RE: SI and Houdini

2014-04-20 Thread Nick Angus
Just finished my first ever shot in Houdini. Many thanks Jordi, I couldn't have 
done it without you ;)

Sent from my Windows Phone

From: Jordi Baresmailto:jordiba...@gmail.com
Sent: ‎20/‎04/‎2014 3:35 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: SI and Houdini

Data Management chapter finished… you can now find the last guide and the whole 
chapter as a single PDF in.


https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o

To follow the discussions visit

http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=200


Next stop.. RIGGING! now this is going to be fun!

enjoy!!

Jordi Bares
jordiba...@gmail.commailto:jordiba...@gmail.com

On 17 Apr 2014, at 10:51, Jordi Bares 
jordiba...@gmail.commailto:jordiba...@gmail.com wrote:

Welcome

Data packaging ready!!!

https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o

Jordi Bares
jordiba...@gmail.commailto:jordiba...@gmail.com

On 16 Apr 2014, at 08:08, javier mansilla 
jmansill...@gmail.commailto:jmansill...@gmail.com wrote:

Thankss!


2014-04-15 23:55 GMT+02:00 Jordi Bares 
jordiba...@gmail.commailto:jordiba...@gmail.com:
Hi everybody… Data management is almost finished, one more guide to go and I 
will move into rigging… check out the latest update just 30 minutes ago.

https://www.dropbox.com/sh/y0ti6tyf7o3435u/thsQH1Kf2o

And yes, it is a huge task… but I have found the rhythm so it is a matter of 
sustaining it.  ;-)

Jordi Bares
jordiba...@gmail.commailto:jordiba...@gmail.com

On 9 Apr 2014, at 02:52, Chris Johnson 
chr...@topixfx.commailto:chr...@topixfx.com wrote:

Wow Jordi...where was this a year ago? A huge task you've taken on...I'll have 
to revisit Houdini again and go through all this documentation accordingly. 
Figure out what I was doing wrong the first couple projects I did with Houdini.

Thanks very much!


On Tue, Apr 8, 2014 at 8:13 PM, Martin Contel 
martin3d...@gmail.commailto:martin3d...@gmail.com wrote:
Data management makes sense to me.

Thanks Jordi!

--
Martin Contel
Square Enix (Visual Works)


On Wed, Apr 9, 2014 at 2:20 AM, Jordi Bares 
jordiba...@gmail.commailto:jordiba...@gmail.com wrote:
I got that feeling… will do that first then.

thx


BTW, for all of you following this thread AND living in London or nearby, I 
will ask you to please email me privately as I want to test something I have 
been working on… nothing weird, don't worry.  ;-)  I simply don't want to add 
noise for those that don't live in London.

thx

Jordi Bares
jordiba...@gmail.commailto:jordiba...@gmail.com

On 8 Apr 2014, at 17:59, Oscar Juarez 
tridi.animei...@gmail.commailto:tridi.animei...@gmail.com wrote:

I would say Data management since is a bigger scope, which has repercusions on 
everything else.


On Tue, Apr 8, 2014 at 6:43 PM, Cristobal Infante 
cgc...@gmail.commailto:cgc...@gmail.com wrote:
what ever feels more natural for you Jordi...


On Tuesday, 8 April 2014, Peter Agg 
peter@googlemail.commailto:peter@googlemail.com wrote:
Rigging before data management?

I think the phrase cart before horse comes to mind! :)


On 8 April 2014 17:26, Jordi Bares jordiba...@gmail.com wrote:
My aim with Data Management was to discuss the benefits of approaching the 
workflow given all the files are external to the scene, from models, textures, 
animation caches, motion, etc…

Referencing is great but brings some major organisation and infrastructure 
problems too… for example, we have just finished a job with fluids and has 
taken 14 Tb of data!

This was a ver small 80 shots movie done but a couple of guy only so you can 
imagine the implications…

Because some of these are not obvious may be Rigging would be a good start 
given that you will see the face of caching things out so later when I talk 
about that it will make sense...

:-P

On the other hand it may be a good thing to go through that before so the 
concepts make sense when rigging...

Difficult decision...

Still up for rigging then?

Jordi Bares
jordiba...@gmail.com

On 8 Apr 2014, at 16:08, wavo w...@fiftyeight.com wrote:

RIGGING...RIGGING...RIGGING


Am 4/8/2014 11:07 AM, schrieb Jordi Bares:
And another one!!!

Please let me know if you prefer me to jump to Data management for the next one 
or Rigging...

http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=31012start=200


Cheers


Jordi Bares
jordiba...@gmail.com

On 4 Apr 2014, at 23:26, Christian Lattuada christian.lattu...@gmail.com 
wrote:

Cheers mate!
Have a beer, we owe you.

.:.
Christian Lattuada

tel +39 3331277475
...


On Fri, Apr 4, 2014 at 11:40 PM, Jordi Bares jordiba...@gmail.com wrote:
:-)))

In the meantime check the










Re: Rendering to multichannel EXR

2014-04-20 Thread Stephen Davidson
I just saw that 3Delight also supports multichannel EXR and offers on free
license.
http://softimage.tv/3delight-for-softimage-4-0/



On Sat, Apr 19, 2014 at 2:30 PM, Siew Yi Liang soni...@gmail.com wrote:

  Hi Stephen:

 Yep, I would have done that in VRay in school...but now if I have to re-do
 my shading and lighting _ I think for this little thing I'll just render
 to seperate files for now. I did find this thread:


 https://groups.google.com/forum/#!searchin/xsi_list/multichannel/xsi_list/ZIIQoCGQmQ0/mDemhTdPlwQJ

 But I can't find the ctrl_pass/buffer shader mentioned anywhere around.

 Anyway, thanks! :) At least I know I wasn't missing something through the
 standard UI...

 Yours sincerely,
 Siew Yi Liang

 On 4/19/2014 7:58 AM, Stephen Davidson wrote:

 I believe you can also create multichannel exr's in Vray, as well.
 You are only restricted to separate passes, in mentalray, in Softimage.


  On Sat, Apr 19, 2014 at 10:39 AM, Stephen Davidson 
 magic...@bellsouth.net wrote:

 Sorry, I misread your original question. It is not possible to have a
 SINGLE mult-ipass EXR
 file, in standard Softimage, only individual EXR file for each pass.

  You can do this in Softimage, with Arnold plugin:
 https://support.solidangle.com/display/SItoAUG/Multi-Layer+EXR


 On Sat, Apr 19, 2014 at 3:37 AM, Siew Yi Liang soni...@gmail.com wrote:

  Hi Stephen:

 I believe that's how I set my scene up; however, whenever I render, I'm
 still getting each EXR pass as a separate file instead of one multichannel
 EXR...?

 http://i.imgur.com/NNAnloG.png

 I tried setting the filename output to be just [Pass] without the
 [Framebuffer] token, but that just resulted in the last pass being what was
 written to the EXR.

 Is there something else I'm missing here? I'm on XSI 2013 SP1 at home,
 but I tried 2014 at school and ran into the same problem as well, so I
 don't think that's the issue...

 Yours sincerely,
 Siew Yi Liang

   On 4/18/2014 7:06 AM, Stephen Davidson wrote:

 yes... still there.
 define the render channel (ambient, specular, etc.),  then change the
 format to EXR

  look here:

 http://softimage.wiki.softimage.com/xsidocs/renderchannels_RenderingBuiltInandPresetChannels.htm#Rgu19596


 On Fri, Apr 18, 2014 at 6:36 AM, Siew Yi Liang soni...@gmail.comwrote:

  Hi all:

 So I'm wrapping up a little short animation test in XSI, and I haven't
 touched the default MR renderer in it for quite awhile...was wondering if
 there was actually a way to now render multichannel EXRs natively with
 mental ray shaders? I tried searching around for the old ctrl_pass shaders
 thingy, but couldn't find it anywhere. (I don't have access to VRay at
 home, which is why I'm asking =\ ) But it seems that looking through the
 docs there still isn't any mention about it...

 --
 Yours sincerely,
 Siew Yi Liang




  --

  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





  --

  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




  --

  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





-- 

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: Rendering to multichannel EXR

2014-04-20 Thread Steve Parish
It's also possible to write a post render script in nuke that would compile
them into one file.

On Sunday, April 20, 2014, Stephen Davidson magic...@bellsouth.net wrote:

 I just saw that 3Delight also supports multichannel EXR and offers on free
 license.
 http://softimage.tv/3delight-for-softimage-4-0/



 On Sat, Apr 19, 2014 at 2:30 PM, Siew Yi Liang soni...@gmail.com wrote:

  Hi Stephen:

 Yep, I would have done that in VRay in school...but now if I have to re-do
 my shading and lighting _ I think for this little thing I'll just render
 to seperate files for now. I did find this thread:


 https://groups.google.com/forum/#!searchin/xsi_list/multichannel/xsi_list/ZIIQoCGQmQ0/mDemhTdPlwQJ

 But I can't find the ctrl_pass/buffer shader mentioned anywhere around.

 Anyway, thanks! :) At least I know I wasn't missing something through the
 standard UI...

 Yours sincerely,
 Siew Yi Liang

 On 4/19/2014 7:58 AM, Stephen Davidson wrote:

 I believe you can also create multichannel exr's in Vray, as well.
 You are only restricted to separate passes, in mentalray, in Softimage.


  On Sat, Apr 19, 2014 at 10:39 AM, Stephen Davidson 
 magic...@bellsouth.net wrote:

 Sorry, I misread your original question. It is not possible to have a
 SINGLE mult-ipass EXR
 file, in standard Softimage, only individual EXR file for each pass.

  You can do this in Softimage, with Arnold plugin:
 https://support.solidangle.com/display/SItoAUG/Multi-Layer+EXR


 On Sat, Apr 19, 2014 at 3:37 AM, Siew Yi Liang soni...@gmail.com wrote:

  Hi Stephen:

 I believe that's how I set my scene up; however, whenever I render, I'm
 still getting each EXR pass as a separate file instead of one multichannel
 EXR...?

 http://i.imgur.com/NNAnloG.png

 I tried setting the filename output to be just [Pass] without the
 [Framebuffer] token, but that just resulted in the last pass being what was
 written to the EXR.

 Is there something else I'm missing here? I'm on XSI 2013 SP1 at home, but
 I tried 2014 at school and ran into the same problem as well, so I don't
 think that's the issue...

 Yours sincerely,
 Siew Yi Liang

   On 4/18/2014 7:06 AM, Stephen Davidson wrote:




Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Eric Turman
I'm porting over some of my core rig components. when I hit a brick wall...

Maya having no exponent or power nodes?!?!

Sure I could roll my own in C++ if my C++ code-fu was strong enough or use
one of the plugins that have already been compiled.

The problems are:
1) I can not require a client to figure out how to install a plugin in
order for a rig to work
2) None of these plugins that I can find have been compiled for Maya 2015

Maya's expressions are too slow to evaluate. Does anyone have any
suggestions of how I can get around this in the node editor without
resorting to a plugin?

I swear, the brilliant mastermind behind EOLing Softimage deserves
several sharp kicks in the yarbles .

-=Eric

-- 




-=T=-


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Sebastien Sterling
Surely they have some kind of an equivalence.


On 20 April 2014 18:13, Eric Turman i.anima...@gmail.com wrote:

 I'm porting over some of my core rig components. when I hit a brick wall...

 Maya having no exponent or power nodes?!?!

 Sure I could roll my own in C++ if my C++ code-fu was strong enough or use
 one of the plugins that have already been compiled.

 The problems are:
 1) I can not require a client to figure out how to install a plugin in
 order for a rig to work
 2) None of these plugins that I can find have been compiled for Maya 2015

 Maya's expressions are too slow to evaluate. Does anyone have any
 suggestions of how I can get around this in the node editor without
 resorting to a plugin?

 I swear, the brilliant mastermind behind EOLing Softimage deserves
 several sharp kicks in the yarbles .

 -=Eric

 --




 -=T=-



Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Eric Turman
Not according to many many Google searches :-/


On Sun, Apr 20, 2014 at 12:39 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Surely they have some kind of an equivalence.


 On 20 April 2014 18:13, Eric Turman i.anima...@gmail.com wrote:

 I'm porting over some of my core rig components. when I hit a brick
 wall...

 Maya having no exponent or power nodes?!?!

 Sure I could roll my own in C++ if my C++ code-fu was strong enough or
 use one of the plugins that have already been compiled.

 The problems are:
 1) I can not require a client to figure out how to install a plugin in
 order for a rig to work
 2) None of these plugins that I can find have been compiled for Maya 2015

 Maya's expressions are too slow to evaluate. Does anyone have any
 suggestions of how I can get around this in the node editor without
 resorting to a plugin?

 I swear, the brilliant mastermind behind EOLing Softimage deserves
 several sharp kicks in the yarbles .

 -=Eric

 --




 -=T=-





-- 




-=T=-


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Ben Barker
multiplyDivide node can do power.


On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman i.anima...@gmail.com wrote:

 I'm porting over some of my core rig components. when I hit a brick wall...

 Maya having no exponent or power nodes?!?!

 Sure I could roll my own in C++ if my C++ code-fu was strong enough or use
 one of the plugins that have already been compiled.

 The problems are:
 1) I can not require a client to figure out how to install a plugin in
 order for a rig to work
 2) None of these plugins that I can find have been compiled for Maya 2015

 Maya's expressions are too slow to evaluate. Does anyone have any
 suggestions of how I can get around this in the node editor without
 resorting to a plugin?

 I swear, the brilliant mastermind behind EOLing Softimage deserves
 several sharp kicks in the yarbles .

 -=Eric

 --




 -=T=-



Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Eric Turman
Brilliant! Thank you very much, I would not have thought of looking there.
Now I can stop pouring over the internet looking for a solution and get
back to work ;)

It is odd that this didn't come up in any Google searches.

Thanks again Ben :)

I'm so glad that this list is still alive.


On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker ben.bar...@gmail.com wrote:

 multiplyDivide node can do power.


 On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman i.anima...@gmail.com wrote:

 I'm porting over some of my core rig components. when I hit a brick
 wall...

 Maya having no exponent or power nodes?!?!

 Sure I could roll my own in C++ if my C++ code-fu was strong enough or
 use one of the plugins that have already been compiled.

 The problems are:
 1) I can not require a client to figure out how to install a plugin in
 order for a rig to work
 2) None of these plugins that I can find have been compiled for Maya 2015

 Maya's expressions are too slow to evaluate. Does anyone have any
 suggestions of how I can get around this in the node editor without
 resorting to a plugin?

 I swear, the brilliant mastermind behind EOLing Softimage deserves
 several sharp kicks in the yarbles .

 -=Eric

 --




 -=T=-





-- 




-=T=-


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Ben Barker
I remember chaining up multDoubleLinears once, so maybe it wasn't always in
there.

Searching for maya help is like searching for ringtones or song lyrics. The
signal:noise ratio of google results is pretty bad. You usually end up in
the tall grass of CGtalk threads from 2007.


On Sun, Apr 20, 2014 at 1:53 PM, Eric Turman i.anima...@gmail.com wrote:

 Brilliant! Thank you very much, I would not have thought of looking there.
 Now I can stop pouring over the internet looking for a solution and get
 back to work ;)

 It is odd that this didn't come up in any Google searches.

 Thanks again Ben :)

 I'm so glad that this list is still alive.


 On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker ben.bar...@gmail.com wrote:

 multiplyDivide node can do power.


 On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman i.anima...@gmail.comwrote:

 I'm porting over some of my core rig components. when I hit a brick
 wall...

 Maya having no exponent or power nodes?!?!

 Sure I could roll my own in C++ if my C++ code-fu was strong enough or
 use one of the plugins that have already been compiled.

 The problems are:
 1) I can not require a client to figure out how to install a plugin in
 order for a rig to work
 2) None of these plugins that I can find have been compiled for Maya 2015

 Maya's expressions are too slow to evaluate. Does anyone have any
 suggestions of how I can get around this in the node editor without
 resorting to a plugin?

 I swear, the brilliant mastermind behind EOLing Softimage deserves
 several sharp kicks in the yarbles .

 -=Eric

 --




 -=T=-





 --




 -=T=-



Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Sebastien Sterling
Is there actually a comprehensive list of all the editable nodes ? the ones
you might use for rigging ?



On 20 April 2014 19:25, Ben Barker ben.bar...@gmail.com wrote:

 I remember chaining up multDoubleLinears once, so maybe it wasn't always
 in there.

 Searching for maya help is like searching for ringtones or song lyrics.
 The signal:noise ratio of google results is pretty bad. You usually end up
 in the tall grass of CGtalk threads from 2007.


 On Sun, Apr 20, 2014 at 1:53 PM, Eric Turman i.anima...@gmail.com wrote:

 Brilliant! Thank you very much, I would not have thought of looking
 there. Now I can stop pouring over the internet looking for a solution and
 get back to work ;)

 It is odd that this didn't come up in any Google searches.

 Thanks again Ben :)

 I'm so glad that this list is still alive.


 On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker ben.bar...@gmail.comwrote:

 multiplyDivide node can do power.


 On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman i.anima...@gmail.comwrote:

 I'm porting over some of my core rig components. when I hit a brick
 wall...

 Maya having no exponent or power nodes?!?!

 Sure I could roll my own in C++ if my C++ code-fu was strong enough or
 use one of the plugins that have already been compiled.

 The problems are:
 1) I can not require a client to figure out how to install a plugin in
 order for a rig to work
 2) None of these plugins that I can find have been compiled for Maya
 2015

 Maya's expressions are too slow to evaluate. Does anyone have any
 suggestions of how I can get around this in the node editor without
 resorting to a plugin?

 I swear, the brilliant mastermind behind EOLing Softimage deserves
 several sharp kicks in the yarbles .

 -=Eric

 --




 -=T=-





 --




 -=T=-





Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Siew Yi Liang

Hi Eric:

What kind of expressions are you dealing with that's causing slowdown in 
the scene? I've found that they actually evaluate pretty fast short of 
making a C++ plugin. If you're writing them as Python, it might be a bit 
of a bottleneck I've found.


@ Sebastien: There's not really a list per se...but most of the useful 
ones related to rigging will be in the hypershade  Maya  utilities. 
There's some simple tricks here and there (such as using condition nodes 
to clamp values instead of the actual clamp node for certain inputs) 
that you should be aware of, but unfortunately the reality is that 
you'll have to get used to either making your own nodes or living with 
the smaller variety of utility nodes OOTB.


Yours sincerely,
Siew Yi Liang

On 4/20/2014 2:46 PM, Sebastien Sterling wrote:
Is there actually a comprehensive list of all the editable nodes ? the 
ones you might use for rigging ?




On 20 April 2014 19:25, Ben Barker ben.bar...@gmail.com 
mailto:ben.bar...@gmail.com wrote:


I remember chaining up multDoubleLinears once, so maybe it wasn't
always in there.

Searching for maya help is like searching for ringtones or song
lyrics. The signal:noise ratio of google results is pretty bad.
You usually end up in the tall grass of CGtalk threads from 2007.


On Sun, Apr 20, 2014 at 1:53 PM, Eric Turman i.anima...@gmail.com
mailto:i.anima...@gmail.com wrote:

Brilliant! Thank you very much, I would not have thought of
looking there. Now I can stop pouring over the internet
looking for a solution and get back to work ;)

It is odd that this didn't come up in any Google searches.

Thanks again Ben :)

I'm so glad that this list is still alive.


On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker
ben.bar...@gmail.com mailto:ben.bar...@gmail.com wrote:

multiplyDivide node can do power.


On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman
i.anima...@gmail.com mailto:i.anima...@gmail.com wrote:

I'm porting over some of my core rig components. when
I hit a brick wall...

Maya having no exponent or power nodes?!?!

Sure I could roll my own in C++ if my C++ code-fu was
strong enough or use one of the plugins that have
already been compiled.

The problems are:
1) I can not require a client to figure out how to
install a plugin in order for a rig to work
2) None of these plugins that I can find have been
compiled for Maya 2015

Maya's expressions are too slow to evaluate. Does
anyone have any suggestions of how I can get around
this in the node editor without resorting to a plugin?

I swear, the brilliant mastermind behind EOLing
Softimage deserves several sharp kicks in the yarbles .

-=Eric

-- 





-=T=-





-- 





-=T=-







Re: Rendering to multichannel EXR

2014-04-20 Thread Siew Yi Liang

Hi Steve:

Yep, that was an idea I had...it's a bit overkill for my little short 
animation test, though. :P Quite amazed that having never gone through 
MR in XSI for a while, this is still a missing feature from the mental 
ray integration considering the FX Tree...


Thanks guys!

Yours sincerely,
Siew Yi Liang

On 4/20/2014 9:32 AM, Steve Parish wrote:
It's also possible to write a post render script in nuke that would 
compile them into one file.


On Sunday, April 20, 2014, Stephen Davidson magic...@bellsouth.net 
mailto:magic...@bellsouth.net wrote:


I just saw that 3Delight also supports multichannel EXR and offers
on free license.
http://softimage.tv/3delight-for-softimage-4-0/



On Sat, Apr 19, 2014 at 2:30 PM, Siew Yi Liang soni...@gmail.com
wrote:

Hi Stephen:

Yep, I would have done that in VRay in school...but now if I
have to re-do my shading and lighting _ I think for this
little thing I'll just render to seperate files for now. I did
find this thread:


https://groups.google.com/forum/#!searchin/xsi_list/multichannel/xsi_list/ZIIQoCGQmQ0/mDemhTdPlwQJ

https://groups.google.com/forum/#%21searchin/xsi_list/multichannel/xsi_list/ZIIQoCGQmQ0/mDemhTdPlwQJ

But I can't find the ctrl_pass/buffer shader mentioned
anywhere around.

Anyway, thanks! :) At least I know I wasn't missing something
through the standard UI...

Yours sincerely,
Siew Yi Liang

On 4/19/2014 7:58 AM, Stephen Davidson wrote:

I believe you can also create multichannel exr's in Vray, as
well.
You are only restricted to separate passes, in mentalray, in
Softimage.


On Sat, Apr 19, 2014 at 10:39 AM, Stephen Davidson
magic...@bellsouth.net wrote:

Sorry, I misread your original question. It is not
possible to have a SINGLE mult-ipass EXR
file, in standard Softimage, only individual EXR file for
each pass.

You can do this in Softimage, with Arnold plugin:
https://support.solidangle.com/display/SItoAUG/Multi-Layer+EXR


On Sat, Apr 19, 2014 at 3:37 AM, Siew Yi Liang
soni...@gmail.com wrote:

Hi Stephen:

I believe that's how I set my scene up; however,
whenever I render, I'm still getting each EXR pass as
a separate file instead of one multichannel EXR...?

http://i.imgur.com/NNAnloG.png

I tried setting the filename output to be just [Pass]
without the [Framebuffer] token, but that just
resulted in the last pass being what was written to
the EXR.

Is there something else I'm missing here? I'm on XSI
2013 SP1 at home, but I tried 2014 at school and ran
into the same problem as well, so I don't think
that's the issue...

Yours sincerely,
Siew Yi Liang

On 4/18/2014 7:06 AM, Stephen Davidson wrote:





Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Eric Turman
Just as a rule of thumb, I avoid expressions in Maya when I can for similar
reasons why I avoid scripted operators when I can in Softimage. They both
*seem* fast enough in a one-off situation, but when you use a bunch of them
on a rig, then the slowdown becomes apparent. Even if it costs me more work
initially, I strive for as high a frame-rate for the animator as I can in
any 3DCC package.

-=Eric


On Sun, Apr 20, 2014 at 6:57 PM, Siew Yi Liang soni...@gmail.com wrote:

  Hi Eric:

 What kind of expressions are you dealing with that's causing slowdown in
 the scene? I've found that they actually evaluate pretty fast short of
 making a C++ plugin. If you're writing them as Python, it might be a bit of
 a bottleneck I've found.

 @ Sebastien: There's not really a list per se...but most of the useful
 ones related to rigging will be in the hypershade  Maya  utilities.
 There's some simple tricks here and there (such as using condition nodes to
 clamp values instead of the actual clamp node for certain inputs) that you
 should be aware of, but unfortunately the reality is that you'll have to
 get used to either making your own nodes or living with the smaller variety
 of utility nodes OOTB.

 Yours sincerely,
 Siew Yi Liang

 On 4/20/2014 2:46 PM, Sebastien Sterling wrote:

  Is there actually a comprehensive list of all the editable nodes ? the
 ones you might use for rigging ?



 On 20 April 2014 19:25, Ben Barker ben.bar...@gmail.com wrote:

 I remember chaining up multDoubleLinears once, so maybe it wasn't always
 in there.

 Searching for maya help is like searching for ringtones or song lyrics.
 The signal:noise ratio of google results is pretty bad. You usually end up
 in the tall grass of CGtalk threads from 2007.


 On Sun, Apr 20, 2014 at 1:53 PM, Eric Turman i.anima...@gmail.comwrote:

 Brilliant! Thank you very much, I would not have thought of looking
 there. Now I can stop pouring over the internet looking for a solution and
 get back to work ;)

  It is odd that this didn't come up in any Google searches.

  Thanks again Ben :)

  I'm so glad that this list is still alive.


 On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker ben.bar...@gmail.comwrote:

 multiplyDivide node can do power.


 On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman i.anima...@gmail.comwrote:

 I'm porting over some of my core rig components. when I hit a brick
 wall...

  Maya having no exponent or power nodes?!?!

  Sure I could roll my own in C++ if my C++ code-fu was strong enough
 or use one of the plugins that have already been compiled.

  The problems are:
 1) I can not require a client to figure out how to install a plugin in
 order for a rig to work
 2) None of these plugins that I can find have been compiled for Maya
 2015

  Maya's expressions are too slow to evaluate. Does anyone have any
 suggestions of how I can get around this in the node editor without
 resorting to a plugin?

  I swear, the brilliant mastermind behind EOLing Softimage deserves
 several sharp kicks in the yarbles .

  -=Eric

  --




 -=T=-





   --




 -=T=-







-- 




-=T=-


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Sergio Muciño
That's been my experience too. I tend to do everything I can with nodes. 

Sergio M. 

Sent from my iPhone

 On Apr 20, 2014, at 8:43 PM, Eric Turman i.anima...@gmail.com wrote:
 
 Just as a rule of thumb, I avoid expressions in Maya when I can for similar 
 reasons why I avoid scripted operators when I can in Softimage. They both 
 *seem* fast enough in a one-off situation, but when you use a bunch of them 
 on a rig, then the slowdown becomes apparent. Even if it costs me more work 
 initially, I strive for as high a frame-rate for the animator as I can in any 
 3DCC package. 
 
 -=Eric
 
 
 On Sun, Apr 20, 2014 at 6:57 PM, Siew Yi Liang soni...@gmail.com wrote:
 Hi Eric:
 
 What kind of expressions are you dealing with that's causing slowdown in the 
 scene? I've found that they actually evaluate pretty fast short of making a 
 C++ plugin. If you're writing them as Python, it might be a bit of a 
 bottleneck I've found.
 
 @ Sebastien: There's not really a list per se...but most of the useful ones 
 related to rigging will be in the hypershade  Maya  utilities. There's 
 some simple tricks here and there (such as using condition nodes to clamp 
 values instead of the actual clamp node for certain inputs) that you should 
 be aware of, but unfortunately the reality is that you'll have to get used 
 to either making your own nodes or living with the smaller variety of 
 utility nodes OOTB.
  Yours sincerely,
 Siew Yi Liang
 On 4/20/2014 2:46 PM, Sebastien Sterling wrote:
 Is there actually a comprehensive list of all the editable nodes ? the ones 
 you might use for rigging ?
 
 
 
 On 20 April 2014 19:25, Ben Barker ben.bar...@gmail.com wrote:
 I remember chaining up multDoubleLinears once, so maybe it wasn't always 
 in there. 
 
 Searching for maya help is like searching for ringtones or song lyrics. 
 The signal:noise ratio of google results is pretty bad. You usually end up 
 in the tall grass of CGtalk threads from 2007.
 
 
 On Sun, Apr 20, 2014 at 1:53 PM, Eric Turman i.anima...@gmail.com wrote:
 Brilliant! Thank you very much, I would not have thought of looking 
 there. Now I can stop pouring over the internet looking for a solution 
 and get back to work ;)
 
 It is odd that this didn't come up in any Google searches. 
 
 Thanks again Ben :)
 
 I'm so glad that this list is still alive.
 
 
 On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker ben.bar...@gmail.com 
 wrote:
 multiplyDivide node can do power.
 
 
 On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman i.anima...@gmail.com 
 wrote:
 I'm porting over some of my core rig components. when I hit a brick 
 wall...
 
 Maya having no exponent or power nodes?!?! 
 
 Sure I could roll my own in C++ if my C++ code-fu was strong enough or 
 use one of the plugins that have already been compiled.
 
 The problems are: 
 1) I can not require a client to figure out how to install a plugin in 
 order for a rig to work 
 2) None of these plugins that I can find have been compiled for Maya 
 2015
 
 Maya's expressions are too slow to evaluate. Does anyone have any 
 suggestions of how I can get around this in the node editor without 
 resorting to a plugin?
 
 I swear, the brilliant mastermind behind EOLing Softimage deserves 
 several sharp kicks in the yarbles .
 
 -=Eric
 
 -- 
 
 
 
 
 -=T=-
 
 
 
 -- 
 
 
 
 
 -=T=-
 
 
 
 -- 
 
 
 
 
 -=T=-


Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Graham D Clark
And that might be the funniest reason to keep this list alive as it becomes the 
best place to get Maya answers due to the community of the Softimage list.
And another top place to get Houdini answers, the Sidefx list has always been 
very similar.

Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
phone: why-I-stereo
http://www.linkedin.com/in/grahamclark

 On Apr 20, 2014, at 10:53 AM, Eric Turman i.anima...@gmail.com wrote:
 
 Brilliant! Thank you very much, I would not have thought of looking there. 
 Now I can stop pouring over the internet looking for a solution and get back 
 to work ;)
 
 It is odd that this didn't come up in any Google searches. 
 
 Thanks again Ben :)
 
 I'm so glad that this list is still alive.
 
 
 On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker ben.bar...@gmail.com wrote:
 multiplyDivide node can do power.
 
 
 On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman i.anima...@gmail.com wrote:
 I'm porting over some of my core rig components. when I hit a brick wall...
 
 Maya having no exponent or power nodes?!?! 
 
 Sure I could roll my own in C++ if my C++ code-fu was strong enough or use 
 one of the plugins that have already been compiled.
 
 The problems are: 
 1) I can not require a client to figure out how to install a plugin in 
 order for a rig to work 
 2) None of these plugins that I can find have been compiled for Maya 2015
 
 Maya's expressions are too slow to evaluate. Does anyone have any 
 suggestions of how I can get around this in the node editor without 
 resorting to a plugin?
 
 I swear, the brilliant mastermind behind EOLing Softimage deserves 
 several sharp kicks in the yarbles .
 
 -=Eric
 
 -- 
 
 
 
 
 -=T=-
 
 
 
 -- 
 
 
 
 
 -=T=-


RE: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread jim bough
Graham,

That might be true, but there was a time when the maya list server was every 
bit as active and helpful. It never recovered from the closing, for whatever 
reason it wasn't properly switched over to the highend list server, and lost 
many participants.  I would like to see it regain it former usefulness.

From: mailgrahamdcl...@gmail.com
Subject: Re: Why is Maya the standard when it lacks basic math nodes?
Date: Sun, 20 Apr 2014 21:14:51 -0700
To: softimage@listproc.autodesk.com

And that might be the funniest reason to keep this list alive as it becomes the 
best place to get Maya answers due to the community of the Softimage list.And 
another top place to get Houdini answers, the Sidefx list has always been very 
similar.
Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo Dphone: 
why-I-stereohttp://www.linkedin.com/in/grahamclark
On Apr 20, 2014, at 10:53 AM, Eric Turman i.anima...@gmail.com wrote:

Brilliant! Thank you very much, I would not have thought of looking there. Now 
I can stop pouring over the internet looking for a solution and get back to 
work ;)
It is odd that this didn't come up in any Google searches. 

Thanks again Ben :)
I'm so glad that this list is still alive.

On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker ben.bar...@gmail.com wrote:

multiplyDivide node can do power.


On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman i.anima...@gmail.com wrote:

I'm porting over some of my core rig components. when I hit a brick wall...
Maya having no exponent or power nodes?!?! 


Sure I could roll my own in C++ if my C++ code-fu was strong enough or use one 
of the plugins that have already been compiled.

The problems are: 1) I can not require a client to figure out how to install a 
plugin in order for a rig to work 2) None of these plugins that I can find have 
been compiled for Maya 2015



Maya's expressions are too slow to evaluate. Does anyone have any suggestions 
of how I can get around this in the node editor without resorting to a plugin?
I swear, the brilliant mastermind behind EOLing Softimage deserves several 
sharp kicks in the yarbles .



-=Eric
-- 


 

 -=T=-





-- 


 

 -=T=-

  

Re: Why is Maya the standard when it lacks basic math nodes?

2014-04-20 Thread Eric Turman
There's that and the fact that outside of this list hardly anybody even
knew about Softimage. I get a lot of explain why you'd even want that or
try this convoluted workaround or just use this plugin (that isn't
compiled for 2015) I find trying to explain a better way/workflow to the
dogmatic Maya users is...its like casting pearls before swine.


On Sun, Apr 20, 2014 at 11:29 PM, jim bough jimbo...@hotmail.com wrote:

 Graham,

 That might be true, but there was a time when the maya list server was
 every bit as active and helpful. It never recovered from the closing, for
 whatever reason it wasn't properly switched over to the highend list
 server, and lost many participants.  I would like to see it regain it
 former usefulness.

 --
 From: mailgrahamdcl...@gmail.com
 Subject: Re: Why is Maya the standard when it lacks basic math nodes?
 Date: Sun, 20 Apr 2014 21:14:51 -0700
 To: softimage@listproc.autodesk.com


 And that might be the funniest reason to keep this list alive as it
 becomes the best place to get Maya answers due to the community of the
 Softimage list.
 And another top place to get Houdini answers, the Sidefx list has always
 been very similar.

 Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
 phone: why-I-stereo
 http://www.linkedin.com/in/grahamclark

 --




-=T=-