 2014 at 10:31 AM, Emilio Hernandez emi...@e-roja.com 
mailto:emi...@e-roja.com wrote:

Displacement and bump map are there and they work beautiful.  They 
event implement a scalar change range into the displacement node.




2014/1/8 Tim Crowson tim.crow...@magneticdreams.com 
mailto:tim.crow...@magneticdreams.com

I'll repost what I said in the other thread

We started using Redshift back in March and pretty much use it 
exclusively now. Of course it all depends on the needs of the project (and 
there are still some real
limitations).  The RS dev team is top notch though. I'm really 
excited to see how things will be at the end of this calendar year.  Redshift 
development is
progressing at a fantastic rate, and the pricing is very 
competitive. For facilities, even small ones, it does require that you spend 
some time considering your
hardware and infrastructure, especially if you want to start 
converting CPU farms for GPU rendering, or augmenting them. Fortunately, 
Redshift isn't licensed per GPU,
but per machine, and that should provide some breathing room.

To be honest (and I realize we have many Arnold folks here), here 
at Magnetic we evaluated our rendering options (MR, vRay, 3Delight, Arnold). I 
even started working
on a Soft-to-Modo pipeline. Among these Arnold was the clear 
winner. That said, we felt that to be useful for us in production, Arnold was 
too costly a solution for
us, both financially and in render time, /considering the kinds of 
projects we do/ . Then Redshift came along and despite its infancy, really 
turned our heads. We
cautiously began using it on productions, and it has since proven 
itself for us.

Again, it all depends on what kind of project you're working on! 
You need to evaluate it for yourself of course, but for smaller houses like us, 
it allows us to
produce better looking content faster, while staying in Softimage. 
And in this economy, we can't argue with that.

-Tim



On 1/8/2014 2:53 PM, Paul Griswold wrote:

I've been using it along side Arnold for quite a while now.  I just 
finished a project for CES entirely in Redshift.

I think Redshift falls more into the category of a VRay competitor 
rather than Arnold.  Redshift isn't open the way Arnold is  I don't think they 
intend it to be.

I've found it to be extremely fast and stable in most cases, but 
being just out of alpha there are times when it's warts show.

For $100, it's certainly worth a test drive.

-Paul


ᐧ


On Wed, Jan 8, 2014 at 3:46 PM, Stephen Davidson magic...@bellsouth.net 
mailto:magic...@bellsouth.net wrote:

I just wanted to start this thread so we can kill the Sofimage 
is dead thread. :)

So..Redshift3D enthusiasts...post here.

I think we will benefit 

Batch function for Ultimapper and Render Map

2014-01-08 Thread Nicolas Esposito
I remember there was backburner for Softimage once but I suppose has been
removed...

So, I need to use ultimapper and render map to render out each frame of my
animation, and if I remember correctly this was doable with backburner

With Soft 2013 there is a way to achieve that?

I'm trying to replicate the effect done by Blur in this video @1.59
http://www.youtube.com/watch?v=38wh5Fn4WEs

The system or the dynamic tassellation/normal map is what I'm trying to
achieve, but I will need the maps in order to test something else

Cheers


RE: Batch function for Ultimapper and Render Map

2014-01-08 Thread Matt Lind
Set up the rendermap property as usual, then write a few lines of script to 
execute rendermap every frame while updating the output file path.

Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Esposito
Sent: Wednesday, January 08, 2014 2:40 PM
To: softimage@listproc.autodesk.com
Subject: Batch function for Ultimapper and Render Map

I remember there was backburner for Softimage once but I suppose has been 
removed...

So, I need to use ultimapper and render map to render out each frame of my 
animation, and if I remember correctly this was doable with backburner

With Soft 2013 there is a way to achieve that?

I'm trying to replicate the effect done by Blur in this video @1.59
http://www.youtube.com/watch?v=38wh5Fn4WEs

The system or the dynamic tassellation/normal map is what I'm trying to 
achieve, but I will need the maps in order to test something else

Cheers


Re: Batch function for Ultimapper and Render Map

2014-01-08 Thread Nicolas Esposito
This is gold!
Thanks Matt and Alan ;)


2014/1/8 Alan Fregtman alan.fregt...@gmail.com

 You might find Sajjad's *Mapify* plugin useful as it can rendermap a
 sequence:

 http://www.sajjadamjad.com/plugins.html#Mapify



 On Wed, Jan 8, 2014 at 5:42 PM, Matt Lind ml...@carbinestudios.comwrote:

 Set up the rendermap property as usual, then write a few lines of script
 to execute rendermap every frame while updating the output file path.



 Matt









 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Nicolas Esposito
 *Sent:* Wednesday, January 08, 2014 2:40 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Batch function for Ultimapper and Render Map



 I remember there was backburner for Softimage once but I suppose has been
 removed...



 So, I need to use ultimapper and render map to render out each frame of
 my animation, and if I remember correctly this was doable with backburner



 With Soft 2013 there is a way to achieve that?



 I'm trying to replicate the effect done by Blur in this video @1.59

 http://www.youtube.com/watch?v=38wh5Fn4WEs



 The system or the dynamic tassellation/normal map is what I'm trying to
 achieve, but I will need the maps in order to test something else



 Cheers





Re: Batch function for Ultimapper and Render Map

2014-01-08 Thread Nicolas Esposito
The same script functionality to execute every frame and update the output
file could be applied to Ultimapper as well, am I correct?

Sorry but I'm not too familiar with scripting, but looking at the manual
looks nothing super-complicated ;)


2014/1/9 Nicolas Esposito 3dv...@gmail.com

 This is gold!
 Thanks Matt and Alan ;)


 2014/1/8 Alan Fregtman alan.fregt...@gmail.com

 You might find Sajjad's *Mapify* plugin useful as it can rendermap a
 sequence:

 http://www.sajjadamjad.com/plugins.html#Mapify



 On Wed, Jan 8, 2014 at 5:42 PM, Matt Lind ml...@carbinestudios.comwrote:

 Set up the rendermap property as usual, then write a few lines of script
 to execute rendermap every frame while updating the output file path.



 Matt









 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Nicolas Esposito
 *Sent:* Wednesday, January 08, 2014 2:40 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Batch function for Ultimapper and Render Map



 I remember there was backburner for Softimage once but I suppose has
 been removed...



 So, I need to use ultimapper and render map to render out each frame of
 my animation, and if I remember correctly this was doable with backburner



 With Soft 2013 there is a way to achieve that?



 I'm trying to replicate the effect done by Blur in this video @1.59

 http://www.youtube.com/watch?v=38wh5Fn4WEs



 The system or the dynamic tassellation/normal map is what I'm trying to
 achieve, but I will need the maps in order to test something else



 Cheers






RE: Batch function for Ultimapper and Render Map

2014-01-08 Thread Matt Lind

// Jscript - will need some tweaking to be functional
RenderMapSequence( 1, 100, C:\\tmp\\my_sequence.CURRENTFRAME.tga );

function RenderMapSequence( FrameStart, FrameEnd, FileName )
{
var oPlayControl = Dictionary.GetObject( PlayControl );

// get eligible objects from selection
var aFilterNames = new Array( siPolyMeshFilter, siSurfaceMeshFilter );
var oObjects = SIFilter( null, aFilterNames.join(,), true, siQuickSearch );

If ( !oObjects || oObjects.Count =0  ) {
LogMessage( nothing selected, siError );
}

for ( var i = 0; i  oObjects.Count; i++ ) {

var oObject = oObjects(i);

var oProperties = oObject.Properties.Filter( rendermap );
if ( oProperties.Count = 0 ) {
// rendermap property not found
continue;
}
var oRenderMapProperty = oProperties(0);

for ( var j = FrameStart; j = FrameEnd; j++ ) {

var FrameCurrent =  j;

// advance timeline
oPlayControl.Parameters( Current ).value = FrameCurrent;

// update the parameter defining output image file name
var ImageFileName = FileName.replace( /CURRENTFRAME/, 
FrameCurrent );
oRenderMapProperty.Parameters( imagefilepath ).value = 
ImageFileName;

// execute specified rendermap property
RegenerateMaps ( oRenderMapProperty.FullName );
}
}
}


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Esposito
Sent: Wednesday, January 08, 2014 3:19 PM
To: softimage@listproc.autodesk.com
Subject: Re: Batch function for Ultimapper and Render Map

The same script functionality to execute every frame and update the output file 
could be applied to Ultimapper as well, am I correct?

Sorry but I'm not too familiar with scripting, but looking at the manual looks 
nothing super-complicated ;)

2014/1/9 Nicolas Esposito 3dv...@gmail.commailto:3dv...@gmail.com
This is gold!
Thanks Matt and Alan ;)

2014/1/8 Alan Fregtman alan.fregt...@gmail.commailto:alan.fregt...@gmail.com
You might find Sajjad's Mapify plugin useful as it can rendermap a sequence:

http://www.sajjadamjad.com/plugins.html#Mapify


On Wed, Jan 8, 2014 at 5:42 PM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
Set up the rendermap property as usual, then write a few lines of script to 
execute rendermap every frame while updating the output file path.

Matt




From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Nicolas Esposito
Sent: Wednesday, January 08, 2014 2:40 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Batch function for Ultimapper and Render Map

I remember there was backburner for Softimage once but I suppose has been 
removed...

So, I need to use ultimapper and render map to render out each frame of my 
animation, and if I remember correctly this was doable with backburner

With Soft 2013 there is a way to achieve that?

I'm trying to replicate the effect done by Blur in this video @1.59
http://www.youtube.com/watch?v=38wh5Fn4WEs

The system or the dynamic tassellation/normal map is what I'm trying to 
achieve, but I will need the maps in order to test something else

Cheers





Re: rigging in xsi vs maya

2014-01-08 Thread Luc-Eric Rousseau
how many years ago was the BlueSky rigging experience and how much was it?
I remember seeing you as a Softimage fan since very early XSI - perhaps a
Softimage 3D user before that as well?   I might be confusing you with
another user.

The topology updates in Softimage is its best and most unique feature,
along with render passes (property propagation).  I think no other app will
ever have this.  There are architecture overhead and performance
issue associated with that,  though.  can't talk about animation without
talking about performance, and referencing.


Le mercredi 8 janvier 2014, David Gallagher a écrit :


 I rigged on quite a few characters in Maya at Blue Sky Studios and now
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not the kind of
 rigging I do. I often assume by now they have better workflows in Maya, but
 I'm often surprised to find how convoluted and limiting the workflows are
 to this day. Most Maya people must not know there are better ways of
 working or aren't doing the kinds of things I am, because the difference is
 profound.

 -At any point in the rigging process, you can make edits in the model
 stack to change the shape and topology of the model. After experimenting,
 you can freeze that part of the stack and continue on with that new shape,
 retaining almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of
 losing work. You can experiment freely--knowing it's fine if you want to
 make a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're way
 out of a jam.

 -You can do blendshape edits directly on the geometry, modelessly, instead
 of on a separate blendshape object.
 Ith

 -There is no comparison with corrective blendshapes. In Softimage, you go
 to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and
 scripts and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective
 blendshape on an elbow -- and we're all experienced Maya riggers. After
 hours of attempting, we threw up our hands. There was something in that
 object's history that was making the blendshape plug-in fail. The answer is
 what it often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to
 edit that blendshape later. Start the process again and make a new one. In
 Softimage, drag a few points and you're done in seconds.

 -For facial work, being able to make face shapes in conjunction with the
 mixer, working directly on the main geo. To see other shapes muted, soloed
 as you're working. This allows you to craft shapes that work for different
 scenarios, with just the right falloff. You can make correctives for shape
 combinations quickly. In face work, it's all about how the functions
 combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just better, and
 more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter
 rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for no
 reason -- I have no idea why. (Mind you, I've been rigging in Maya since
 1999.)

 -You can envelope/skin null objects, not just joints. (Yes, Maya will let
 you add other objects as deformers but it is limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get the nearest
 point/edge/poly and transform it precisely. Add the proportional editing
 and it's very sculptural without giving up precise transform control. I far
 prefer this workflow to the Zbrush approach geared toward paintstrokes.

 -In Softimage, you can change the wireframe on shaded opacity. You can
 change the point sizes. These mean I can visualize and work with the shape,
 not get visually stuck on the tech clutter like in Maya.

 -LinkWithOrientation. Does Maya have anything built-in yet? I know there
 are pose readers out there, but they are slow and 3rd party.

 -The smooth preview Geometry Approximation is better, faster, and more
 stable in Softimage.

 -Even with the army of tools and plug-ins we had at Blue Sky Studios, I
 would still much rather use off-the-shelf Softimage.

 -You can select controls without selecting (and highlighting) all its
 children. This makes it easier to animate the rig -- just drag selecting
 will get you the selectable controls. In Maya, drag-selecting gets a
 mixture of heirarchy parts.

 All this means that I can focus on the ART, the shaping of the 

Re: rigging in xsi vs maya

2014-01-08 Thread David Gallagher

On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:
how many years ago was the BlueSky rigging experience and how much was 
it? I remember seeing you as a Softimage fan since very early XSI - 
perhaps a Softimage 3D user before that as well?   I might be 
confusing you with another user.


The topology updates in Softimage is its best and most unique feature, 
along with render passes (property propagation).  I think no other app 
will ever have this.  There are architecture overhead and performance 
issue associated with that,  though.  can't talk about animation 
without talking about performance, and referencing.


Oh, I hope you're wrong and whatever product comes out of the marriage 
of Maya/Softimage/Max has that!


Yes, I worked on all the Blue Sky movies from Ice Age 1. I rigged for a 
few films, then animated, then oversaw the rigs from the animation side.


Yes, I used Softimage 3D as well.




Le mercredi 8 janvier 2014, David Gallagher a écrit :


I rigged on quite a few characters in Maya at Blue Sky Studios and
now (Softimage) AnimSchool. We offer the well-known Malcolm rig
for free.

There is no comparison to rigging in Softimage and Maya--not the
kind of rigging I do. I often assume by now they have better
workflows in Maya, but I'm often surprised to find how convoluted
and limiting the workflows are to this day. Most Maya people must
not know there are better ways of working or aren't doing the
kinds of things I am, because the difference is profound.

-At any point in the rigging process, you can make edits in the
model stack to change the shape and topology of the model. After
experimenting, you can freeze that part of the stack and continue
on with that new shape, retaining almost every bit of work you've
done.
YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
This difference is huge. You can work toward completion without
fear of losing work. You can experiment freely--knowing it's fine
if you want to make a major change. I'm never afraid of losing
blendshape work.
And if the changes are really significant, you can always Gator
you're way out of a jam.

-You can do blendshape edits directly on the geometry, modelessly,
instead of on a separate blendshape object.
Ith

-There is no comparison with corrective blendshapes. In Softimage,
you go to Secondary Shape mode and drag a few points.
In Maya, I wish you luck. You can install one of several plug-ins
and scripts and HOPE that it works. If the scenario is simple
enough, it might.
Several people here tried to help a student make a single
corrective blendshape on an elbow -- and we're all experienced
Maya riggers. After hours of attempting, we threw up our hands.
There was something in that object's history that was making the
blendshape plug-in fail. The answer is what it often is: just
start over.
-EDITING corrective blendshapes. In Maya, heaven help you if you
want to edit that blendshape later. Start the process again and
make a new one. In Softimage, drag a few points and you're done in
seconds.

-For facial work, being able to make face shapes in conjunction
with the mixer, working directly on the main geo. To see other
shapes muted, soloed as you're working. This allows you to craft
shapes that work for different scenarios, with just the right
falloff. You can make correctives for shape combinations quickly.
In face work, it's all about how the functions combine to make the
range of expressive results.

-The envelope weighting is far superior. The smoothing is just
better, and more reliable. Negative weight painting actually works.
Being able to make sophisticated weighting allows you to make
lighter rigs, because fewer nodes and calculations are needed.
I can't believe someone actually compared Maya's Component Editor
to Softimage's Weight Editor. I'm stunned.
Sometimes, demoing Maya's envelope weighting, it just stops
working for no reason -- I have no idea why. (Mind you, I've been
rigging in Maya since 1999.)

-You can envelope/skin null objects, not just joints. (Yes, Maya
will let you add other objects as deformers but it is limiting and
causes problems.)

-The tweak tool. You can grab anywhere and it will just get the
nearest point/edge/poly and transform it precisely. Add the
proportional editing and it's very sculptural without giving up
precise transform control. I far prefer this workflow to the
Zbrush approach geared toward paintstrokes.

-In Softimage, you can change the wireframe on shaded opacity. You
can change the point sizes. These mean I can visualize and work
with the shape, not get visually stuck on the tech clutter like in
Maya.

-LinkWithOrientation. Does Maya have anything built-in yet? I know
there are pose readers out there, 

Re: rigging in xsi vs maya

2014-01-08 Thread Bradley Gabe
Aren't you the guy who made the 3D Cat in the Hat animation I saw on the
ride at Universal Studios?
I also remember some training tutorial videos and a UV mapping tool. ;-)

I'm not sure, but as a casual outside observer this entire thread seems
like a trolling job. Nice to see Luc-Eric is still playing the role
of agent provocateur.


On Wed, Jan 8, 2014 at 5:52 PM, David Gallagher 
davegsoftimagel...@gmail.com wrote:

  On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:

 how many years ago was the BlueSky rigging experience and how much was it?
 I remember seeing you as a Softimage fan since very early XSI - perhaps a
 Softimage 3D user before that as well?   I might be confusing you with
 another user.

  The topology updates in Softimage is its best and most unique feature,
 along with render passes (property propagation).  I think no other app will
 ever have this.  There are architecture overhead and performance
 issue associated with that,  though.  can't talk about animation without
 talking about performance, and referencing.


 Oh, I hope you're wrong and whatever product comes out of the marriage of
 Maya/Softimage/Max has that!

 Yes, I worked on all the Blue Sky movies from Ice Age 1. I rigged for a
 few films, then animated, then oversaw the rigs from the animation side.

 Yes, I used Softimage 3D as well.




 Le mercredi 8 janvier 2014, David Gallagher a écrit :


 I rigged on quite a few characters in Maya at Blue Sky Studios and now
 (Softimage) AnimSchool. We offer the well-known Malcolm rig for free.

 There is no comparison to rigging in Softimage and Maya--not the kind of
 rigging I do. I often assume by now they have better workflows in Maya, but
 I'm often surprised to find how convoluted and limiting the workflows are
 to this day. Most Maya people must not know there are better ways of
 working or aren't doing the kinds of things I am, because the difference is
 profound.

 -At any point in the rigging process, you can make edits in the model
 stack to change the shape and topology of the model. After experimenting,
 you can freeze that part of the stack and continue on with that new shape,
 retaining almost every bit of work you've done.
 YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
 This difference is huge. You can work toward completion without fear of
 losing work. You can experiment freely--knowing it's fine if you want to
 make a major change. I'm never afraid of losing blendshape work.
 And if the changes are really significant, you can always Gator you're
 way out of a jam.

 -You can do blendshape edits directly on the geometry, modelessly,
 instead of on a separate blendshape object.
 Ith

 -There is no comparison with corrective blendshapes. In Softimage, you go
 to Secondary Shape mode and drag a few points.
 In Maya, I wish you luck. You can install one of several plug-ins and
 scripts and HOPE that it works. If the scenario is simple enough, it might.
 Several people here tried to help a student make a single corrective
 blendshape on an elbow -- and we're all experienced Maya riggers. After
 hours of attempting, we threw up our hands. There was something in that
 object's history that was making the blendshape plug-in fail. The answer is
 what it often is: just start over.
 -EDITING corrective blendshapes. In Maya, heaven help you if you want to
 edit that blendshape later. Start the process again and make a new one. In
 Softimage, drag a few points and you're done in seconds.

 -For facial work, being able to make face shapes in conjunction with the
 mixer, working directly on the main geo. To see other shapes muted, soloed
 as you're working. This allows you to craft shapes that work for different
 scenarios, with just the right falloff. You can make correctives for shape
 combinations quickly. In face work, it's all about how the functions
 combine to make the range of expressive results.

 -The envelope weighting is far superior. The smoothing is just better,
 and more reliable. Negative weight painting actually works.
 Being able to make sophisticated weighting allows you to make lighter
 rigs, because fewer nodes and calculations are needed.
 I can't believe someone actually compared Maya's Component Editor to
 Softimage's Weight Editor. I'm stunned.
 Sometimes, demoing Maya's envelope weighting, it just stops working for
 no reason -- I have no idea why. (Mind you, I've been rigging in Maya since
 1999.)

 -You can envelope/skin null objects, not just joints. (Yes, Maya will let
 you add other objects as deformers but it is limiting and causes problems.)

 -The tweak tool. You can grab anywhere and it will just get the nearest
 point/edge/poly and transform it precisely. Add the proportional editing
 and it's very sculptural without giving up precise transform control. I far
 prefer this workflow to the Zbrush approach geared toward paintstrokes.

 -In Softimage, you can change the wireframe on shaded opacity. You can
 change the point sizes. 

Re: rigging in xsi vs maya

2014-01-08 Thread David Gallagher

On 1/8/2014 5:12 PM, Bradley Gabe wrote:
Aren't you the guy who made the 3D Cat in the Hat animation I saw on 
the ride at Universal Studios?

I also remember some training tutorial videos and a UV mapping tool. ;-)

I'm not sure, but as a casual outside observer this entire thread 
seems like a trolling job. Nice to see Luc-Eric is still playing the 
role of agent provocateur.


Ha! Yes.






On Wed, Jan 8, 2014 at 5:52 PM, David Gallagher 
davegsoftimagel...@gmail.com mailto:davegsoftimagel...@gmail.com 
wrote:


On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:

how many years ago was the BlueSky rigging experience and how
much was it? I remember seeing you as a Softimage fan since
very early XSI - perhaps a Softimage 3D user before that as well?
  I might be confusing you with another user.

The topology updates in Softimage is its best and most
unique feature, along with render passes (property propagation).
 I think no other app will ever have this.  There
are architecture overhead and performance issue associated with
that,  though.  can't talk about animation without talking about
performance, and referencing.


Oh, I hope you're wrong and whatever product comes out of the
marriage of Maya/Softimage/Max has that!

Yes, I worked on all the Blue Sky movies from Ice Age 1. I rigged
for a few films, then animated, then oversaw the rigs from the
animation side.

Yes, I used Softimage 3D as well.





Le mercredi 8 janvier 2014, David Gallagher a écrit :


I rigged on quite a few characters in Maya at Blue Sky
Studios and now (Softimage) AnimSchool. We offer the
well-known Malcolm rig for free.

There is no comparison to rigging in Softimage and Maya--not
the kind of rigging I do. I often assume by now they have
better workflows in Maya, but I'm often surprised to find how
convoluted and limiting the workflows are to this day. Most
Maya people must not know there are better ways of working or
aren't doing the kinds of things I am, because the difference
is profound.

-At any point in the rigging process, you can make edits in
the model stack to change the shape and topology of the
model. After experimenting, you can freeze that part of the
stack and continue on with that new shape, retaining almost
every bit of work you've done.
YOU CAN CHANGE THE TOPOLOGY. YOU CAN CHANGE THE SHAPE FREELY.
This difference is huge. You can work toward completion
without fear of losing work. You can experiment
freely--knowing it's fine if you want to make a major change.
I'm never afraid of losing blendshape work.
And if the changes are really significant, you can always
Gator you're way out of a jam.

-You can do blendshape edits directly on the geometry,
modelessly, instead of on a separate blendshape object.
Ith

-There is no comparison with corrective blendshapes. In
Softimage, you go to Secondary Shape mode and drag a few points.
In Maya, I wish you luck. You can install one of several
plug-ins and scripts and HOPE that it works. If the scenario
is simple enough, it might.
Several people here tried to help a student make a single
corrective blendshape on an elbow -- and we're all
experienced Maya riggers. After hours of attempting, we threw
up our hands. There was something in that object's history
that was making the blendshape plug-in fail. The answer is
what it often is: just start over.
-EDITING corrective blendshapes. In Maya, heaven help you if
you want to edit that blendshape later. Start the process
again and make a new one. In Softimage, drag a few points and
you're done in seconds.

-For facial work, being able to make face shapes in
conjunction with the mixer, working directly on the main geo.
To see other shapes muted, soloed as you're working. This
allows you to craft shapes that work for different scenarios,
with just the right falloff. You can make correctives for
shape combinations quickly. In face work, it's all about how
the functions combine to make the range of expressive results.

-The envelope weighting is far superior. The smoothing is
just better, and more reliable. Negative weight painting
actually works.
Being able to make sophisticated weighting allows you to make
lighter rigs, because fewer nodes and calculations are needed.
I can't believe someone actually compared Maya's Component
Editor to Softimage's Weight Editor. I'm stunned.
Sometimes, demoing Maya's envelope weighting, it just stops
working for no reason -- I have no idea why. (Mind you, I've
been rigging in Maya 

Re: rigging in xsi vs maya

2014-01-08 Thread Luc-Eric Rousseau
On Wed, Jan 8, 2014 at 6:52 PM, David Gallagher
davegsoftimagel...@gmail.com wrote:
 On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:
 The topology updates in Softimage is its best and most unique feature, along
 with render passes (property propagation).  I think no other app will ever
 have this.  There are architecture overhead and performance issue associated
 with that,  though.  can't talk about animation without talking about
 performance, and referencing.


 Oh, I hope you're wrong and whatever product comes out of the marriage of
 Maya/Softimage/Max has that!

In the new future  ( not talking about autodesk here)  I think
workflows will standards will be Gator-like tools to deal with topo
changes (point clouds tools as necessary also ptex-based workflows)
and katana-like proceduralism for render passes-like workflow.


Re: rigging in xsi vs maya

2014-01-08 Thread Luc-Eric Rousseau
That was incomprehensible; I meant (point clouds  tools are necessary
also for ptex-based workflows)

On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau luceri...@gmail.com wrote:
 On Wed, Jan 8, 2014 at 6:52 PM, David Gallagher
 davegsoftimagel...@gmail.com wrote:
 On 1/8/2014 4:42 PM, Luc-Eric Rousseau wrote:
 The topology updates in Softimage is its best and most unique feature, along
 with render passes (property propagation).  I think no other app will ever
 have this.  There are architecture overhead and performance issue associated
 with that,  though.  can't talk about animation without talking about
 performance, and referencing.


 Oh, I hope you're wrong and whatever product comes out of the marriage of
 Maya/Softimage/Max has that!

 In the new future  ( not talking about autodesk here)  I think
 workflows will standards will be Gator-like tools to deal with topo
 changes (point clouds tools as necessary also ptex-based workflows)
 and katana-like proceduralism for render passes-like workflow.


Re: rigging in xsi vs maya

2014-01-08 Thread Guillaume Laforge
On Wed, Jan 8, 2014 at 7:55 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 In the new future  ( not talking about autodesk here)  I think
 workflows will standards will be Gator-like tools to deal with topo
 changes (point clouds tools as necessary also ptex-based workflows)
 and katana-like proceduralism for render passes-like workflow.


I'm still wondering if a company ( not talking about Autodesk here ) will
do anything new like that for our little world. Money for such large dev
projects is just not in the animation/vfx world anymore. I'm not sarcastic,
just realist. So lets embrace old techs like Maya or XSI. They won't evolve
too much but won't disappear before many (many) years.

Btw, Katana is not the futur, it is now :).


Re: rigging in xsi vs maya

2014-01-08 Thread Sebastien Sterling
+1 David.G,(single tear)

Another beautiful feature of softimage, which must get taken for granted,
as i've never seen it brought up in comparison:

 isn't it nice... to be able to hide components (poly's,islands)? just
select a group of faces and H its gone !!! but you get to keep the other
stuff in the scene ?! to be able to hide elements when you're modelling or
skinning (e.g mouth interior) or even animating ?!, in Soft this is really
intuitive, and dare i say it...Fun?

it seems like such a small thing i know, but i really feel its done well:

I like the fact that other selection do not affect hidden faces, unless i
use Proportional modelling.
I like the fact that when i DO use prop modelling it gives me a nice visual
representation of the verts in the hidden area I'm about to modify.
I like the fact I can't accidentally select hidden faces.
I like the fact I can select through hidden faces as if i had deleted them.
I like the fact I can hide clusters
I like the fact I can hide things at any moment during workflow.
I like the fact it's all as simple as pressing H and SHIFT/CTRL H out of
the box.

I'm aware this may seem like a really dumb thing to like in a DCC, in spite
of none of this being available in Maya.

I'm sure Maya users have learned to cope with what they have in this area.
key word being cope.


People can flaunt the merits of node based workflows, and fully
customisable gui's till the cows come home.

But if you can't even get this tiny infinitesimal shard of user experience
right then good lord, I'm at a loss for a punchline.


Re: rigging in xsi vs maya

2014-01-08 Thread Emilio Hernandez
+1




2014/1/8 Sebastien Sterling sebastien.sterl...@gmail.com

 +1 David.G,(single tear)

 Another beautiful feature of softimage, which must get taken for granted,
 as i've never seen it brought up in comparison:

  isn't it nice... to be able to hide components (poly's,islands)? just
 select a group of faces and H its gone !!! but you get to keep the other
 stuff in the scene ?! to be able to hide elements when you're modelling or
 skinning (e.g mouth interior) or even animating ?!, in Soft this is really
 intuitive, and dare i say it...Fun?

 it seems like such a small thing i know, but i really feel its done well:

 I like the fact that other selection do not affect hidden faces, unless i
 use Proportional modelling.
 I like the fact that when i DO use prop modelling it gives me a nice
 visual representation of the verts in the hidden area I'm about to modify.
 I like the fact I can't accidentally select hidden faces.
 I like the fact I can select through hidden faces as if i had deleted them.
 I like the fact I can hide clusters
 I like the fact I can hide things at any moment during workflow.
 I like the fact it's all as simple as pressing H and SHIFT/CTRL H out of
 the box.

 I'm aware this may seem like a really dumb thing to like in a DCC, in
 spite of none of this being available in Maya.

 I'm sure Maya users have learned to cope with what they have in this area.
 key word being cope.


 People can flaunt the merits of node based workflows, and fully
 customisable gui's till the cows come home.

 But if you can't even get this tiny infinitesimal shard of user experience
 right then good lord, I'm at a loss for a punchline.





Re: Redshift3D Render

2014-01-08 Thread Byron Nash
I'm pretty excited about GPU rendering as a concept and this is the first
time I've tried it in a DCC app. I have to say it's really nice to be doing
Render Region renders and never peg out the CPU. I typically have a lot of
things open and switch around a lot and having the CPU free to run other
things is a big plus.


On Wed, Jan 8, 2014 at 5:13 PM, Tim Leydecker bauero...@gmx.de wrote:

 For a current list of features available as well as a roadmap,
 I would like to suggest to just go and give it a free try:

 https://www.redshift3d.com/get-redshift

 Yes, actually you don´t even have to commit to spending $100 directly,
 the Free Beta Trial gives you 30 days of full access to Redshift.

 A special benefit of this free trial option is that you could actually
 try out how a bunch of machines would run using redshift in a farm or knot.

 Reading the docs doesn´t require a login:

 http://docs.redshift3d.com/Default.html


 Redshift is a really well balanced renderer and I wholehartedly trust in
 it´s success.

 With the above opportunity available it is a good time to test it in your
 production scenario
 and wheight it against VRay and Arnold, which are also both very nice
 plattforms with
 enough momentum to also be around for quite a while.

 I am sure Redshift is a valuable addition to that arsenal.

 Cheers,

 tim








 On 08.01.2014 22:44, Emilio Hernandez wrote:

 Backing up Tim, in the forums there is actually a hair test in Softimage
 with a simple phong shader.  And IMHO it looks nice.




 2014/1/8 Tim Crowson tim.crow...@magneticdreams.com mailto:tim.crowson@
 magneticdreams.com


 They've stated pretty clearly that Hair and Strand support is the
 next big thing to come... shouldn't be too long now...

 -Tim



 On 1/8/2014 3:36 PM, Daniel Kim wrote:

 I found some weird result of displacement map with Redshift.
 Elevation is okay, but sometimes I could see weird connection of UVM. All
 UVM boders wasn't smooth and I had no
 idea how to fix it. Arnold has that option though : / But more
 option I need is... hair @__@ and ICE strand


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Thu, Jan 9, 2014 at 10:31 AM, Emilio Hernandez 
 emi...@e-roja.commailto:
 emi...@e-roja.com wrote:

 Displacement and bump map are there and they work beautiful.
  They event implement a scalar change range into the displacement node.




 2014/1/8 Tim Crowson tim.crow...@magneticdreams.com mailto:
 tim.crow...@magneticdreams.com


 I'll repost what I said in the other thread

 We started using Redshift back in March and pretty much use
 it exclusively now. Of course it all depends on the needs of the project
 (and there are still some real
 limitations).  The RS dev team is top notch though. I'm
 really excited to see how things will be at the end of this calendar year.
  Redshift development is
 progressing at a fantastic rate, and the pricing is very
 competitive. For facilities, even small ones, it does require that you
 spend some time considering your
 hardware and infrastructure, especially if you want to start
 converting CPU farms for GPU rendering, or augmenting them. Fortunately,
 Redshift isn't licensed per GPU,
 but per machine, and that should provide some breathing room.

 To be honest (and I realize we have many Arnold folks here),
 here at Magnetic we evaluated our rendering options (MR, vRay, 3Delight,
 Arnold). I even started working
 on a Soft-to-Modo pipeline. Among these Arnold was the clear
 winner. That said, we felt that to be useful for us in production, Arnold
 was too costly a solution for
 us, both financially and in render time, /considering the
 kinds of projects we do/ . Then Redshift came along and despite its
 infancy, really turned our heads. We

 cautiously began using it on productions, and it has since
 proven itself for us.

 Again, it all depends on what kind of project you're working
 on! You need to evaluate it for yourself of course, but for smaller houses
 like us, it allows us to
 produce better looking content faster, while staying in
 Softimage. And in this economy, we can't argue with that.

 -Tim



 On 1/8/2014 2:53 PM, Paul Griswold wrote:

 I've been using it along side Arnold for quite a while now.
  I just finished a project for CES entirely in Redshift.

 I think Redshift falls more into the category of a VRay
 competitor rather than Arnold.  Redshift isn't open the way Arnold is  I
 don't think they intend it to be.

 I've found it to be extremely fast and stable in most
 cases, but being just out of alpha there 

Re: Redshift3D Render

2014-01-08 Thread Sebastien Sterling
Call me immature, but i kind of love the idea of my gaming pc also being my
render farm :P

Sod of Nvidia and your flaby Quadro cards there expensive as fuck and you
can't play Crysis on them :)


On 8 January 2014 23:13, Tim Leydecker bauero...@gmx.de wrote:

 For a current list of features available as well as a roadmap,
 I would like to suggest to just go and give it a free try:

 https://www.redshift3d.com/get-redshift

 Yes, actually you don´t even have to commit to spending $100 directly,
 the Free Beta Trial gives you 30 days of full access to Redshift.

 A special benefit of this free trial option is that you could actually
 try out how a bunch of machines would run using redshift in a farm or knot.

 Reading the docs doesn´t require a login:

 http://docs.redshift3d.com/Default.html


 Redshift is a really well balanced renderer and I wholehartedly trust in
 it´s success.

 With the above opportunity available it is a good time to test it in your
 production scenario
 and wheight it against VRay and Arnold, which are also both very nice
 plattforms with
 enough momentum to also be around for quite a while.

 I am sure Redshift is a valuable addition to that arsenal.

 Cheers,

 tim








 On 08.01.2014 22:44, Emilio Hernandez wrote:

 Backing up Tim, in the forums there is actually a hair test in Softimage
 with a simple phong shader.  And IMHO it looks nice.




 2014/1/8 Tim Crowson tim.crow...@magneticdreams.com mailto:tim.crowson@
 magneticdreams.com


 They've stated pretty clearly that Hair and Strand support is the
 next big thing to come... shouldn't be too long now...

 -Tim



 On 1/8/2014 3:36 PM, Daniel Kim wrote:

 I found some weird result of displacement map with Redshift.
 Elevation is okay, but sometimes I could see weird connection of UVM. All
 UVM boders wasn't smooth and I had no
 idea how to fix it. Arnold has that option though : / But more
 option I need is... hair @__@ and ICE strand


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Thu, Jan 9, 2014 at 10:31 AM, Emilio Hernandez 
 emi...@e-roja.commailto:
 emi...@e-roja.com wrote:

 Displacement and bump map are there and they work beautiful.
  They event implement a scalar change range into the displacement node.




 2014/1/8 Tim Crowson tim.crow...@magneticdreams.com mailto:
 tim.crow...@magneticdreams.com


 I'll repost what I said in the other thread

 We started using Redshift back in March and pretty much use
 it exclusively now. Of course it all depends on the needs of the project
 (and there are still some real
 limitations).  The RS dev team is top notch though. I'm
 really excited to see how things will be at the end of this calendar year.
  Redshift development is
 progressing at a fantastic rate, and the pricing is very
 competitive. For facilities, even small ones, it does require that you
 spend some time considering your
 hardware and infrastructure, especially if you want to start
 converting CPU farms for GPU rendering, or augmenting them. Fortunately,
 Redshift isn't licensed per GPU,
 but per machine, and that should provide some breathing room.

 To be honest (and I realize we have many Arnold folks here),
 here at Magnetic we evaluated our rendering options (MR, vRay, 3Delight,
 Arnold). I even started working
 on a Soft-to-Modo pipeline. Among these Arnold was the clear
 winner. That said, we felt that to be useful for us in production, Arnold
 was too costly a solution for
 us, both financially and in render time, /considering the
 kinds of projects we do/ . Then Redshift came along and despite its
 infancy, really turned our heads. We

 cautiously began using it on productions, and it has since
 proven itself for us.

 Again, it all depends on what kind of project you're working
 on! You need to evaluate it for yourself of course, but for smaller houses
 like us, it allows us to
 produce better looking content faster, while staying in
 Softimage. And in this economy, we can't argue with that.

 -Tim



 On 1/8/2014 2:53 PM, Paul Griswold wrote:

 I've been using it along side Arnold for quite a while now.
  I just finished a project for CES entirely in Redshift.

 I think Redshift falls more into the category of a VRay
 competitor rather than Arnold.  Redshift isn't open the way Arnold is  I
 don't think they intend it to be.

 I've found it to be extremely fast and stable in most
 cases, but being just out of alpha there are times when it's warts show.

 For $100, it's certainly worth a test drive.

 -Paul


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