ARC v2

2014-05-06 Thread Angus Davidson
Hi Guys

Anyone have the link to the New Arc Website ? The link I got from my reseller 
goes nowhere (trying to do some javascript open window and just bloody dies)

Maybe Maurice can answer if the old URL will still allow you to get the 2015 
versions of things yet. It is May 7th (Voting Day here in South Africa) and 
still no 2015 versions up on the current ARC site.

Kind regards

Angus



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Re: softimage to modo

2014-05-06 Thread Angus Davidson
On the topic of Videos its worth looking at

Growing vines up a column

http://community.thefoundry.co.uk/tv/training/view.aspx?id=774

It gives a nice intro into how to create more procedural  geometry using the 
nodal system.

Also the Modcasts are really worthwhile (not only Brads) as they go into a lot 
of the nuts and bolts of Modo and how Nexus and It are put together. Now that I 
have a better handle on how they think about they way they put stuff together I 
have good deal of confidence about the future in Modo for my needs, and for our 
Students needs( once we are able to drop Maya)

What I have done is little projects for each aspect and the main thing I j have 
learned is that there are so many way to achieve things in Modo and to really 
get to know your preferences file because it can make a huge difference 
allowing you to tweak a great many things to make you feel more comfortable. 
Lastly get to know how to make you own layouts. In most of my projects I am no 
longer anywhere near the Vanilla Modo layouts and they tend to differ from 
project to project as I find new things and as it suits what I am trying to do 
more.

For those registered Modo users check your  Registered Content/Plugins/Training 
folders as there is stuff there for you to help.

Sadly the more I am starting to love Modo they less I want to open Maya which I 
what I need to do for at least the next two years ;(

Kind regards

Angus



From: "activemotionpictu...@yahoo.com" 
mailto:activemotionpictu...@yahoo.com>>
Reply-To: 
"softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Date: Wednesday 07 May 2014 at 6:30 AM
To: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Subject: Re: softimage to modo


I agree: you should start first with your mindset to: wrap head around 
concepts. Pivots and centers were kinda hard to digest (in xsi we just move 
center to vertices and voilá) but this jus an aspect to keep in mind... after a 
while of watching intro seminar to modo 701 and other 1hour videos, other 
references to the same tools will give you confidence. Then fire up the 
software and mingle around. Then texture, then light, then uvs, then materials, 
then render settings, then morphs, then weights, then particles, then hair, 
then constraints, then bones and binding, volume effects and then everything 
else..like drivers, channels, schematics and more cool in depth stuff...

That's the order I've followed for the past 3 months.
What really got me into modo is the community and the video stream 
presentations. I've thought: these guys are not talking like robots..they love 
what they do, just like us in softimage.

But yes, living without a history stack makes your concious guilty sometimes. 
Hehheh.
Cheers.
David R.


Enviado desde Yahoo Mail en 
Android



From: Steffen Dünner 
mailto:steffen.duen...@gmail.com>>;
To: mailto:softimage@listproc.autodesk.com>>;
Subject: Re: softimage to modo
Sent: Tue, May 6, 2014 3:52:58 PM

Yes, we have. And we're digging it more and more each day. My hint would be: 
Watch tutorials first! Especially about the shader tree, decoupled shading, the 
principle of "items" and the way you can copy&paste polys, edges, vertices etc. 
in and out of them and the "tool pipeline" stuff. Don't open up Modo and start 
clicking around. You will likely be disturbed and disappointed, because many 
things work differently. But these are the things that will make you love Modo 
in a few days ;)

Cheers
Steffen


2014-05-06 17:40 GMT+02:00 Francisco Criado 
>:
Hi guys,

anyone already started using modo? first impressions or tips coming from soft? 
received our licenses today and soon starting to migrate...any tips from si 
users are more than welcome!

F.




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Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93




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: softimage to modo

2014-05-06 Thread activemotionpictu...@yahoo.com
I agree: you should start first with your mindset to: wrap head around 
concepts. Pivots and centers were kinda hard to digest (in xsi we just move 
center to vertices and voilá) but this jus an aspect to keep in mind... after a 
while of watching intro seminar to modo 701 and other 1hour videos, other 
references to the same tools will give you confidence. Then fire up the 
software and mingle around. Then texture, then light, then uvs, then materials, 
then render settings, then morphs, then weights, then particles, then hair, 
then constraints, then bones and binding, volume effects and then everything 
else..like drivers, channels, schematics and more cool in depth stuff...

That's the order I've followed for the past 3 months.
What really got me into modo is the community and the video stream 
presentations. I've thought: these guys are not talking like robots..they love 
what they do, just like us in softimage.

But yes, living without a history stack makes your concious guilty sometimes. 
Hehheh.
Cheers.
David R.

Enviado desde Yahoo Mail en Android



Re-Post from SI-Community, Talent Needed

2014-05-06 Thread jentzen mooney
This was posted today May 6th 2014 on the SI-Community Job board,
--
Interference Pattern is looking to find some great freelance talent to add
to our list of friends. Jobs often arrive with short lead in times and we
need to crew up in double quick time.

We are specifically looking to make contact with SoftImage: Riggers,
Lighters with Nuke talents and good Generalists.

We're also on the lookout for character designers and modelers. If you have
a keen eye for detail and subtle hand please let us know.

If you fit any of these requirements please tell us. Our studio is in
Edinburgh but we are happy to work remotely with anyone with the skills.

Please send a link to your show reel with an outline of your skill set to:
i...@interferencepattern.com

Thanks


RE: softimage help files online

2014-05-06 Thread Hemadri Duraiswami Naidu
Hi Francisco,

I am not sure what topic or chapter that you are specifically looking for in 
the Help.

If you are referring to the 2013 Online Help 
(http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html),
 then you can find the Simulate Rigid Bodies Node section in this topic 
http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/ICE_simulation_TheSimulationRegionsandNodes.htm,topicNumber=d30e272628,hash=WS2A020F56F634064C904087E0C75076C7-0008.

You can find the Simulate Rigid Bodies and Simulate Bullet Rigid Bodies topics 
under ICE Reference > ICE Nodes > Simulation.

Thanks,
Hemadri

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Tuesday, May 06, 2014 11:35 PM
To: softimage@listproc.autodesk.com
Subject: Re: softimage help files online



Hi Hsiao,

it looks like some part of the documentation is missing...here goes the 
screenshot. Hope there is no problem attaching an image.
The missing part is related to ice bullet rbd node.

hope it helps of something...
F.

<>

Re: softimage to modo

2014-05-06 Thread Raffaele Fragapane
Maya doesn't really have a history, it keeps a network of nodes, and by
design there are a lot of operations it consolidates in the name of
performance (e.g. tweaks). It also has no clear entry points, which means
no easy means to make a distinction between things, and lastly it has a
separation between deformer and non deformer "history", which complicates
interacting with those nodes to no end. You could call it an entry point I
guess, but only in the negative sense of the word, since it divides two
completely different ways to deal with everything, down to an incredibly
cumbersome undo management if you ever decide to attempt and cook your own
(we're talking close to a thousand lines of dressing JUST to have a
template to work within to manage all combinations of history on and off
and tweaks found or not).

Ultimately XSI is the only app out there I used that has a linear
representation of the history of operations, treats all ops homogeneously
(with the only limitation of topology ones having to be below the modelling
marker, but access remains the same throughout), exposes parametrically and
reliably each and every single one of them, and does truly keep track of
everything without a major performance hit (outside of bottom topo
intensive operations in large numbers).

Houdini gets part way better than Maya in some regards, but the modelling
toolset and interaction itself paints it out of the picture quite quickly
for many tasks.

MAX does OK in terms of tracking finer elements, but has a hard distinction
between ops and a non uniformity in access that are pretty damn annoying.

Lightwave I don't know to be honest, you'd have to ask one of the two
remaining users, and C4D I haven't opened in years.

What I'm getting to is that if you're comparing software for modelling
tasks to XSI based on the history thing, you're in dire straits. No perfect
storm out there like XSI was for that kind of modelling.


On Wed, May 7, 2014 at 11:38 AM, Martin  wrote:

> That is indeed very useful, but I don't think you can do that in any other
> software but Softimage. Maya's history is nowhere near SI stacks and in my
> experience it is so useless that I almost never touch it, except for those
> things like bevel where you can't see the final result in real time if you
> don't use the bevel attribute in your history.
>
> Martin
> Sent from my iPhone
>
>


Re: softimage to modo

2014-05-06 Thread Martin
That is indeed very useful, but I don't think you can do that in any other 
software but Softimage. Maya's history is nowhere near SI stacks and in my 
experience it is so useless that I almost never touch it, except for those 
things like bevel where you can't see the final result in real time if you 
don't use the bevel attribute in your history.

Martin
Sent from my iPhone

> On 2014/05/07, at 7:07, Matt Lind  wrote:
> 
> Under general modelling conditions, you're right in that most people just 
> freeze it anyway, but there are workflows that come into play where you must 
> have a construction history to employ.  For example, primitive retopology.
> 
> You may need to do a primitive re-topologize.  So you get a polygon mesh grid 
> and shrinkwrap it to the object you want to retopo.  Although the shrinkwrap 
> operator has an option to use nearest vertices, you end up with situations 
> where the vertices on the grid collapse and target one or more of the same 
> vertices on the target mesh.  No good.  To fix the problem you must move the 
> shrinkwrap operator up the stack into the animation region then use the 
> movecomponent tool (or just translate subcomponent) to move the points on the 
> grid until they snap to a different vertex on the target mesh.  This works 
> because your movecomponent operation evaluates first, then the shrinkwrap 
> evaluates with the vertex in its current location to find the closest vertex 
> on the target mesh.  Simple example, but illustrates the point.  Also comes 
> into play with enveloping and corrective weighting.
> 
> These are the kind of flexible workflows we lose by not having a construction 
> history.
> 
> 
> Matt
> 



Re: softimage to modo

2014-05-06 Thread Sebastien Sterling
Modo 901 wish list ? :P


On 7 May 2014 00:08, Sergio Mucino  wrote:

> I understand what you're saying Matt. My point is, though, that there may
> be ways in Modo of accomplishing the same tasks that do not rely on the
> existence of a modeling history  I'm not undervaluing its presence, just
> merely stating that there might be other ways of getting there.
> After switching applications quite a few times, I've stopped thinking
> about tools, and focusing mostly on tasks. Of course, I have come to
> roadblocks from time to time, but you learn to drive (or sometimes, chew)
> your way around/through them.
> My $0.02...
>
> Sergio Muciño.
> Sent from my iPad.
>
> > On May 6, 2014, at 6:07 PM, Matt Lind  wrote:
> >
> > Under general modelling conditions, you're right in that most people
> just freeze it anyway, but there are workflows that come into play where
> you must have a construction history to employ.  For example, primitive
> retopology.
> >
> > You may need to do a primitive re-topologize.  So you get a polygon mesh
> grid and shrinkwrap it to the object you want to retopo.  Although the
> shrinkwrap operator has an option to use nearest vertices, you end up with
> situations where the vertices on the grid collapse and target one or more
> of the same vertices on the target mesh.  No good.  To fix the problem you
> must move the shrinkwrap operator up the stack into the animation region
> then use the movecomponent tool (or just translate subcomponent) to move
> the points on the grid until they snap to a different vertex on the target
> mesh.  This works because your movecomponent operation evaluates first,
> then the shrinkwrap evaluates with the vertex in its current location to
> find the closest vertex on the target mesh.  Simple example, but
> illustrates the point.  Also comes into play with enveloping and corrective
> weighting.
> >
> > These are the kind of flexible workflows we lose by not having a
> construction history.
> >
> >
> > Matt
> >
> >
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
> > Sent: Tuesday, May 06, 2014 2:57 PM
> > To: softimage@listproc.autodesk.com
> > Subject: Re: softimage to modo
> >
> > Honestly, I hasn't been a deal breaker for me. I found that I used the
> history during modeling a lot less than I initially thought so (in
> applications that have it), and always end up deleting it.
> > For animation, I do think I'd need it, but if Modo has been capable of
> delivering animations without it, it must just mean that it's done in a
> different way. So far, I've just been rigging with it, but I'll jump into
> more stuff soon, so I'll see how much I actually need it.
> > I'm not closed to re-learning how to do things. It's just a matter of
> seeing how difficult they actually become, I guess.
> >
> > Sergio Muciño.
> > Sent from my iPad.
> >
> >> On May 6, 2014, at 5:23 PM, David Saber  wrote:
> >>
> >> Ouch
> >> Deal breaker.
> >> No history in Modo, no history in C4D, that leaves us...
> >>
> >>> On 2014-05-06 21:16, Tim Crowson wrote:
> >>> Nope, you're not doing anything wrong... there is no modeling history
> of any kind in Modo.
> >>> -Tim
> >
> >
>
>


Re: Softimage Python versus Maya Python

2014-05-06 Thread Christopher Crouzet
Back to when I had to work on Maya 2010 and that PyMEL wasn't shipped with
it, I banned the idea to deal with the Python command layer (the port of
MEL to Python) and decided to work exclusively with the Maya Python API.
It's been a painful experience and—as probably everyone using it—I ended up
writing a lot of routines to fill-in the gaps.

I did this using a well-known technique called monkey patching. It can be
quite hackish, dangerous and even evil depending on how it's being used but
I've intensively made use of it in a few productions and it's been quite
helpful for me. It should be seen as a last resort kind of thing though, if
no better alternatives are available.

I've started to write an article some times ago that mainly focuses on a
convenient way to implement the monkey patching technique for the Maya
Python API. If you guys are interested, I'll share the link over here when
it'll be online.



On 6 May 2014 19:42, Raffaele Fragapane  wrote:

> Your beloved Softimage scripting experience won't be coming back. It's not
> all downsides, but Maya just works very differently. In some cases it's
> superior, in some cases it's even more pleasant to deal with (Qt), and in
> some others it's so dreadful you'll just be better off using the C++ API
> even if performance wasn't a concern.
>
> In Soft, for better or for worse, the entire API was passing COM objects
> around towards the scripting side of things. On Top of that, the general
> layout of the application, the scene, and the various accessors lent itself
> very well to Pythonic styles.
>
> In Maya you do have several options.
> You can import mel commands, which is largely a legacy thing but some
> times still needed, which was the first implementation offered back then.
> It's OK if you miss something somewhere (there are some dark corners of
> Maya where only MEL can go still, places where innocence dies) and have to
> absolutely get there, or have to quickly convert some MEL script to Python
> with little time to do it.
>
> You have pymel, which was originally a private initiative by some VFX
> shops (tempted to say Luma started it originally), which is a wrap that's
> intended to "feel" pythonic in how it divides and offers modules, and does
> a decent enough job of it, this was later bought and offered by Autodesk.
> It's not bad for pipeline-y scripts actually, but performance can swing a
> lot.
>
> And lastly you have OpenMaya, which I think gets referred to as the Python
> API these days, which is now up to v2.
> OpenMaya is a 1:1 binding of the C++ API, which IMO is by far the
> strongest and better engineered of various things in Maya. The good news is
> that that makes it relatively fast and gives it access to a considerable
> extent of Maya's guts. The bad news is that the wrapper being a largely
> automated job derived from headers it has limitations and requires you
> constantly deal with very, very type specific methods and constructors,
> which usually leads to Python code that vastly surpasses the line count of
> the same in C++, not to mention is simply not meant to be written or read
> like that.
> In some cases it gets to the point where I don't even bother doing proto
> work in Python, and just straight away pick up a template and start writing
> a step further than that in C++, because it's just too damn noodly to have
> any of the benefits of doing a sketch.
>
> Lastly, you have pyQt (or pySide, the distinction as a user is almost
> academic), which is the framework a great deal of Maya's UI work and a
> handful of other things, and that works quite well at several different
> levels of depth. On that I agree with Luc-Eric.
> I also agree with Luc-Eric on the availability of more and better
> examples, especially in the advanced topics, but there's also a lot more
> crud to sift through. All in all though it's rare I can't find at all what
> I need if I look for it hard enough.
>
> Hopefully that clears it up in terms of what the options are.
> As for what your scripting experience will be, you have to bear in mind
> Maya and XSI do things very, very differently.
> I have a deep dislike for the mantra "all software are the same it's just
> a matter of finding what the button is named". It's total and utter
> bullshit if you do anything more than pushing buttons :p
>
> Some things are better in one app, some in the other, but in general be
> ready to write A LOT more code when it comes to Maya. It has a very...
> "diverse" approach to many things, often scattered and specialized in
> inscrutable ways. Some things that are trivialities or have obvious
> feedback when operated in XSI will have crawling over walls and spewing
> like the child from the Exorcist movie.
> There are good days when I don't have to roam in the dark areas, and
> writing/porting some nodes is an enjoyable experience. Other days I have to
> call IT for a new monitor.
>
>
>
>
> On Wed, May 7, 2014 at 12:35 AM, Leendert A. Hartog wrote:
>
>> See what y

Re: Softimage Python versus Maya Python

2014-05-06 Thread Raffaele Fragapane
Your beloved Softimage scripting experience won't be coming back. It's not
all downsides, but Maya just works very differently. In some cases it's
superior, in some cases it's even more pleasant to deal with (Qt), and in
some others it's so dreadful you'll just be better off using the C++ API
even if performance wasn't a concern.

In Soft, for better or for worse, the entire API was passing COM objects
around towards the scripting side of things. On Top of that, the general
layout of the application, the scene, and the various accessors lent itself
very well to Pythonic styles.

In Maya you do have several options.
You can import mel commands, which is largely a legacy thing but some times
still needed, which was the first implementation offered back then. It's OK
if you miss something somewhere (there are some dark corners of Maya where
only MEL can go still, places where innocence dies) and have to absolutely
get there, or have to quickly convert some MEL script to Python with little
time to do it.

You have pymel, which was originally a private initiative by some VFX shops
(tempted to say Luma started it originally), which is a wrap that's
intended to "feel" pythonic in how it divides and offers modules, and does
a decent enough job of it, this was later bought and offered by Autodesk.
It's not bad for pipeline-y scripts actually, but performance can swing a
lot.

And lastly you have OpenMaya, which I think gets referred to as the Python
API these days, which is now up to v2.
OpenMaya is a 1:1 binding of the C++ API, which IMO is by far the strongest
and better engineered of various things in Maya. The good news is that that
makes it relatively fast and gives it access to a considerable extent of
Maya's guts. The bad news is that the wrapper being a largely automated job
derived from headers it has limitations and requires you constantly deal
with very, very type specific methods and constructors, which usually leads
to Python code that vastly surpasses the line count of the same in C++, not
to mention is simply not meant to be written or read like that.
In some cases it gets to the point where I don't even bother doing proto
work in Python, and just straight away pick up a template and start writing
a step further than that in C++, because it's just too damn noodly to have
any of the benefits of doing a sketch.

Lastly, you have pyQt (or pySide, the distinction as a user is almost
academic), which is the framework a great deal of Maya's UI work and a
handful of other things, and that works quite well at several different
levels of depth. On that I agree with Luc-Eric.
I also agree with Luc-Eric on the availability of more and better examples,
especially in the advanced topics, but there's also a lot more crud to sift
through. All in all though it's rare I can't find at all what I need if I
look for it hard enough.

Hopefully that clears it up in terms of what the options are.
As for what your scripting experience will be, you have to bear in mind
Maya and XSI do things very, very differently.
I have a deep dislike for the mantra "all software are the same it's just a
matter of finding what the button is named". It's total and utter bullshit
if you do anything more than pushing buttons :p

Some things are better in one app, some in the other, but in general be
ready to write A LOT more code when it comes to Maya. It has a very...
"diverse" approach to many things, often scattered and specialized in
inscrutable ways. Some things that are trivialities or have obvious
feedback when operated in XSI will have crawling over walls and spewing
like the child from the Exorcist movie.
There are good days when I don't have to roam in the dark areas, and
writing/porting some nodes is an enjoyable experience. Other days I have to
call IT for a new monitor.




On Wed, May 7, 2014 at 12:35 AM, Leendert A. Hartog wrote:

> See what you did there? You confused me needlessly. ;)
> From all of this I gather there is an original Python implementation,
> PyMEL and Maya Python 2.0.
> And some comments seem to imply none of them are any good...
> So where to actually start, if this is more of less true?
> What comes closest to our "beloved" Softimage Python scripting experience?
>
>
> Greetz
> Leendert
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com
>
>


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


Re: softimage to modo

2014-05-06 Thread Sergio Mucino
I understand what you're saying Matt. My point is, though, that there may be 
ways in Modo of accomplishing the same tasks that do not rely on the existence 
of a modeling history  I'm not undervaluing its presence, just merely stating 
that there might be other ways of getting there. 
After switching applications quite a few times, I've stopped thinking about 
tools, and focusing mostly on tasks. Of course, I have come to roadblocks from 
time to time, but you learn to drive (or sometimes, chew) your way 
around/through them.
My $0.02...

Sergio Muciño.
Sent from my iPad.

> On May 6, 2014, at 6:07 PM, Matt Lind  wrote:
> 
> Under general modelling conditions, you're right in that most people just 
> freeze it anyway, but there are workflows that come into play where you must 
> have a construction history to employ.  For example, primitive retopology.
> 
> You may need to do a primitive re-topologize.  So you get a polygon mesh grid 
> and shrinkwrap it to the object you want to retopo.  Although the shrinkwrap 
> operator has an option to use nearest vertices, you end up with situations 
> where the vertices on the grid collapse and target one or more of the same 
> vertices on the target mesh.  No good.  To fix the problem you must move the 
> shrinkwrap operator up the stack into the animation region then use the 
> movecomponent tool (or just translate subcomponent) to move the points on the 
> grid until they snap to a different vertex on the target mesh.  This works 
> because your movecomponent operation evaluates first, then the shrinkwrap 
> evaluates with the vertex in its current location to find the closest vertex 
> on the target mesh.  Simple example, but illustrates the point.  Also comes 
> into play with enveloping and corrective weighting.
> 
> These are the kind of flexible workflows we lose by not having a construction 
> history.
> 
> 
> Matt
> 
> 
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
> Sent: Tuesday, May 06, 2014 2:57 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: softimage to modo
> 
> Honestly, I hasn't been a deal breaker for me. I found that I used the 
> history during modeling a lot less than I initially thought so (in 
> applications that have it), and always end up deleting it. 
> For animation, I do think I'd need it, but if Modo has been capable of 
> delivering animations without it, it must just mean that it's done in a 
> different way. So far, I've just been rigging with it, but I'll jump into 
> more stuff soon, so I'll see how much I actually need it.
> I'm not closed to re-learning how to do things. It's just a matter of seeing 
> how difficult they actually become, I guess. 
> 
> Sergio Muciño.
> Sent from my iPad.
> 
>> On May 6, 2014, at 5:23 PM, David Saber  wrote:
>> 
>> Ouch
>> Deal breaker.
>> No history in Modo, no history in C4D, that leaves us... 
>> 
>>> On 2014-05-06 21:16, Tim Crowson wrote:
>>> Nope, you're not doing anything wrong... there is no modeling history of 
>>> any kind in Modo.
>>> -Tim
> 
> 



Re: softimage to modo

2014-05-06 Thread Steven Caron
maybe not a deal breaker but not having the ability to edit operators after
the fact is pretty surprising. just because you end up freezing/deleting at
the end doesn't mean it isn't useful along the way. i don't keep every
operator ever used to create an object thinking i can just go back an
anytime but going back to bevel or split edge op a 10 or so operations IS
very helpful. i always work expecting to be able to tweak certain values
along the way. this is certainly going to go into my list of things to
watch out for in modo.


On Tue, May 6, 2014 at 2:57 PM, Sergio Mucino wrote:

> Honestly, I hasn't been a deal breaker for me. I found that I used the
> history during modeling a lot less than I initially thought so (in
> applications that have it), and always end up deleting it.
> For animation, I do think I'd need it, but if Modo has been capable of
> delivering animations without it, it must just mean that it's done in a
> different way. So far, I've just been rigging with it, but I'll jump into
> more stuff soon, so I'll see how much I actually need it.
> I'm not closed to re-learning how to do things. It's just a matter of
> seeing how difficult they actually become, I guess.


RE: softimage to modo

2014-05-06 Thread Matt Lind
Under general modelling conditions, you're right in that most people just 
freeze it anyway, but there are workflows that come into play where you must 
have a construction history to employ.  For example, primitive retopology.

You may need to do a primitive re-topologize.  So you get a polygon mesh grid 
and shrinkwrap it to the object you want to retopo.  Although the shrinkwrap 
operator has an option to use nearest vertices, you end up with situations 
where the vertices on the grid collapse and target one or more of the same 
vertices on the target mesh.  No good.  To fix the problem you must move the 
shrinkwrap operator up the stack into the animation region then use the 
movecomponent tool (or just translate subcomponent) to move the points on the 
grid until they snap to a different vertex on the target mesh.  This works 
because your movecomponent operation evaluates first, then the shrinkwrap 
evaluates with the vertex in its current location to find the closest vertex on 
the target mesh.  Simple example, but illustrates the point.  Also comes into 
play with enveloping and corrective weighting.

These are the kind of flexible workflows we lose by not having a construction 
history.


Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Tuesday, May 06, 2014 2:57 PM
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo

Honestly, I hasn't been a deal breaker for me. I found that I used the history 
during modeling a lot less than I initially thought so (in applications that 
have it), and always end up deleting it. 
For animation, I do think I'd need it, but if Modo has been capable of 
delivering animations without it, it must just mean that it's done in a 
different way. So far, I've just been rigging with it, but I'll jump into more 
stuff soon, so I'll see how much I actually need it.
I'm not closed to re-learning how to do things. It's just a matter of seeing 
how difficult they actually become, I guess. 

Sergio Muciño.
Sent from my iPad.

> On May 6, 2014, at 5:23 PM, David Saber  wrote:
> 
> Ouch
> Deal breaker.
> No history in Modo, no history in C4D, that leaves us... 
> 
>> On 2014-05-06 21:16, Tim Crowson wrote:
>> Nope, you're not doing anything wrong... there is no modeling history of any 
>> kind in Modo.
>> -Tim
> 




Re: softimage to modo

2014-05-06 Thread Sergio Mucino
Honestly, I hasn't been a deal breaker for me. I found that I used the history 
during modeling a lot less than I initially thought so (in applications that 
have it), and always end up deleting it. 
For animation, I do think I'd need it, but if Modo has been capable of 
delivering animations without it, it must just mean that it's done in a 
different way. So far, I've just been rigging with it, but I'll jump into more 
stuff soon, so I'll see how much I actually need it.
I'm not closed to re-learning how to do things. It's just a matter of seeing 
how difficult they actually become, I guess. 

Sergio Muciño.
Sent from my iPad.

> On May 6, 2014, at 5:23 PM, David Saber  wrote:
> 
> Ouch
> Deal breaker.
> No history in Modo, no history in C4D, that leaves us... 
> 
>> On 2014-05-06 21:16, Tim Crowson wrote:
>> Nope, you're not doing anything wrong... there is no modeling history of any 
>> kind in Modo.
>> -Tim
> 



Re: softimage to modo

2014-05-06 Thread David Saber

Ouch
Deal breaker.
No history in Modo, no history in C4D, that leaves us...

On 2014-05-06 21:16, Tim Crowson wrote:
Nope, you're not doing anything wrong... there is no modeling history 
of any kind in Modo.

-Tim




RE: arnold aov's preview in viewport question (xsi to maya)

2014-05-06 Thread Manuel Huertas Marchena
Awesome, thanks for your help! I'll check that out then.
Cheers :)

-Manuel


IMDB | Portfolio | Vimeo
| Linkedin


Date: Tue, 6 May 2014 13:39:57 -0700
From: soni...@gmail.com
To: softimage@listproc.autodesk.com
Subject: Re: arnold aov's preview in viewport question (xsi to maya)


  

  
  
Hi Manuel:

  

  Using IPR to render, you can change the AOVs in Arnold render
  setting (Render View AOV) and restart the IPR render, this should
  update your IPR preview of what your selected AOV will look like.
  I usually just bind this to a key so I can fire it off without
  having to have the Render Settings tab open all the time when
  adjusting lighting.

  

  I don't know of a way to get IPR in the viewport natively,
  although I know it can be done with custom plugin/scripts.
  Example:

http://lesterbanks.com/2013/12/maya-create-an-interactive-viewport-rendering-tool-using-native-commands-and-python/

  

  HTH!

  Yours sincerely,
Siew Yi Liang
  On 5/6/2014 1:05 PM, Manuel Huertas Marchena wrote:



  
  



Hi,



I am trying to setup a lookdev workflow in maya, and coming
  from xsi I am used
to work doing shading while constantly switching comparing
  renders in the render region,
I do this for every
different channel I need to compare (specular, diffuse, sss,
etc...) 
I find that really easy and
 quick to get visual
feedback while developing shaders.



I am trying to do the same thing in maya, but I don't seem
  to find the aov's in the
viewport as an option nor do I know if I can compare them
  on the fly.
I know that I can render separate or composed aov exr's but
   what I'd like is to be able to
preview and compare renders and multiple channels while on maya.  
So my question is, am I
obligated to go to nuke to do this using maya or am I
missing something obvious?
thanks for your help.



Regards,






-Manuel










IMDB | Portfolio | Vimeo
  | Linkedin

  


  

Re: softimage to modo

2014-05-06 Thread Angus Davidson
The 801 Trial has been released for those folks waiting for it.

From: Marc-Andre Carbonneau 
mailto:marc-andre.carbonn...@ubisoft.com>>
Reply-To: 
"softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Date: Tuesday 06 May 2014 at 10:04 PM
To: "softimage@listproc.autodesk.com" 
mailto:softimage@listproc.autodesk.com>>
Subject: RE: softimage to modo

Think…before you move!
-Fancy yellow suit martial art guru. ;)

From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: 6 mai 2014 15:17
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo

Nope, you're not doing anything wrong... there is no modeling history of any 
kind in Modo.
-Tim
On 5/6/2014 1:52 PM, Mário Domingos wrote:
Being a Softimage and Maya user was really disappointing not having history 
when modeling. If i do a bevel I cant modify it after dropping the tool... I 
just tried Modo briefly but that was the first downside I bumped into. I hope 
im doing something wrong :)
—
Sent from Mailbox


On Tue, May 6, 2014 at 5:22 PM, Sergio Mucino 
mailto:sergio.muc...@gmail.com>> wrote:
P.S.  Maybe I can do something about general application concepts and stuff 
like that...

Sergio Muciño.
Sent from my iPad.

On May 6, 2014, at 12:10 PM, Tim Crowson 
mailto:tim.crow...@magneticdreams.com>> wrote:
Sergio, you should do a video, or a series of videos, on this and other 
workflows...
-Tim
On 5/6/2014 10:55 AM, Sergio Mucino wrote:

I've been using it for rigging for a while now. Are you particularly interested 
in something?

Cheers!



P.S. Start by going to your System/Preferences dialog, do perform the 
following...



* In Defaults/Application, set Item Selection Type to Item. Set the Item Index 
Style to whatever you prefer to use (I use Item_2).

* In Defaults/Auto-Save, set the Time Interval to whatever feels best for you 
(I've got it set to 15 minutes, but for more complex files I'd probably set it 
to 30), and the number of revisions to at least 3.

* In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation to 
Off (feel free to experiment with it on though... Some people like it, but I 
just felt like it forced me to drag the mouse more than I needed).

* In the Input/Remapping section, set the Mouse Input Presets to Softimage XSI 
(I personally use the Maya preset, only because that's what I've used for a 
while now in many applications, including Softimage).

* In the Input/Units section, set the Default Unit to whatever you'll need to 
use (keep in mind Modo uses real-world units for dynamics and rendering).



If you're using 801, watch the following video to know how to set Modo's color 
preferences to work in linear space for different outputs.



http://community.thefoundry.co.uk/tv/training/view.aspx?id=776



And get an account in the Modo forums so you can ask any questions you need. 
Everyone there is quite friendly, and there are several SI users already 
mingling around.



Hope this helps!



Sergio Muciño.

Sent from my iPad.



On May 6, 2014, at 11:40 AM, Francisco Criado 
 wrote:



Hi guys,



anyone already started using modo? first impressions or tips coming from soft? 
received our licenses today and soon starting to migrate...any tips from si 
users are more than welcome!



F.



--





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writing to the contrary. 




Re: arnold aov's preview in viewport question (xsi to maya)

2014-05-06 Thread Siew Yi Liang

Hi Manuel:

Using IPR to render, you can change the AOVs in Arnold render setting 
(Render View AOV) and restart the IPR render, this should update your 
IPR preview of what your selected AOV will look like. I usually just 
bind this to a key so I can fire it off without having to have the 
Render Settings tab open all the time when adjusting lighting.


I don't know of a way to get IPR in the viewport natively, although I 
know it can be done with custom plugin/scripts. Example:

http://lesterbanks.com/2013/12/maya-create-an-interactive-viewport-rendering-tool-using-native-commands-and-python/

HTH!

Yours sincerely,
Siew Yi Liang

On 5/6/2014 1:05 PM, Manuel Huertas Marchena wrote:


Hi,

I am trying to setup a lookdev workflow in maya, and coming from xsi I 
am used
to work doing shading while constantly switching comparing renders in 
the render region,
I do this for every different channel I need to compare (specular, 
diffuse, sss, etc...)
I find that really easy and quick to get visual feedback while 
developing shaders.


I am trying to do the same thing in maya, but I don't seem to find the 
aov's in the

viewport as an option nor do I know if I can compare them on the fly.
I know that I can render separate or composed aov exr's but what I'd 
like is to be able to preview and compare renders and multiple 
channels while on maya.
So my question is, am I obligated to go to nuke to do this using maya 
or am I missing something obvious? thanks for your help.


Regards,


-Manuel




IMDB | Portfolio 
| Vimeo 
| Linkedin 





Re: arnold aov's preview in viewport question (xsi to maya)

2014-05-06 Thread Stephen Blair
Render View AOV, in the Render Settings dialog, AOV tab

File > Keep Image in Render View (or the corresponding Keep Image icon on
the menu bar)


On Tue, May 6, 2014 at 4:05 PM, Manuel Huertas Marchena  wrote:

>
> Hi,
>
> I am trying to setup a lookdev workflow in maya, and coming from xsi I am
> used
> to work doing shading while constantly switching comparing renders in the
> render region,
> I do this for every different channel I need to compare (specular,
> diffuse, sss, etc...)
> I find that really easy and  quick to get visual feedback while
> developing shaders.
>
> I am trying to do the same thing in maya, but I don't seem to find the
> aov's in the
> viewport as an option nor do I know if I can compare them on the fly.
> I know that I can render separate or composed aov exr's but  what I'd
> like is to be able to preview and compare renders and multiple channels while
> on maya.
> So my question is, am I obligated to go to nuke to do this using maya or
> am I missing something obvious? thanks for your help.
>
> Regards,
>
>
> -Manuel
>
>
>
>
> IMDB  | Portfolio
>  | 
> Vimeo|
> Linkedin 
>


arnold aov's preview in viewport question (xsi to maya)

2014-05-06 Thread Manuel Huertas Marchena

Hi,
I am trying to setup a lookdev workflow in maya, and coming from xsi I am 
usedto work doing shading while constantly switching comparing renders in the 
render region,I do this for every different channel I need to compare 
(specular, diffuse, sss, etc...) I find that really easy and  quick to get 
visual feedback while developing shaders.
I am trying to do the same thing in maya, but I don't seem to find the aov's in 
theviewport as an option nor do I know if I can compare them on the fly.I know 
that I can render separate or composed aov exr's but  what I'd like is to be 
able to preview and compare renders and multiple channels while on maya.  So my 
question is, am I obligated to go to nuke to do this using maya or am I missing 
something obvious? thanks for your help.
Regards,

-Manuel



IMDB | Portfolio | Vimeo
| Linkedin
  

RE: softimage to modo

2014-05-06 Thread Marc-Andre Carbonneau
Think…before you move!
-Fancy yellow suit martial art guru. ;)

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: 6 mai 2014 15:17
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo

Nope, you're not doing anything wrong... there is no modeling history of any 
kind in Modo.
-Tim
On 5/6/2014 1:52 PM, Mário Domingos wrote:
Being a Softimage and Maya user was really disappointing not having history 
when modeling. If i do a bevel I cant modify it after dropping the tool... I 
just tried Modo briefly but that was the first downside I bumped into. I hope 
im doing something wrong :)
—
Sent from Mailbox


On Tue, May 6, 2014 at 5:22 PM, Sergio Mucino 
mailto:sergio.muc...@gmail.com>> wrote:
P.S.  Maybe I can do something about general application concepts and stuff 
like that...

Sergio Muciño.
Sent from my iPad.

On May 6, 2014, at 12:10 PM, Tim Crowson 
mailto:tim.crow...@magneticdreams.com>> wrote:
Sergio, you should do a video, or a series of videos, on this and other 
workflows...
-Tim
On 5/6/2014 10:55 AM, Sergio Mucino wrote:

I've been using it for rigging for a while now. Are you particularly interested 
in something?

Cheers!



P.S. Start by going to your System/Preferences dialog, do perform the 
following...



* In Defaults/Application, set Item Selection Type to Item. Set the Item Index 
Style to whatever you prefer to use (I use Item_2).

* In Defaults/Auto-Save, set the Time Interval to whatever feels best for you 
(I've got it set to 15 minutes, but for more complex files I'd probably set it 
to 30), and the number of revisions to at least 3.

* In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation to 
Off (feel free to experiment with it on though... Some people like it, but I 
just felt like it forced me to drag the mouse more than I needed).

* In the Input/Remapping section, set the Mouse Input Presets to Softimage XSI 
(I personally use the Maya preset, only because that's what I've used for a 
while now in many applications, including Softimage).

* In the Input/Units section, set the Default Unit to whatever you'll need to 
use (keep in mind Modo uses real-world units for dynamics and rendering).



If you're using 801, watch the following video to know how to set Modo's color 
preferences to work in linear space for different outputs.



http://community.thefoundry.co.uk/tv/training/view.aspx?id=776



And get an account in the Modo forums so you can ask any questions you need. 
Everyone there is quite friendly, and there are several SI users already 
mingling around.



Hope this helps!



Sergio Muciño.

Sent from my iPad.



On May 6, 2014, at 11:40 AM, Francisco Criado 
 wrote:



Hi guys,



anyone already started using modo? first impressions or tips coming from soft? 
received our licenses today and soon starting to migrate...any tips from si 
users are more than welcome!



F.



--





--




Re: Softimage-Projects from Filmakademie

2014-05-06 Thread Tenshi S.
Amazing! thanks for sharing!


On Thu, May 1, 2014 at 5:58 PM, Vincent Ullmann <
vincent.ullm...@googlemail.com> wrote:

> Should work now. ;-)
>
>
> 2014-05-02 0:48 GMT+02:00 gareth bell :
>
>  Fantastic work Vincent.
>>
>> Phosphoros is beautiful and Elevator's a chuckle.
>>
>> P.S. The link to your reel/breakdown doesn't work
>>
>>
>> --
>> Date: Thu, 1 May 2014 22:31:07 +0100
>> Subject: Re: Softimage-Projects from Filmakademie
>> From: sebastien.sterl...@gmail.com
>> To: softimage@listproc.autodesk.com
>>
>>
>> NICE !?!
>>
>>
>> On 1 May 2014 22:11, Vincent Ullmann wrote:
>>
>> Hi everyone,
>>
>> iam happy to show you some of the work we did here at Filmakademie during
>> our third year of studies.
>> These are Trailers produced for the ITFS-Festival in Stuttgart, but we
>> were totally free in terms of story, design etc.
>> They just had to be maximum 1 minute long.
>> In total we had, from the very first Idea, till the final delivery about
>> 5 months. So for the real production only about 3 month were left.
>>
>>
>>
>> *Phosphoros:*
>> In this trailer we tried to take something disgusting and make it
>> appealing to the viewer.
>> https://vimeo.com/93345597 (Password: ITFS2014)
>>
>> WebSite: http://phosphoros.net
>>
>> Some Breakdowns:
>> Rig: http://vimeo.com/92522044
>> Totale: http://vimeo.com/93522159
>> Thorax: https://vimeo.com/93522158
>> Wing: http://vimeo.com/93522573
>>
>> 3D-Team:
>> Manolya Külköylü (Director, Concept, Design and Animation)
>> Philipp Mekus (Director, MosquitoModelling+Texturing and Compositing)
>> Francesco Faranna (Producer)
>> Kiril Mirkov (Bulb+Envoriment Modelling,Textuing,Shading and
>> Lighting+Rendering)
>> Hanna Binswanger (Rigging)
>> Johannes Franz (Particle Effects)
>> Vincent Ullmann (Pipeline, MosquitoShading and Lighting+Rendering)
>>
>> For the Bulb and Envoriment our Workflow was quite simple, using
>> Softimage and Mudbox for Modelling and Textures.
>> The Bulb had 2 Versions. The Default one, and a special one for the
>> CloseUps were the Topological-Pole was in the center of the Deformation. We
>> had to combine these to Versions for one Shot using ICE.
>> The Mosquito was modellt in Cinema4D, sculpted in zBrush, retopologized
>> in 3dCoat and Textured in Mari. We painted 4 UV-Tiles for Diffuse, Spec,
>> SpecRoughness, Bump and some special Maps like Transparancy on the Wings or
>> GlowEffets on the Body. Also some Maps were animated in Nuke using good old
>> Roto-Splines.
>> The GlowEffects on the Body were made using some textures and multiple
>> layers of SSS and Emission
>> The big Veins inside the Wings, were procedualy made in Houdini, then
>> somehow build into the Rig and animated
>>
>> Rigging and Animation was made in Softimage and cached using Alembic.
>>
>> The Particle Effects were mostly done in Houdini and renderd with Mantra.
>> Only the Particles inside the Abdomen were cached via Alembic and renderd
>> in Arnold.
>>
>> For Lighting we brought everything back to Softimage and renderd out a
>> couple of Passes:
>> - The Light from the Bulb
>> - The Lights from the Envoriment
>> - Some Volume Scattering
>> - Some DustParticles
>> - UtilityPass (Normals, Pref, P, UVs)
>> - MattePass
>>
>> Comp was done in Nuke and editing in Premiere
>>
>>
>> *Elevator:*
>> https://vimeo.com/93345598 (PassWord: ITFS2014)
>>
>>
>> Some Breakdown:
>> Shameless self Promotion in my Reel at 0:58 and 1:12:
>> https://vimeo.com/92148829 (Password: 2014_Reel_vu)
>>
>> Team:
>> Valentin Kemmner (Director, Design, Sculpting and Animation)
>> Mareike Keller (Producing)
>> Jessica Tegethoff (Rigging)
>> Nathalia Alencar (Texturing)
>> Manuel Revior (Compositing)
>> Vincent Ullmann (Pipeline, Shading,Lighing,Rendering)
>>
>> For the Pith of this Trailer, the Director build the Characters and Set
>> as Minitures and Animated the hole Shot in one Weekend. Then it took us 3
>> Month figuring out how to replicate the hole thing in 3D. ;-)
>>
>> Modelling, Rigging and Animation was done in Maya.
>> Scultping in Mudbox and Texturing in Mari (1 8k Tile for each Character
>> and 7 8k Tiles for the Set)
>> Shading, Lighting and Rendering again in Softimage with Arnold. Caches
>> were done with Alembic.
>> And Compositing of course in Nuke
>>
>>
>>
>> *Spiegelei:*
>> Last but not least, a third 3D-Trailer we produced.
>> This was not realy a project focused on the final result, but more on
>> learning and trieng new stuff.
>>
>> https://vimeo.com/93532984 (Password: ITFS2014)
>>
>> 3D-Team:
>> Peter Lames (Director, Compositing and lot of everything else)
>> Tobias Müller (Producing)
>> Jessica Thegetoff (Animation of the Ambulance and Doctors)
>> Hanna Binswanger (Rigging of the Doctors and Shading+Rigging of the
>> Ambulance)
>> Johannes Franz (Smoke Effect for Ambulance and Coffee)
>>
>>
>> As said, we experiemnted a bit, so litteraly every 3D-Package was involed
>> in this Production:
>> Modo for all the Design and Animatic-Stuff, the Egg

Re: softimage to modo

2014-05-06 Thread Tim Crowson
Nope, you're not doing anything wrong... there is no modeling history of 
any kind in Modo.

-Tim

On 5/6/2014 1:52 PM, Mário Domingos wrote:
Being a Softimage and Maya user was really disappointing not having 
history when modeling. If i do a bevel I cant modify it after dropping 
the tool... I just tried Modo briefly but that was the first downside 
I bumped into. I hope im doing something wrong :)

—
Sent from Mailbox 


On Tue, May 6, 2014 at 5:22 PM, Sergio Mucino > wrote:


P.S.  Maybe I can do something about general application concepts
and stuff like that...

Sergio Muciño.
Sent from my iPad.

On May 6, 2014, at 12:10 PM, Tim Crowson
mailto:tim.crow...@magneticdreams.com>> wrote:


Sergio, you should do a video, or a series of videos, on this and
other workflows...
-Tim

On 5/6/2014 10:55 AM, Sergio Mucino wrote:

I've been using it for rigging for a while now. Are you particularly 
interested in something?
Cheers!

P.S. Start by going to your System/Preferences dialog, do perform the 
following...

* In Defaults/Application, set Item Selection Type to Item. Set the Item 
Index Style to whatever you prefer to use (I use Item_2).
* In Defaults/Auto-Save, set the Time Interval to whatever feels best for 
you (I've got it set to 15 minutes, but for more complex files I'd probably set 
it to 30), and the number of revisions to at least 3.
* In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation 
to Off (feel free to experiment with it on though... Some people like it, but I 
just felt like it forced me to drag the mouse more than I needed).
* In the Input/Remapping section, set the Mouse Input Presets to Softimage 
XSI (I personally use the Maya preset, only because that's what I've used for a 
while now in many applications, including Softimage).
* In the Input/Units section, set the Default Unit to whatever you'll need 
to use (keep in mind Modo uses real-world units for dynamics and rendering).

If you're using 801, watch the following video to know how to set Modo's 
color preferences to work in linear space for different outputs.

http://community.thefoundry.co.uk/tv/training/view.aspx?id=776

And get an account in the Modo forums so you can ask any questions you 
need. Everyone there is quite friendly, and there are several SI users already 
mingling around.

Hope this helps!

Sergio Muciño.
Sent from my iPad.


On May 6, 2014, at 11:40 AM, Francisco Criado  wrote:

Hi guys,

anyone already started using modo? first impressions or tips coming from 
soft? received our licenses today and soon starting to migrate...any tips from 
si users are more than welcome!

F.
  


-- 







--
Signature



Re: softimage to modo

2014-05-06 Thread Mário Domingos
Being a Softimage and Maya user was really disappointing not having history 
when modeling. If i do a bevel I cant modify it after dropping the tool... I 
just tried Modo briefly but that was the first downside I bumped into. I hope 
im doing something wrong :)—
Sent from Mailbox

On Tue, May 6, 2014 at 5:22 PM, Sergio Mucino 
wrote:

> P.S.  Maybe I can do something about general application concepts and stuff 
> like that...
> Sergio Muciño.
> Sent from my iPad.
>> On May 6, 2014, at 12:10 PM, Tim Crowson  
>> wrote:
>> 
>> Sergio, you should do a video, or a series of videos, on this and other 
>> workflows...
>> -Tim
>> 
>>> On 5/6/2014 10:55 AM, Sergio Mucino wrote:
>>> I've been using it for rigging for a while now. Are you particularly 
>>> interested in something?
>>> Cheers!
>>> 
>>> P.S. Start by going to your System/Preferences dialog, do perform the 
>>> following...
>>> 
>>> * In Defaults/Application, set Item Selection Type to Item. Set the Item 
>>> Index Style to whatever you prefer to use (I use Item_2). 
>>> * In Defaults/Auto-Save, set the Time Interval to whatever feels best for 
>>> you (I've got it set to 15 minutes, but for more complex files I'd probably 
>>> set it to 30), and the number of revisions to at least 3.
>>> * In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation 
>>> to Off (feel free to experiment with it on though... Some people like it, 
>>> but I just felt like it forced me to drag the mouse more than I needed). 
>>> * In the Input/Remapping section, set the Mouse Input Presets to Softimage 
>>> XSI (I personally use the Maya preset, only because that's what I've used 
>>> for a while now in many applications, including Softimage). 
>>> * In the Input/Units section, set the Default Unit to whatever you'll need 
>>> to use (keep in mind Modo uses real-world units for dynamics and 
>>> rendering). 
>>> 
>>> If you're using 801, watch the following video to know how to set Modo's 
>>> color preferences to work in linear space for different outputs.
>>> 
>>> http://community.thefoundry.co.uk/tv/training/view.aspx?id=776
>>> 
>>> And get an account in the Modo forums so you can ask any questions you 
>>> need. Everyone there is quite friendly, and there are several SI users 
>>> already mingling around. 
>>> 
>>> Hope this helps!
>>> 
>>> Sergio Muciño.
>>> Sent from my iPad.
>>> 
 On May 6, 2014, at 11:40 AM, Francisco Criado  
 wrote:
 
 Hi guys,
 
 anyone already started using modo? first impressions or tips coming from 
 soft? received our licenses today and soon starting to migrate...any tips 
 from si users are more than welcome!
 
 F.
  
>> 
>> -- 
>>  
>> 
>> 

Re: softimage to modo

2014-05-06 Thread Sergio Mucino
P.S.  Maybe I can do something about general application concepts and stuff 
like that...

Sergio Muciño.
Sent from my iPad.

> On May 6, 2014, at 12:10 PM, Tim Crowson  
> wrote:
> 
> Sergio, you should do a video, or a series of videos, on this and other 
> workflows...
> -Tim
> 
>> On 5/6/2014 10:55 AM, Sergio Mucino wrote:
>> I've been using it for rigging for a while now. Are you particularly 
>> interested in something?
>> Cheers!
>> 
>> P.S. Start by going to your System/Preferences dialog, do perform the 
>> following...
>> 
>> * In Defaults/Application, set Item Selection Type to Item. Set the Item 
>> Index Style to whatever you prefer to use (I use Item_2). 
>> * In Defaults/Auto-Save, set the Time Interval to whatever feels best for 
>> you (I've got it set to 15 minutes, but for more complex files I'd probably 
>> set it to 30), and the number of revisions to at least 3.
>> * In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation to 
>> Off (feel free to experiment with it on though... Some people like it, but I 
>> just felt like it forced me to drag the mouse more than I needed). 
>> * In the Input/Remapping section, set the Mouse Input Presets to Softimage 
>> XSI (I personally use the Maya preset, only because that's what I've used 
>> for a while now in many applications, including Softimage). 
>> * In the Input/Units section, set the Default Unit to whatever you'll need 
>> to use (keep in mind Modo uses real-world units for dynamics and rendering). 
>> 
>> If you're using 801, watch the following video to know how to set Modo's 
>> color preferences to work in linear space for different outputs.
>> 
>> http://community.thefoundry.co.uk/tv/training/view.aspx?id=776
>> 
>> And get an account in the Modo forums so you can ask any questions you need. 
>> Everyone there is quite friendly, and there are several SI users already 
>> mingling around. 
>> 
>> Hope this helps!
>> 
>> Sergio Muciño.
>> Sent from my iPad.
>> 
>>> On May 6, 2014, at 11:40 AM, Francisco Criado  wrote:
>>> 
>>> Hi guys,
>>> 
>>> anyone already started using modo? first impressions or tips coming from 
>>> soft? received our licenses today and soon starting to migrate...any tips 
>>> from si users are more than welcome!
>>> 
>>> F.
>>>  
> 
> -- 
>  
> 
> 


Re: softimage to modo

2014-05-06 Thread Sergio Mucino
Unfortunately, my time with Softimage was rather brief, and is only got to know 
"well" the rigging tools and ICE. I'm not sure I could be of help for anything 
else. However, I'll definitely keep this in mind for those areas.
Thanks for the vote of confidence!

Sergio Muciño.
Sent from my iPad.

> On May 6, 2014, at 12:10 PM, Tim Crowson  
> wrote:
> 
> Sergio, you should do a video, or a series of videos, on this and other 
> workflows...
> -Tim
> 
>> On 5/6/2014 10:55 AM, Sergio Mucino wrote:
>> I've been using it for rigging for a while now. Are you particularly 
>> interested in something?
>> Cheers!
>> 
>> P.S. Start by going to your System/Preferences dialog, do perform the 
>> following...
>> 
>> * In Defaults/Application, set Item Selection Type to Item. Set the Item 
>> Index Style to whatever you prefer to use (I use Item_2). 
>> * In Defaults/Auto-Save, set the Time Interval to whatever feels best for 
>> you (I've got it set to 15 minutes, but for more complex files I'd probably 
>> set it to 30), and the number of revisions to at least 3.
>> * In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation to 
>> Off (feel free to experiment with it on though... Some people like it, but I 
>> just felt like it forced me to drag the mouse more than I needed). 
>> * In the Input/Remapping section, set the Mouse Input Presets to Softimage 
>> XSI (I personally use the Maya preset, only because that's what I've used 
>> for a while now in many applications, including Softimage). 
>> * In the Input/Units section, set the Default Unit to whatever you'll need 
>> to use (keep in mind Modo uses real-world units for dynamics and rendering). 
>> 
>> If you're using 801, watch the following video to know how to set Modo's 
>> color preferences to work in linear space for different outputs.
>> 
>> http://community.thefoundry.co.uk/tv/training/view.aspx?id=776
>> 
>> And get an account in the Modo forums so you can ask any questions you need. 
>> Everyone there is quite friendly, and there are several SI users already 
>> mingling around. 
>> 
>> Hope this helps!
>> 
>> Sergio Muciño.
>> Sent from my iPad.
>> 
>>> On May 6, 2014, at 11:40 AM, Francisco Criado  wrote:
>>> 
>>> Hi guys,
>>> 
>>> anyone already started using modo? first impressions or tips coming from 
>>> soft? received our licenses today and soon starting to migrate...any tips 
>>> from si users are more than welcome!
>>> 
>>> F.
>>>  
> 
> -- 
>  
> 
> 


Re: softimage to modo

2014-05-06 Thread Tim Crowson
Sergio, you should do a video, or a series of videos, on this and other 
workflows...

-Tim

On 5/6/2014 10:55 AM, Sergio Mucino wrote:

I've been using it for rigging for a while now. Are you particularly interested 
in something?
Cheers!

P.S. Start by going to your System/Preferences dialog, do perform the 
following...

* In Defaults/Application, set Item Selection Type to Item. Set the Item Index 
Style to whatever you prefer to use (I use Item_2).
* In Defaults/Auto-Save, set the Time Interval to whatever feels best for you 
(I've got it set to 15 minutes, but for more complex files I'd probably set it 
to 30), and the number of revisions to at least 3.
* In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation to 
Off (feel free to experiment with it on though... Some people like it, but I 
just felt like it forced me to drag the mouse more than I needed).
* In the Input/Remapping section, set the Mouse Input Presets to Softimage XSI 
(I personally use the Maya preset, only because that's what I've used for a 
while now in many applications, including Softimage).
* In the Input/Units section, set the Default Unit to whatever you'll need to 
use (keep in mind Modo uses real-world units for dynamics and rendering).

If you're using 801, watch the following video to know how to set Modo's color 
preferences to work in linear space for different outputs.

http://community.thefoundry.co.uk/tv/training/view.aspx?id=776

And get an account in the Modo forums so you can ask any questions you need. 
Everyone there is quite friendly, and there are several SI users already 
mingling around.

Hope this helps!

Sergio Muciño.
Sent from my iPad.


On May 6, 2014, at 11:40 AM, Francisco Criado  wrote:

Hi guys,

anyone already started using modo? first impressions or tips coming from soft? 
received our licenses today and soon starting to migrate...any tips from si 
users are more than welcome!

F.
  


--
Signature




Re: softimage to modo

2014-05-06 Thread Sergio Mucino
I've been using it for rigging for a while now. Are you particularly interested 
in something?
Cheers!

P.S. Start by going to your System/Preferences dialog, do perform the 
following...

* In Defaults/Application, set Item Selection Type to Item. Set the Item Index 
Style to whatever you prefer to use (I use Item_2). 
* In Defaults/Auto-Save, set the Time Interval to whatever feels best for you 
(I've got it set to 15 minutes, but for more complex files I'd probably set it 
to 30), and the number of revisions to at least 3.
* In the Display/OpenGL section, set Viewport Rotation/Trackball Rotation to 
Off (feel free to experiment with it on though... Some people like it, but I 
just felt like it forced me to drag the mouse more than I needed). 
* In the Input/Remapping section, set the Mouse Input Presets to Softimage XSI 
(I personally use the Maya preset, only because that's what I've used for a 
while now in many applications, including Softimage). 
* In the Input/Units section, set the Default Unit to whatever you'll need to 
use (keep in mind Modo uses real-world units for dynamics and rendering). 

If you're using 801, watch the following video to know how to set Modo's color 
preferences to work in linear space for different outputs.

http://community.thefoundry.co.uk/tv/training/view.aspx?id=776

And get an account in the Modo forums so you can ask any questions you need. 
Everyone there is quite friendly, and there are several SI users already 
mingling around. 

Hope this helps!

Sergio Muciño.
Sent from my iPad.

> On May 6, 2014, at 11:40 AM, Francisco Criado  wrote:
> 
> Hi guys,
> 
> anyone already started using modo? first impressions or tips coming from 
> soft? received our licenses today and soon starting to migrate...any tips 
> from si users are more than welcome!
> 
> F.
>  



Re: softimage to modo

2014-05-06 Thread Steffen Dünner
Yes, we have. And we're digging it more and more each day. My hint would
be: Watch tutorials first! Especially about the shader tree, decoupled
shading, the principle of "items" and the way you can copy&paste polys,
edges, vertices etc. in and out of them and the "tool pipeline" stuff.
Don't open up Modo and start clicking around. You will likely be disturbed
and disappointed, because many things work differently. But these are the
things that will make you love Modo in a few days ;)

Cheers
Steffen


2014-05-06 17:40 GMT+02:00 Francisco Criado :

> Hi guys,
>
> anyone already started using modo? first impressions or tips coming from
> soft? received our licenses today and soon starting to migrate...any tips
> from si users are more than welcome!
>
> F.
>
>



-- 

PGP-ID(RSA): 0xD6E0CE93

Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93


softimage to modo

2014-05-06 Thread Francisco Criado
Hi guys,

anyone already started using modo? first impressions or tips coming from
soft? received our licenses today and soon starting to migrate...any tips
from si users are more than welcome!

F.


Re: Softimage Python versus Maya Python

2014-05-06 Thread Leendert A. Hartog

Stuff to think about. Thanks.

Greetz
Leendert

PS Although I do love a book in my hands, call me old-fashioned that 
way... ;)


--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: Softimage Python versus Maya Python

2014-05-06 Thread Luc-Eric Rousseau
Depends on what type work Leendert plans to do.  Personally I'm quite
happy with it for crafting scripts and bulding UI either with commands
or Qt.  I did hit a a few walls where a C++ API wasn't wrapped and
eventually couldn't be called at al - it was doing an image conversion
with MImage in my case.  Something I wouldn't have thought to attempt
in XSI anyway (there is no such API).

I'm a little skeptical of a python book on the subject - I've always
been disappointed by them.  Python is python.  Mel is mel, Qt(Pyside)
is Qt.  the Maya C++ API is the Maya C++ Api.  You have to learn what
you need when you need it - and ignore the rest.  Books waste a lot of
time getting you started and installed, it's always 300 of pages of
beginnings.  Unlike Softimage, there isn't this whole world of the COM
layer and collections conversions.  And if you need to google for
example.. there are a hundred more times information out there.  Plus
all the source that ships with the app.

On Mon, May 5, 2014 at 7:13 PM, Raffaele Fragapane
 wrote:
> Python in Maya is generally a good deal faster, at least through OpenMaya.
> That's largely due to the fact that it's a fairly 1:1 wrap (SWIG on headers
> I believe) of the C++ API.
> Sadly, you pay a price for that in how you have to write it, which is a
> crapload of explicitly typed work that clashes with pythonic style a lot,
> and you do bump into an unholy amount of unimplemented methods that really,
> really should have been offered.


Smoke and dust done with emFluid5

2014-05-06 Thread Morten Bartholdy
Hi list

We are not all transitioning yet, so I just want to share a shot from my
latest production with fluids done with emFluid5 by our good Eric Mootz.
Unfortunately I can't share the final render for quite a while (touchy
client) so I have created some dummy geometry so the smoke and dust makes
sense. As you can probably figure out, this is a battle scene with a lot of
stuff going on. Also it is for a toy, so shot requirements were not exactly
photorealism, but there is no reason why it couldn't have been. emFluid5
performed fast flawlessly, as did Holgers fluidshader for MR. All I need is
motionblur for my volumetric stuff now.

Movie here:
https://www.dropbox.com/s/wy8wx1hk8nwtfuh/emFluid5_Smoke_n_Dust_01.mov
  -
7 MB

Support our 3rd party developers! :)

Cheers
Morten


Re: Softimage Python versus Maya Python

2014-05-06 Thread Leendert A. Hartog

See what you did there? You confused me needlessly. ;)
From all of this I gather there is an original Python implementation, 
PyMEL and Maya Python 2.0.

And some comments seem to imply none of them are any good...
So where to actually start, if this is more of less true?
What comes closest to our "beloved" Softimage Python scripting experience?

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Nika Ragua
aha...(scratching head) ok, i guess, more playing with this stuff will show
the way ))) i think we should organize a crusade for porting our favourite
ICE solutions into VEX...
and the transition problems will reveal themselves, just like the answers


2014-05-06 17:47 GMT+04:00 Andy Goehler :

> with the 'parameter' node you can get data
>
>
> On 06.05.2014, at 15:42, Nika Ragua  wrote:
>
> i mean, ok, i inserted the bind export node, but how to read it now? what
> will be the get data analog?
>
>
> 2014-05-06 17:30 GMT+04:00 Nika Ragua :
>
>> h...bind export node...i write blind export ahahah ))) okay, i`ll dig
>> it later, seems to be complex stuff... and could it be read in the same VEX
>> tree, just like in ICE with get data?
>>
>>
>> 2014-05-06 17:25 GMT+04:00 Andy Goehler :
>>
>> sure, go ahead and attach it. glad I could help a little bit.
>>>
>>> Andy
>>>
>>> Sent on the road
>>>
>>> On 06.05.2014, at 15:07, Nika Ragua  wrote:
>>>
>>>  Andy showed 4 different variants of doing the same thing in houdini -
>>> very handy and illustrative.
>>> Never knew about the Point Wrangle node - it is so cool - heh, i`m not
>>> actually a great fan of inserting code in channels - damn hard to realize
>>> how the stuff is working lately.
>>> Point Wrangle could be a nice option.
>>>
>>> Andy, you did a great job !!! i want to attach your scenes to the video?
>>> can i do it?
>>>
>>>
>>>
>>>
>>> 2014-05-06 16:52 GMT+04:00 Nika Ragua :
>>>
 the full sanostol answer in case i misundersood something

 to solve the mismatch in the results, add a degree to radians vop in
 You network in front of all trigonometric functions, like sin and cos, they
 expect all values in radians. in hscript degrees are ok

 for the parameter stuff, I'm not sure what You are trying to achive. It
 looks like You are writing data to geometry in the first set data , and
 then read it out later. I'm not sure why You want this, but that does not
 work that way in houdini,You can not work import data in the same vex tree
 that is set here. that must happen in a previous vopsop


 2014-05-06 16:50 GMT+04:00 Nika Ragua :


> How to port our precious ICE stuff into houdini vex. Questions raised
> - how to create a custom parameter in VEX, just like we do in ICE, and why
> there are different results in math.
>
> ok i got the answers from houdini experts - sanostol and Stefano
> Jannuzzo
>
> 1 You can not work import data in the same vex tree that is set here.
> that must happen in a previous vopsop
> 2 I think the problem is with the trigonometry nodes, since ICE treats
> the input as degrees, Houdini as radians.
>
> You are mixing the two in your graphs, however if you want to get the
> same behavior in Houdini, you should plug a dagtorad node between your t
> and the sin and cos nodes.
> dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg
>
>
> 2014-05-06 16:45 GMT+04:00 Nika Ragua :
>
> thank you, Stefano, your help is much appreciated !!!
>>
>>
>> 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo <
>> stefano.jannu...@gmail.com>:
>>
>> Ooops, too late I read the same answer on the houdini forum
>>>
>>>
>>> On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo <
>>> stefano.jannu...@gmail.com> wrote:
>>>
 Nice.
 I think the problem is with the trigonometry nodes, since ICE
 treats the input as degrees, Houdini as radians.
 You are mixing the two in your graphs, however if you want to get
 the same behavior in Houdini, you should plug a dagtorad node between 
 your
 t and the sin and cos nodes.
 Ciao


 On Tue, May 6, 2014 at 9:09 AM, Nika Ragua 
 wrote:

>
> yo, raps !!!
>
> friends, take a look
> https://vimeo.com/94066674
>
> How to port our precious ICE stuff into houdini vex. Questions
> raised - how to create a custom parameter in VEX, just like we do in 
> ICE,
> and why there are different results in math.
> This is interesting i think.
> If you know the answers feel free to comment )))
> Hakuna Matata ))) ahahahaha 
>
>

>>>
>>
>

>>>
>>
>


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Sebastian Kowalski
or with just the bind node



Am 06.05.2014 um 15:47 schrieb Andy Goehler :

> with the 'parameter' node you can get data
> 
> 
> On 06.05.2014, at 15:42, Nika Ragua  wrote:
> 
>> i mean, ok, i inserted the bind export node, but how to read it now? what 
>> will be the get data analog? 
>> 
>> 
>> 2014-05-06 17:30 GMT+04:00 Nika Ragua :
>> h...bind export node...i write blind export ahahah ))) okay, i`ll dig it 
>> later, seems to be complex stuff... and could it be read in the same VEX 
>> tree, just like in ICE with get data?
>> 
>> 
>> 2014-05-06 17:25 GMT+04:00 Andy Goehler :
>> 
>> sure, go ahead and attach it. glad I could help a little bit.
>> 
>> Andy
>> 
>> Sent on the road
>> 
>> On 06.05.2014, at 15:07, Nika Ragua  wrote:
>> 
>>>  Andy showed 4 different variants of doing the same thing in houdini - very 
>>> handy and illustrative.
>>> Never knew about the Point Wrangle node - it is so cool - heh, i`m not 
>>> actually a great fan of inserting code in channels - damn hard to realize 
>>> how the stuff is working lately.
>>> Point Wrangle could be a nice option. 
>>> 
>>> Andy, you did a great job !!! i want to attach your scenes to the video? 
>>> can i do it?
>>> 
>>> 
>>> 
>>> 
>>> 2014-05-06 16:52 GMT+04:00 Nika Ragua :
>>> the full sanostol answer in case i misundersood something
>>> 
>>> to solve the mismatch in the results, add a degree to radians vop in You 
>>> network in front of all trigonometric functions, like sin and cos, they 
>>> expect all values in radians. in hscript degrees are ok 
>>> 
>>> for the parameter stuff, I'm not sure what You are trying to achive. It 
>>> looks like You are writing data to geometry in the first set data , and 
>>> then read it out later. I'm not sure why You want this, but that does not 
>>> work that way in houdini,You can not work import data in the same vex tree 
>>> that is set here. that must happen in a previous vopsop
>>> 
>>> 
>>> 2014-05-06 16:50 GMT+04:00 Nika Ragua :
>>> 
>>> 
>>> How to port our precious ICE stuff into houdini vex. Questions raised - how 
>>> to create a custom parameter in VEX, just like we do in ICE, and why there 
>>> are different results in math.
>>> 
>>> ok i got the answers from houdini experts - sanostol and Stefano Jannuzzo
>>> 
>>> 1 You can not work import data in the same vex tree that is set here. that 
>>> must happen in a previous vopsop
>>> 2 I think the problem is with the trigonometry nodes, since ICE treats the 
>>> input as degrees, Houdini as radians.
>>> 
>>> You are mixing the two in your graphs, however if you want to get the same 
>>> behavior in Houdini, you should plug a dagtorad node between your t and the 
>>> sin and cos nodes.
>>> dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg
>>> 
>>> 
>>> 2014-05-06 16:45 GMT+04:00 Nika Ragua :
>>> 
>>> thank you, Stefano, your help is much appreciated !!!
>>> 
>>> 
>>> 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo :
>>> 
>>> Ooops, too late I read the same answer on the houdini forum
>>> 
>>> 
>>> On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo 
>>>  wrote:
>>> Nice.
>>> I think the problem is with the trigonometry nodes, since ICE treats the 
>>> input as degrees, Houdini as radians.
>>> You are mixing the two in your graphs, however if you want to get the same 
>>> behavior in Houdini, you should plug a dagtorad node between your t and the 
>>> sin and cos nodes.
>>> Ciao
>>> 
>>> 
>>> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua  wrote:
>>> 
>>> yo, raps !!!
>>> 
>>> friends, take a look
>>> https://vimeo.com/94066674
>>> 
>>> How to port our precious ICE stuff into houdini vex. Questions raised - how 
>>> to create a custom parameter in VEX, just like we do in ICE, and why there 
>>> are different results in math.
>>> This is interesting i think.
>>> If you know the answers feel free to comment )))
>>> Hakuna Matata ))) ahahahaha 
>>> 
>>> 
>>> 
>>> 
>>> 
>>> 
>>> 
>> 
>> 



Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Andy Goehler
with the 'parameter' node you can get data


> On 06.05.2014, at 15:42, Nika Ragua  wrote:
> 
> i mean, ok, i inserted the bind export node, but how to read it now? what 
> will be the get data analog? 
> 
> 
> 2014-05-06 17:30 GMT+04:00 Nika Ragua :
>> h...bind export node...i write blind export ahahah ))) okay, i`ll dig it 
>> later, seems to be complex stuff... and could it be read in the same VEX 
>> tree, just like in ICE with get data?
>> 
>> 
>> 2014-05-06 17:25 GMT+04:00 Andy Goehler :
>> 
>>> sure, go ahead and attach it. glad I could help a little bit.
>>> 
>>> Andy
>>> 
>>> Sent on the road
>>> 
 On 06.05.2014, at 15:07, Nika Ragua  wrote:
 
  Andy showed 4 different variants of doing the same thing in houdini - 
 very handy and illustrative.
 Never knew about the Point Wrangle node - it is so cool - heh, i`m not 
 actually a great fan of inserting code in channels - damn hard to realize 
 how the stuff is working lately.
 Point Wrangle could be a nice option. 
 
 Andy, you did a great job !!! i want to attach your scenes to the video? 
 can i do it?
 
 
 
 
 2014-05-06 16:52 GMT+04:00 Nika Ragua :
> the full sanostol answer in case i misundersood something
> 
> to solve the mismatch in the results, add a degree to radians vop in You 
> network in front of all trigonometric functions, like sin and cos, they 
> expect all values in radians. in hscript degrees are ok 
> 
> for the parameter stuff, I'm not sure what You are trying to achive. It 
> looks like You are writing data to geometry in the first set data , and 
> then read it out later. I'm not sure why You want this, but that does not 
> work that way in houdini,You can not work import data in the same vex 
> tree that is set here. that must happen in a previous vopsop
> 
> 
> 2014-05-06 16:50 GMT+04:00 Nika Ragua :
> 
>> 
>> How to port our precious ICE stuff into houdini vex. Questions raised - 
>> how to create a custom parameter in VEX, just like we do in ICE, and why 
>> there are different results in math.
>> 
>> ok i got the answers from houdini experts - sanostol and Stefano Jannuzzo
>> 
>> 1 You can not work import data in the same vex tree that is set here. 
>> that must happen in a previous vopsop
>> 2 I think the problem is with the trigonometry nodes, since ICE treats 
>> the input as degrees, Houdini as radians.
>> 
>> You are mixing the two in your graphs, however if you want to get the 
>> same behavior in Houdini, you should plug a dagtorad node between your t 
>> and the sin and cos nodes.
>> dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg
>> 
>> 
>> 2014-05-06 16:45 GMT+04:00 Nika Ragua :
>> 
>>> thank you, Stefano, your help is much appreciated !!!
>>> 
>>> 
>>> 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo 
>>> :
>>> 
 Ooops, too late I read the same answer on the houdini forum
 
 
> On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo 
>  wrote:
> Nice.
> I think the problem is with the trigonometry nodes, since ICE treats 
> the input as degrees, Houdini as radians.
> You are mixing the two in your graphs, however if you want to get the 
> same behavior in Houdini, you should plug a dagtorad node between 
> your t and the sin and cos nodes.
> Ciao
> 
> 
>> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua  
>> wrote:
>> 
>> yo, raps !!!
>> 
>> friends, take a look
>> https://vimeo.com/94066674
>> 
>> How to port our precious ICE stuff into houdini vex. Questions 
>> raised - how to create a custom parameter in VEX, just like we do in 
>> ICE, and why there are different results in math.
>> This is interesting i think.
>> If you know the answers feel free to comment )))
>> Hakuna Matata ))) ahahahaha 
> 


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Andy Goehler
I believe  this is not possible inside the same VOPSOP. 

Andy

> On 06.05.2014, at 15:30, Nika Ragua  wrote:
> 
> h...bind export node...i write blind export ahahah ))) okay, i`ll dig it 
> later, seems to be complex stuff... and could it be read in the same VEX 
> tree, just like in ICE with get data?
> 
> 
> 2014-05-06 17:25 GMT+04:00 Andy Goehler :
>> sure, go ahead and attach it. glad I could help a little bit.
>> 
>> Andy
>> 
>> Sent on the road
>> 
>>> On 06.05.2014, at 15:07, Nika Ragua  wrote:
>>> 
>>>  Andy showed 4 different variants of doing the same thing in houdini - very 
>>> handy and illustrative.
>>> Never knew about the Point Wrangle node - it is so cool - heh, i`m not 
>>> actually a great fan of inserting code in channels - damn hard to realize 
>>> how the stuff is working lately.
>>> Point Wrangle could be a nice option. 
>>> 
>>> Andy, you did a great job !!! i want to attach your scenes to the video? 
>>> can i do it?
>>> 
>>> 
>>> 
>>> 
>>> 2014-05-06 16:52 GMT+04:00 Nika Ragua :
 the full sanostol answer in case i misundersood something
 
 to solve the mismatch in the results, add a degree to radians vop in You 
 network in front of all trigonometric functions, like sin and cos, they 
 expect all values in radians. in hscript degrees are ok 
 
 for the parameter stuff, I'm not sure what You are trying to achive. It 
 looks like You are writing data to geometry in the first set data , and 
 then read it out later. I'm not sure why You want this, but that does not 
 work that way in houdini,You can not work import data in the same vex tree 
 that is set here. that must happen in a previous vopsop
 
 
 2014-05-06 16:50 GMT+04:00 Nika Ragua :
 
> 
> How to port our precious ICE stuff into houdini vex. Questions raised - 
> how to create a custom parameter in VEX, just like we do in ICE, and why 
> there are different results in math.
> 
> ok i got the answers from houdini experts - sanostol and Stefano Jannuzzo
> 
> 1 You can not work import data in the same vex tree that is set here. 
> that must happen in a previous vopsop
> 2 I think the problem is with the trigonometry nodes, since ICE treats 
> the input as degrees, Houdini as radians.
> 
> You are mixing the two in your graphs, however if you want to get the 
> same behavior in Houdini, you should plug a dagtorad node between your t 
> and the sin and cos nodes.
> dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg
> 
> 
> 2014-05-06 16:45 GMT+04:00 Nika Ragua :
> 
>> thank you, Stefano, your help is much appreciated !!!
>> 
>> 
>> 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo :
>> 
>>> Ooops, too late I read the same answer on the houdini forum
>>> 
>>> 
 On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo 
  wrote:
 Nice.
 I think the problem is with the trigonometry nodes, since ICE treats 
 the input as degrees, Houdini as radians.
 You are mixing the two in your graphs, however if you want to get the 
 same behavior in Houdini, you should plug a dagtorad node between your 
 t and the sin and cos nodes.
 Ciao
 
 
> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua  
> wrote:
> 
> yo, raps !!!
> 
> friends, take a look
> https://vimeo.com/94066674
> 
> How to port our precious ICE stuff into houdini vex. Questions raised 
> - how to create a custom parameter in VEX, just like we do in ICE, 
> and why there are different results in math.
> This is interesting i think.
> If you know the answers feel free to comment )))
> Hakuna Matata ))) ahahahaha 
> 


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Nika Ragua
i mean, ok, i inserted the bind export node, but how to read it now? what
will be the get data analog?


2014-05-06 17:30 GMT+04:00 Nika Ragua :

> h...bind export node...i write blind export ahahah ))) okay, i`ll dig
> it later, seems to be complex stuff... and could it be read in the same VEX
> tree, just like in ICE with get data?
>
>
> 2014-05-06 17:25 GMT+04:00 Andy Goehler :
>
> sure, go ahead and attach it. glad I could help a little bit.
>>
>> Andy
>>
>> Sent on the road
>>
>> On 06.05.2014, at 15:07, Nika Ragua  wrote:
>>
>>  Andy showed 4 different variants of doing the same thing in houdini -
>> very handy and illustrative.
>> Never knew about the Point Wrangle node - it is so cool - heh, i`m not
>> actually a great fan of inserting code in channels - damn hard to realize
>> how the stuff is working lately.
>> Point Wrangle could be a nice option.
>>
>> Andy, you did a great job !!! i want to attach your scenes to the video?
>> can i do it?
>>
>>
>>
>>
>> 2014-05-06 16:52 GMT+04:00 Nika Ragua :
>>
>>> the full sanostol answer in case i misundersood something
>>>
>>> to solve the mismatch in the results, add a degree to radians vop in You
>>> network in front of all trigonometric functions, like sin and cos, they
>>> expect all values in radians. in hscript degrees are ok
>>>
>>> for the parameter stuff, I'm not sure what You are trying to achive. It
>>> looks like You are writing data to geometry in the first set data , and
>>> then read it out later. I'm not sure why You want this, but that does not
>>> work that way in houdini,You can not work import data in the same vex tree
>>> that is set here. that must happen in a previous vopsop
>>>
>>>
>>> 2014-05-06 16:50 GMT+04:00 Nika Ragua :
>>>
>>>
 How to port our precious ICE stuff into houdini vex. Questions raised -
 how to create a custom parameter in VEX, just like we do in ICE, and why
 there are different results in math.

 ok i got the answers from houdini experts - sanostol and Stefano
 Jannuzzo

 1 You can not work import data in the same vex tree that is set here.
 that must happen in a previous vopsop
 2 I think the problem is with the trigonometry nodes, since ICE treats
 the input as degrees, Houdini as radians.

 You are mixing the two in your graphs, however if you want to get the
 same behavior in Houdini, you should plug a dagtorad node between your t
 and the sin and cos nodes.
 dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg


 2014-05-06 16:45 GMT+04:00 Nika Ragua :

 thank you, Stefano, your help is much appreciated !!!
>
>
> 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo <
> stefano.jannu...@gmail.com>:
>
> Ooops, too late I read the same answer on the houdini forum
>>
>>
>> On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo <
>> stefano.jannu...@gmail.com> wrote:
>>
>>> Nice.
>>> I think the problem is with the trigonometry nodes, since ICE treats
>>> the input as degrees, Houdini as radians.
>>> You are mixing the two in your graphs, however if you want to get
>>> the same behavior in Houdini, you should plug a dagtorad node between 
>>> your
>>> t and the sin and cos nodes.
>>> Ciao
>>>
>>>
>>> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua wrote:
>>>

 yo, raps !!!

 friends, take a look
 https://vimeo.com/94066674

 How to port our precious ICE stuff into houdini vex. Questions
 raised - how to create a custom parameter in VEX, just like we do in 
 ICE,
 and why there are different results in math.
 This is interesting i think.
 If you know the answers feel free to comment )))
 Hakuna Matata ))) ahahahaha 


>>>
>>
>

>>>
>>
>


Re: SI and Houdini

2014-05-06 Thread Jordi Bares
Now fixed.

https://www.dropbox.com/sh/22l2sx82m75buxj/H-0buUQAUP


I don't know what happened with it but Dropbox gave me an error… :-P

Jordi Bares
jordiba...@gmail.com

On 6 May 2014, at 14:36, "Stefan Kubicek"  wrote:

> Hi Jordi,
> 
> I see all the files in your dropbox but all i get upon clicking on one is a 
> "Disabled Link" warning page.
> Am I the only one with this problem?
> 
> Thanks a ton for all your efforts btw!
> 
> Stefan
> 
> Kinematics now online… get ready, the next one may be the big one so it is 
> time to get up to speed and catch up.
> 
> ;-)
> 
> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=147167#147167
> 
> 
> Jordi Bares
> jordiba...@gmail.com
> 
> On 3 May 2014, at 15:40, Jordi Bares  wrote:
> 
>> Actually what started as a guide is becoming a bit of a bible… I may have to 
>> think about extending the content and publishing the whole thing on a book…
>> 
>> If anything so my mum can see I have done something of any use in this life 
>> other than help selling things nobody needs ;-)
>> 
>> Jordi Bares
>> jordiba...@gmail.com
>> 
>> On 3 May 2014, at 15:25, David Saber  wrote:
>> 
>>> Thanks again!
>>> I'll purchase the book!
>>> 
>>> On 2014-05-02 22:46, Jordi Bares wrote:
 Thanks Cristobal..
 
 Well, finally the bones section is now done… 
 
 http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewforum&f=51
>>> 
>> 
> 
> 
> 
> 
> --
> ---
> 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: Softimage Python versus Maya Python

2014-05-06 Thread Raffaele Fragapane
That's what I refer to with open Maya 2.
It's about as pythonic as writing Haskell on punch cards :)
On 6 May 2014 23:16, "Marc-Andre Belzile" 
wrote:

> There is also Maya Python 2.0 which is more pythonic than v1.0. However,
> the class set in v2.0 is not as exhaustive in v1.0.
>
> -mab
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
> Sent: Monday, May 05, 2014 8:42 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Softimage Python versus Maya Python
>
> Yeah, I can agree with pretty much all of it.
> It's a shame, because coverage and performance are very good, but the fact
> there is no hand crafting of a higher thin layer makes it horrendously
> clunky.
>
> With just a little bit of additional effort it could actually be very
> suitable for a lot more than it is suitable for now, but there doesn't seem
> to be a lot of interest in improving and extending the bindings, which
> ironically leaves the Python wrapper less friendly to read and operate than
> the C++ equivalent.
>
> I think I officially hit breaking point a few weeks ago at the hundredth
> (literally) time in what should have been a simple script I had to
> explicitly cast and recast across multiple variables the same damn data,
> and then handle every-single-F'ing-instance of a return explicitly.
> God forbid various adaptive set and get methods and constructors that work
> perfectly in C++ are wrapped, you can only use the explicitly type handling
> ones instead in Python, which makes any upstream change of a type combined
> with Python's eco system an absolute nightmare.
>
> If you're mostly doing pipe work that's far enough removed from the scene
> data and the DG, or has only minimal and simple interaction, you're mostly
> OK though.
> On Tue, May 6, 2014 at 9:12 AM, Serguei Kalentchouk <
> serguei.kalentch...@gmail.com>
> wrote:
> That certainly holds true if you intend to do any plugin development.
> For all the pipeline / glew / build code you will still need to operate
> within Maya Python unfortunately.
> Otherwise the Python implementation in Maya is very straight forward but
> you have to make your piece with the fact that it is not OOP (not
> considering PyMel).
> So without any custom involvement on your end it's basically just
> functional programming with logs of string manipulation.
> On the bright side Maya's command module is pretty substantial in terms of
> its breadth and depth so you have little limitations in terms of what you
> can do.
> If you want to get back some OOP sanity then you're welcome to try PyMel
> although it has it's own issues and quirks.
> I've ended up writing my own wrapper that covers 90% of my use cases.
>
>


Re: SI and Houdini

2014-05-06 Thread Stefan Kubicek

Hi Jordi,

I see all the files in your dropbox but all i get upon clicking on one is  
a "Disabled Link" warning page.

Am I the only one with this problem?

Thanks a ton for all your efforts btw!

Stefan

Kinematics now online… get ready, the next one may be the big one so it  
is time to get up to speed and catch up.


;-)

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=147167#147167


Jordi Bares
jordiba...@gmail.com

On 3 May 2014, at 15:40, Jordi Bares  wrote:

Actually what started as a guide is becoming a bit of a bible… I may  
have to think about extending the content and publishing the >>whole  
thing on a book…


If anything so my mum can see I have done something of any use in this  
life other than help selling things nobody needs ;-)


Jordi Bares
jordiba...@gmail.com

On 3 May 2014, at 15:25, David Saber  wrote:


Thanks again!
I'll purchase the book!

On 2014-05-02 22:46, Jordi Bares wrote:

Thanks Cristobal..
Well, finally the bones section is now done…
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewforum&f=51










--
---
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: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Nika Ragua
h...bind export node...i write blind export ahahah ))) okay, i`ll dig
it later, seems to be complex stuff... and could it be read in the same VEX
tree, just like in ICE with get data?


2014-05-06 17:25 GMT+04:00 Andy Goehler :

> sure, go ahead and attach it. glad I could help a little bit.
>
> Andy
>
> Sent on the road
>
> On 06.05.2014, at 15:07, Nika Ragua  wrote:
>
>  Andy showed 4 different variants of doing the same thing in houdini -
> very handy and illustrative.
> Never knew about the Point Wrangle node - it is so cool - heh, i`m not
> actually a great fan of inserting code in channels - damn hard to realize
> how the stuff is working lately.
> Point Wrangle could be a nice option.
>
> Andy, you did a great job !!! i want to attach your scenes to the video?
> can i do it?
>
>
>
>
> 2014-05-06 16:52 GMT+04:00 Nika Ragua :
>
>> the full sanostol answer in case i misundersood something
>>
>> to solve the mismatch in the results, add a degree to radians vop in You
>> network in front of all trigonometric functions, like sin and cos, they
>> expect all values in radians. in hscript degrees are ok
>>
>> for the parameter stuff, I'm not sure what You are trying to achive. It
>> looks like You are writing data to geometry in the first set data , and
>> then read it out later. I'm not sure why You want this, but that does not
>> work that way in houdini,You can not work import data in the same vex tree
>> that is set here. that must happen in a previous vopsop
>>
>>
>> 2014-05-06 16:50 GMT+04:00 Nika Ragua :
>>
>>
>>> How to port our precious ICE stuff into houdini vex. Questions raised -
>>> how to create a custom parameter in VEX, just like we do in ICE, and why
>>> there are different results in math.
>>>
>>> ok i got the answers from houdini experts - sanostol and Stefano Jannuzzo
>>>
>>> 1 You can not work import data in the same vex tree that is set here.
>>> that must happen in a previous vopsop
>>> 2 I think the problem is with the trigonometry nodes, since ICE treats
>>> the input as degrees, Houdini as radians.
>>>
>>> You are mixing the two in your graphs, however if you want to get the
>>> same behavior in Houdini, you should plug a dagtorad node between your t
>>> and the sin and cos nodes.
>>> dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg
>>>
>>>
>>> 2014-05-06 16:45 GMT+04:00 Nika Ragua :
>>>
>>> thank you, Stefano, your help is much appreciated !!!


 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo >>> >:

 Ooops, too late I read the same answer on the houdini forum
>
>
> On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo <
> stefano.jannu...@gmail.com> wrote:
>
>> Nice.
>> I think the problem is with the trigonometry nodes, since ICE treats
>> the input as degrees, Houdini as radians.
>> You are mixing the two in your graphs, however if you want to get the
>> same behavior in Houdini, you should plug a dagtorad node between your t
>> and the sin and cos nodes.
>> Ciao
>>
>>
>> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua wrote:
>>
>>>
>>> yo, raps !!!
>>>
>>> friends, take a look
>>> https://vimeo.com/94066674
>>>
>>> How to port our precious ICE stuff into houdini vex. Questions
>>> raised - how to create a custom parameter in VEX, just like we do in 
>>> ICE,
>>> and why there are different results in math.
>>> This is interesting i think.
>>> If you know the answers feel free to comment )))
>>> Hakuna Matata ))) ahahahaha 
>>>
>>>
>>
>

>>>
>>
>


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Andy Goehler
sure, go ahead and attach it. glad I could help a little bit.

Andy

Sent on the road

> On 06.05.2014, at 15:07, Nika Ragua  wrote:
> 
>  Andy showed 4 different variants of doing the same thing in houdini - very 
> handy and illustrative.
> Never knew about the Point Wrangle node - it is so cool - heh, i`m not 
> actually a great fan of inserting code in channels - damn hard to realize how 
> the stuff is working lately.
> Point Wrangle could be a nice option. 
> 
> Andy, you did a great job !!! i want to attach your scenes to the video? 
> can i do it?
> 
> 
> 
> 
> 2014-05-06 16:52 GMT+04:00 Nika Ragua :
>> the full sanostol answer in case i misundersood something
>> 
>> to solve the mismatch in the results, add a degree to radians vop in You 
>> network in front of all trigonometric functions, like sin and cos, they 
>> expect all values in radians. in hscript degrees are ok 
>> 
>> for the parameter stuff, I'm not sure what You are trying to achive. It 
>> looks like You are writing data to geometry in the first set data , and then 
>> read it out later. I'm not sure why You want this, but that does not work 
>> that way in houdini,You can not work import data in the same vex tree that 
>> is set here. that must happen in a previous vopsop
>> 
>> 
>> 2014-05-06 16:50 GMT+04:00 Nika Ragua :
>> 
>>> 
>>> How to port our precious ICE stuff into houdini vex. Questions raised - how 
>>> to create a custom parameter in VEX, just like we do in ICE, and why there 
>>> are different results in math.
>>> 
>>> ok i got the answers from houdini experts - sanostol and Stefano Jannuzzo
>>> 
>>> 1 You can not work import data in the same vex tree that is set here. that 
>>> must happen in a previous vopsop
>>> 2 I think the problem is with the trigonometry nodes, since ICE treats the 
>>> input as degrees, Houdini as radians.
>>> 
>>> You are mixing the two in your graphs, however if you want to get the same 
>>> behavior in Houdini, you should plug a dagtorad node between your t and the 
>>> sin and cos nodes.
>>> dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg
>>> 
>>> 
>>> 2014-05-06 16:45 GMT+04:00 Nika Ragua :
>>> 
 thank you, Stefano, your help is much appreciated !!!
 
 
 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo :
 
> Ooops, too late I read the same answer on the houdini forum
> 
> 
>> On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo 
>>  wrote:
>> Nice.
>> I think the problem is with the trigonometry nodes, since ICE treats the 
>> input as degrees, Houdini as radians.
>> You are mixing the two in your graphs, however if you want to get the 
>> same behavior in Houdini, you should plug a dagtorad node between your t 
>> and the sin and cos nodes.
>> Ciao
>> 
>> 
>>> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua  
>>> wrote:
>>> 
>>> yo, raps !!!
>>> 
>>> friends, take a look
>>> https://vimeo.com/94066674
>>> 
>>> How to port our precious ICE stuff into houdini vex. Questions raised - 
>>> how to create a custom parameter in VEX, just like we do in ICE, and 
>>> why there are different results in math.
>>> This is interesting i think.
>>> If you know the answers feel free to comment )))
>>> Hakuna Matata ))) ahahahaha 
> 


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Sebastian Kowalski
bind export node = set data node



Am 06.05.2014 um 15:22 schrieb Nika Ragua :

> 
> Sebastian, sorry,  i don`t get you...think of what as a set data node?
> 
> 
> 2014-05-06 17:14 GMT+04:00 Sebastian Kowalski :
> think of it as a set data node
> 
> 
> Am 06.05.2014 um 15:08 schrieb Nika Ragua :
> 
>> And what is Blind Export again?
>> 
>> 
>> 2014-05-06 17:07 GMT+04:00 Nika Ragua :
>>  Andy showed 4 different variants of doing the same thing in houdini - very 
>> handy and illustrative.
>> Never knew about the Point Wrangle node - it is so cool - heh, i`m not 
>> actually a great fan of inserting code in channels - damn hard to realize 
>> how the stuff is working lately.
>> Point Wrangle could be a nice option. 
>> 
>> Andy, you did a great job !!! i want to attach your scenes to the video? 
>> can i do it?
>> 
>> 
>> 
>> 
>> 2014-05-06 16:52 GMT+04:00 Nika Ragua :
>> 
>> the full sanostol answer in case i misundersood something
>> 
>> to solve the mismatch in the results, add a degree to radians vop in You 
>> network in front of all trigonometric functions, like sin and cos, they 
>> expect all values in radians. in hscript degrees are ok 
>> 
>> for the parameter stuff, I'm not sure what You are trying to achive. It 
>> looks like You are writing data to geometry in the first set data , and then 
>> read it out later. I'm not sure why You want this, but that does not work 
>> that way in houdini,You can not work import data in the same vex tree that 
>> is set here. that must happen in a previous vopsop
>> 
>> 
>> 2014-05-06 16:50 GMT+04:00 Nika Ragua :
>> 
>> 
>> How to port our precious ICE stuff into houdini vex. Questions raised - how 
>> to create a custom parameter in VEX, just like we do in ICE, and why there 
>> are different results in math.
>> 
>> ok i got the answers from houdini experts - sanostol and Stefano Jannuzzo
>> 
>> 1 You can not work import data in the same vex tree that is set here. that 
>> must happen in a previous vopsop
>> 2 I think the problem is with the trigonometry nodes, since ICE treats the 
>> input as degrees, Houdini as radians.
>> 
>> You are mixing the two in your graphs, however if you want to get the same 
>> behavior in Houdini, you should plug a dagtorad node between your t and the 
>> sin and cos nodes.
>> dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg
>> 
>> 
>> 2014-05-06 16:45 GMT+04:00 Nika Ragua :
>> 
>> thank you, Stefano, your help is much appreciated !!!
>> 
>> 
>> 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo :
>> 
>> Ooops, too late I read the same answer on the houdini forum
>> 
>> 
>> On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo 
>>  wrote:
>> Nice.
>> I think the problem is with the trigonometry nodes, since ICE treats the 
>> input as degrees, Houdini as radians.
>> You are mixing the two in your graphs, however if you want to get the same 
>> behavior in Houdini, you should plug a dagtorad node between your t and the 
>> sin and cos nodes.
>> Ciao
>> 
>> 
>> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua  wrote:
>> 
>> yo, raps !!!
>> 
>> friends, take a look
>> https://vimeo.com/94066674
>> 
>> How to port our precious ICE stuff into houdini vex. Questions raised - how 
>> to create a custom parameter in VEX, just like we do in ICE, and why there 
>> are different results in math.
>> This is interesting i think.
>> If you know the answers feel free to comment )))
>> Hakuna Matata ))) ahahahaha 
>> 
>> 
>> 
>> 
>> 
>> 
>> 
>> 
> 
> 



Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Nika Ragua
Sebastian, sorry,  i don`t get you...think of what as a set data node?


2014-05-06 17:14 GMT+04:00 Sebastian Kowalski :

> think of it as a set data node
>
>
> Am 06.05.2014 um 15:08 schrieb Nika Ragua :
>
> And what is Blind Export again?
>
>
> 2014-05-06 17:07 GMT+04:00 Nika Ragua :
>
>>  Andy showed 4 different variants of doing the same thing in houdini -
>> very handy and illustrative.
>> Never knew about the Point Wrangle node - it is so cool - heh, i`m not
>> actually a great fan of inserting code in channels - damn hard to realize
>> how the stuff is working lately.
>> Point Wrangle could be a nice option.
>>
>> Andy, you did a great job !!! i want to attach your scenes to the video?
>> can i do it?
>>
>>
>>
>>
>> 2014-05-06 16:52 GMT+04:00 Nika Ragua :
>>
>> the full sanostol answer in case i misundersood something
>>>
>>> to solve the mismatch in the results, add a degree to radians vop in You
>>> network in front of all trigonometric functions, like sin and cos, they
>>> expect all values in radians. in hscript degrees are ok
>>>
>>> for the parameter stuff, I'm not sure what You are trying to achive. It
>>> looks like You are writing data to geometry in the first set data , and
>>> then read it out later. I'm not sure why You want this, but that does not
>>> work that way in houdini,You can not work import data in the same vex tree
>>> that is set here. that must happen in a previous vopsop
>>>
>>>
>>> 2014-05-06 16:50 GMT+04:00 Nika Ragua :
>>>
>>>
 How to port our precious ICE stuff into houdini vex. Questions raised -
 how to create a custom parameter in VEX, just like we do in ICE, and why
 there are different results in math.

 ok i got the answers from houdini experts - sanostol and Stefano
 Jannuzzo

 1 You can not work import data in the same vex tree that is set here.
 that must happen in a previous vopsop
 2 I think the problem is with the trigonometry nodes, since ICE treats
 the input as degrees, Houdini as radians.

 You are mixing the two in your graphs, however if you want to get the
 same behavior in Houdini, you should plug a dagtorad node between your t
 and the sin and cos nodes.
 dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg


 2014-05-06 16:45 GMT+04:00 Nika Ragua :

 thank you, Stefano, your help is much appreciated !!!
>
>
> 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo <
> stefano.jannu...@gmail.com>:
>
> Ooops, too late I read the same answer on the houdini forum
>>
>>
>> On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo <
>> stefano.jannu...@gmail.com> wrote:
>>
>>> Nice.
>>> I think the problem is with the trigonometry nodes, since ICE treats
>>> the input as degrees, Houdini as radians.
>>> You are mixing the two in your graphs, however if you want to get
>>> the same behavior in Houdini, you should plug a dagtorad node between 
>>> your
>>> t and the sin and cos nodes.
>>> Ciao
>>>
>>>
>>> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua wrote:
>>>

 yo, raps !!!

 friends, take a look
 https://vimeo.com/94066674

 How to port our precious ICE stuff into houdini vex. Questions
 raised - how to create a custom parameter in VEX, just like we do in 
 ICE,
 and why there are different results in math.
 This is interesting i think.
 If you know the answers feel free to comment )))
 Hakuna Matata ))) ahahahaha 


>>>
>>
>

>>>
>>
>
>


RE: Softimage Python versus Maya Python

2014-05-06 Thread Marc-Andre Belzile
There is also Maya Python 2.0 which is more pythonic than v1.0. However, the 
class set in v2.0 is not as exhaustive in v1.0.

-mab

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane
Sent: Monday, May 05, 2014 8:42 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage Python versus Maya Python

Yeah, I can agree with pretty much all of it.
It's a shame, because coverage and performance are very good, but the fact 
there is no hand crafting of a higher thin layer makes it horrendously clunky.

With just a little bit of additional effort it could actually be very suitable 
for a lot more than it is suitable for now, but there doesn't seem to be a lot 
of interest in improving and extending the bindings, which ironically leaves 
the Python wrapper less friendly to read and operate than the C++ equivalent.

I think I officially hit breaking point a few weeks ago at the hundredth 
(literally) time in what should have been a simple script I had to explicitly 
cast and recast across multiple variables the same damn data, and then handle 
every-single-F'ing-instance of a return explicitly.
God forbid various adaptive set and get methods and constructors that work 
perfectly in C++ are wrapped, you can only use the explicitly type handling 
ones instead in Python, which makes any upstream change of a type combined with 
Python's eco system an absolute nightmare.

If you're mostly doing pipe work that's far enough removed from the scene data 
and the DG, or has only minimal and simple interaction, you're mostly OK though.
On Tue, May 6, 2014 at 9:12 AM, Serguei Kalentchouk 
mailto:serguei.kalentch...@gmail.com>> wrote:
That certainly holds true if you intend to do any plugin development.
For all the pipeline / glew / build code you will still need to operate within 
Maya Python unfortunately.
Otherwise the Python implementation in Maya is very straight forward but you 
have to make your piece with the fact that it is not OOP (not considering 
PyMel).
So without any custom involvement on your end it's basically just functional 
programming with logs of string manipulation.
On the bright side Maya's command module is pretty substantial in terms of its 
breadth and depth so you have little limitations in terms of what you can do.
If you want to get back some OOP sanity then you're welcome to try PyMel 
although it has it's own issues and quirks.
I've ended up writing my own wrapper that covers 90% of my use cases.

<>

Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Sebastian Kowalski
think of it as a set data node


Am 06.05.2014 um 15:08 schrieb Nika Ragua :

> And what is Blind Export again?
> 
> 
> 2014-05-06 17:07 GMT+04:00 Nika Ragua :
>  Andy showed 4 different variants of doing the same thing in houdini - very 
> handy and illustrative.
> Never knew about the Point Wrangle node - it is so cool - heh, i`m not 
> actually a great fan of inserting code in channels - damn hard to realize how 
> the stuff is working lately.
> Point Wrangle could be a nice option. 
> 
> Andy, you did a great job !!! i want to attach your scenes to the video? 
> can i do it?
> 
> 
> 
> 
> 2014-05-06 16:52 GMT+04:00 Nika Ragua :
> 
> the full sanostol answer in case i misundersood something
> 
> to solve the mismatch in the results, add a degree to radians vop in You 
> network in front of all trigonometric functions, like sin and cos, they 
> expect all values in radians. in hscript degrees are ok 
> 
> for the parameter stuff, I'm not sure what You are trying to achive. It looks 
> like You are writing data to geometry in the first set data , and then read 
> it out later. I'm not sure why You want this, but that does not work that way 
> in houdini,You can not work import data in the same vex tree that is set 
> here. that must happen in a previous vopsop
> 
> 
> 2014-05-06 16:50 GMT+04:00 Nika Ragua :
> 
> 
> How to port our precious ICE stuff into houdini vex. Questions raised - how 
> to create a custom parameter in VEX, just like we do in ICE, and why there 
> are different results in math.
> 
> ok i got the answers from houdini experts - sanostol and Stefano Jannuzzo
> 
> 1 You can not work import data in the same vex tree that is set here. that 
> must happen in a previous vopsop
> 2 I think the problem is with the trigonometry nodes, since ICE treats the 
> input as degrees, Houdini as radians.
> 
> You are mixing the two in your graphs, however if you want to get the same 
> behavior in Houdini, you should plug a dagtorad node between your t and the 
> sin and cos nodes.
> dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg
> 
> 
> 2014-05-06 16:45 GMT+04:00 Nika Ragua :
> 
> thank you, Stefano, your help is much appreciated !!!
> 
> 
> 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo :
> 
> Ooops, too late I read the same answer on the houdini forum
> 
> 
> On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo  
> wrote:
> Nice.
> I think the problem is with the trigonometry nodes, since ICE treats the 
> input as degrees, Houdini as radians.
> You are mixing the two in your graphs, however if you want to get the same 
> behavior in Houdini, you should plug a dagtorad node between your t and the 
> sin and cos nodes.
> Ciao
> 
> 
> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua  wrote:
> 
> yo, raps !!!
> 
> friends, take a look
> https://vimeo.com/94066674
> 
> How to port our precious ICE stuff into houdini vex. Questions raised - how 
> to create a custom parameter in VEX, just like we do in ICE, and why there 
> are different results in math.
> This is interesting i think.
> If you know the answers feel free to comment )))
> Hakuna Matata ))) ahahahaha 
> 
> 
> 
> 
> 
> 
> 
> 



Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Nika Ragua
And what is Blind Export again?


2014-05-06 17:07 GMT+04:00 Nika Ragua :

>  Andy showed 4 different variants of doing the same thing in houdini -
> very handy and illustrative.
> Never knew about the Point Wrangle node - it is so cool - heh, i`m not
> actually a great fan of inserting code in channels - damn hard to realize
> how the stuff is working lately.
> Point Wrangle could be a nice option.
>
> Andy, you did a great job !!! i want to attach your scenes to the video?
> can i do it?
>
>
>
>
> 2014-05-06 16:52 GMT+04:00 Nika Ragua :
>
> the full sanostol answer in case i misundersood something
>>
>> to solve the mismatch in the results, add a degree to radians vop in You
>> network in front of all trigonometric functions, like sin and cos, they
>> expect all values in radians. in hscript degrees are ok
>>
>> for the parameter stuff, I'm not sure what You are trying to achive. It
>> looks like You are writing data to geometry in the first set data , and
>> then read it out later. I'm not sure why You want this, but that does not
>> work that way in houdini,You can not work import data in the same vex tree
>> that is set here. that must happen in a previous vopsop
>>
>>
>> 2014-05-06 16:50 GMT+04:00 Nika Ragua :
>>
>>
>>> How to port our precious ICE stuff into houdini vex. Questions raised -
>>> how to create a custom parameter in VEX, just like we do in ICE, and why
>>> there are different results in math.
>>>
>>> ok i got the answers from houdini experts - sanostol and Stefano Jannuzzo
>>>
>>> 1 You can not work import data in the same vex tree that is set here.
>>> that must happen in a previous vopsop
>>> 2 I think the problem is with the trigonometry nodes, since ICE treats
>>> the input as degrees, Houdini as radians.
>>>
>>> You are mixing the two in your graphs, however if you want to get the
>>> same behavior in Houdini, you should plug a dagtorad node between your t
>>> and the sin and cos nodes.
>>> dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg
>>>
>>>
>>> 2014-05-06 16:45 GMT+04:00 Nika Ragua :
>>>
>>> thank you, Stefano, your help is much appreciated !!!


 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo >>> >:

 Ooops, too late I read the same answer on the houdini forum
>
>
> On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo <
> stefano.jannu...@gmail.com> wrote:
>
>> Nice.
>> I think the problem is with the trigonometry nodes, since ICE treats
>> the input as degrees, Houdini as radians.
>> You are mixing the two in your graphs, however if you want to get the
>> same behavior in Houdini, you should plug a dagtorad node between your t
>> and the sin and cos nodes.
>> Ciao
>>
>>
>> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua wrote:
>>
>>>
>>> yo, raps !!!
>>>
>>> friends, take a look
>>> https://vimeo.com/94066674
>>>
>>> How to port our precious ICE stuff into houdini vex. Questions
>>> raised - how to create a custom parameter in VEX, just like we do in 
>>> ICE,
>>> and why there are different results in math.
>>> This is interesting i think.
>>> If you know the answers feel free to comment )))
>>> Hakuna Matata ))) ahahahaha 
>>>
>>>
>>
>

>>>
>>
>


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Nika Ragua
 Andy showed 4 different variants of doing the same thing in houdini - very
handy and illustrative.
Never knew about the Point Wrangle node - it is so cool - heh, i`m not
actually a great fan of inserting code in channels - damn hard to realize
how the stuff is working lately.
Point Wrangle could be a nice option.

Andy, you did a great job !!! i want to attach your scenes to the video?
can i do it?




2014-05-06 16:52 GMT+04:00 Nika Ragua :

> the full sanostol answer in case i misundersood something
>
> to solve the mismatch in the results, add a degree to radians vop in You
> network in front of all trigonometric functions, like sin and cos, they
> expect all values in radians. in hscript degrees are ok
>
> for the parameter stuff, I'm not sure what You are trying to achive. It
> looks like You are writing data to geometry in the first set data , and
> then read it out later. I'm not sure why You want this, but that does not
> work that way in houdini,You can not work import data in the same vex tree
> that is set here. that must happen in a previous vopsop
>
>
> 2014-05-06 16:50 GMT+04:00 Nika Ragua :
>
>
>> How to port our precious ICE stuff into houdini vex. Questions raised -
>> how to create a custom parameter in VEX, just like we do in ICE, and why
>> there are different results in math.
>>
>> ok i got the answers from houdini experts - sanostol and Stefano Jannuzzo
>>
>> 1 You can not work import data in the same vex tree that is set here.
>> that must happen in a previous vopsop
>> 2 I think the problem is with the trigonometry nodes, since ICE treats
>> the input as degrees, Houdini as radians.
>>
>> You are mixing the two in your graphs, however if you want to get the
>> same behavior in Houdini, you should plug a dagtorad node between your t
>> and the sin and cos nodes.
>> dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg
>>
>>
>> 2014-05-06 16:45 GMT+04:00 Nika Ragua :
>>
>> thank you, Stefano, your help is much appreciated !!!
>>>
>>>
>>> 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo 
>>> :
>>>
>>> Ooops, too late I read the same answer on the houdini forum


 On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo <
 stefano.jannu...@gmail.com> wrote:

> Nice.
> I think the problem is with the trigonometry nodes, since ICE treats
> the input as degrees, Houdini as radians.
> You are mixing the two in your graphs, however if you want to get the
> same behavior in Houdini, you should plug a dagtorad node between your t
> and the sin and cos nodes.
> Ciao
>
>
> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua wrote:
>
>>
>> yo, raps !!!
>>
>> friends, take a look
>> https://vimeo.com/94066674
>>
>> How to port our precious ICE stuff into houdini vex. Questions raised
>> - how to create a custom parameter in VEX, just like we do in ICE, and 
>> why
>> there are different results in math.
>> This is interesting i think.
>> If you know the answers feel free to comment )))
>> Hakuna Matata ))) ahahahaha 
>>
>>
>

>>>
>>
>


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Nika Ragua
the full sanostol answer in case i misundersood something

to solve the mismatch in the results, add a degree to radians vop in You
network in front of all trigonometric functions, like sin and cos, they
expect all values in radians. in hscript degrees are ok

for the parameter stuff, I'm not sure what You are trying to achive. It
looks like You are writing data to geometry in the first set data , and
then read it out later. I'm not sure why You want this, but that does not
work that way in houdini,You can not work import data in the same vex tree
that is set here. that must happen in a previous vopsop


2014-05-06 16:50 GMT+04:00 Nika Ragua :

>
> How to port our precious ICE stuff into houdini vex. Questions raised -
> how to create a custom parameter in VEX, just like we do in ICE, and why
> there are different results in math.
>
> ok i got the answers from houdini experts - sanostol and Stefano Jannuzzo
>
> 1 You can not work import data in the same vex tree that is set here. that
> must happen in a previous vopsop
> 2 I think the problem is with the trigonometry nodes, since ICE treats the
> input as degrees, Houdini as radians.
>
> You are mixing the two in your graphs, however if you want to get the same
> behavior in Houdini, you should plug a dagtorad node between your t and the
> sin and cos nodes.
> dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg
>
>
> 2014-05-06 16:45 GMT+04:00 Nika Ragua :
>
> thank you, Stefano, your help is much appreciated !!!
>>
>>
>> 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo :
>>
>> Ooops, too late I read the same answer on the houdini forum
>>>
>>>
>>> On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo <
>>> stefano.jannu...@gmail.com> wrote:
>>>
 Nice.
 I think the problem is with the trigonometry nodes, since ICE treats
 the input as degrees, Houdini as radians.
 You are mixing the two in your graphs, however if you want to get the
 same behavior in Houdini, you should plug a dagtorad node between your t
 and the sin and cos nodes.
 Ciao


 On Tue, May 6, 2014 at 9:09 AM, Nika Ragua wrote:

>
> yo, raps !!!
>
> friends, take a look
> https://vimeo.com/94066674
>
> How to port our precious ICE stuff into houdini vex. Questions raised
> - how to create a custom parameter in VEX, just like we do in ICE, and why
> there are different results in math.
> This is interesting i think.
> If you know the answers feel free to comment )))
> Hakuna Matata ))) ahahahaha 
>
>

>>>
>>
>


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Nika Ragua
How to port our precious ICE stuff into houdini vex. Questions raised - how
to create a custom parameter in VEX, just like we do in ICE, and why there
are different results in math.

ok i got the answers from houdini experts - sanostol and Stefano Jannuzzo

1 You can not work import data in the same vex tree that is set here. that
must happen in a previous vopsop
2 I think the problem is with the trigonometry nodes, since ICE treats the
input as degrees, Houdini as radians.
You are mixing the two in your graphs, however if you want to get the same
behavior in Houdini, you should plug a dagtorad node between your t and the
sin and cos nodes.
dropbox.com/s/olcfye6aea0dqmc/ice_cycloid_fix%20copy.jpg


2014-05-06 16:45 GMT+04:00 Nika Ragua :

> thank you, Stefano, your help is much appreciated !!!
>
>
> 2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo :
>
> Ooops, too late I read the same answer on the houdini forum
>>
>>
>> On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo <
>> stefano.jannu...@gmail.com> wrote:
>>
>>> Nice.
>>> I think the problem is with the trigonometry nodes, since ICE treats the
>>> input as degrees, Houdini as radians.
>>> You are mixing the two in your graphs, however if you want to get the
>>> same behavior in Houdini, you should plug a dagtorad node between your t
>>> and the sin and cos nodes.
>>> Ciao
>>>
>>>
>>> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua wrote:
>>>

 yo, raps !!!

 friends, take a look
 https://vimeo.com/94066674

 How to port our precious ICE stuff into houdini vex. Questions raised -
 how to create a custom parameter in VEX, just like we do in ICE, and why
 there are different results in math.
 This is interesting i think.
 If you know the answers feel free to comment )))
 Hakuna Matata ))) ahahahaha 


>>>
>>
>


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Nika Ragua
thank you, Stefano, your help is much appreciated !!!


2014-05-06 16:25 GMT+04:00 Stefano Jannuzzo :

> Ooops, too late I read the same answer on the houdini forum
>
>
> On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo <
> stefano.jannu...@gmail.com> wrote:
>
>> Nice.
>> I think the problem is with the trigonometry nodes, since ICE treats the
>> input as degrees, Houdini as radians.
>> You are mixing the two in your graphs, however if you want to get the
>> same behavior in Houdini, you should plug a dagtorad node between your t
>> and the sin and cos nodes.
>> Ciao
>>
>>
>> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua  wrote:
>>
>>>
>>> yo, raps !!!
>>>
>>> friends, take a look
>>> https://vimeo.com/94066674
>>>
>>> How to port our precious ICE stuff into houdini vex. Questions raised -
>>> how to create a custom parameter in VEX, just like we do in ICE, and why
>>> there are different results in math.
>>> This is interesting i think.
>>> If you know the answers feel free to comment )))
>>> Hakuna Matata ))) ahahahaha 
>>>
>>>
>>
>


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Stefano Jannuzzo
Ooops, too late I read the same answer on the houdini forum


On Tue, May 6, 2014 at 2:20 PM, Stefano Jannuzzo  wrote:

> Nice.
> I think the problem is with the trigonometry nodes, since ICE treats the
> input as degrees, Houdini as radians.
> You are mixing the two in your graphs, however if you want to get the same
> behavior in Houdini, you should plug a dagtorad node between your t and the
> sin and cos nodes.
> Ciao
>
>
> On Tue, May 6, 2014 at 9:09 AM, Nika Ragua  wrote:
>
>>
>> yo, raps !!!
>>
>> friends, take a look
>> https://vimeo.com/94066674
>>
>> How to port our precious ICE stuff into houdini vex. Questions raised -
>> how to create a custom parameter in VEX, just like we do in ICE, and why
>> there are different results in math.
>> This is interesting i think.
>> If you know the answers feel free to comment )))
>> Hakuna Matata ))) ahahahaha 
>>
>>
>


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Stefano Jannuzzo
Nice.
I think the problem is with the trigonometry nodes, since ICE treats the
input as degrees, Houdini as radians.
You are mixing the two in your graphs, however if you want to get the same
behavior in Houdini, you should plug a dagtorad node between your t and the
sin and cos nodes.
Ciao


On Tue, May 6, 2014 at 9:09 AM, Nika Ragua  wrote:

>
> yo, raps !!!
>
> friends, take a look
> https://vimeo.com/94066674
>
> How to port our precious ICE stuff into houdini vex. Questions raised -
> how to create a custom parameter in VEX, just like we do in ICE, and why
> there are different results in math.
> This is interesting i think.
> If you know the answers feel free to comment )))
> Hakuna Matata ))) ahahahaha 
>
>


Re: softimage help files online

2014-05-06 Thread Stephen Blair
For those of you on Windows, here's a CHM version of the 2015 User Guide:
http://wp.me/powV4-31A


On Mon, May 5, 2014 at 9:28 PM, Francisco Criado wrote:

> My mistake, don't know why seems some parts of the documentation cannot be
> found online, but for other stuff works okay...already found the installer
> and done.
>
> F.
>
>
> On Monday, May 5, 2014, jentzen mooney  wrote:
>
>> Stephen Blair has some nice ones
>>
>> http://xsisupport.com/2012/06/26/searching-the-sdk-docs/
>>
>> On Monday, May 5, 2014, Francisco Criado  wrote:
>>
>>> Well,
>>>
>>> it seems our dear friends of Autodesk removed online help files from
>>> their site for Softimage 2013...
>>> so anyone could share help installer for this version?
>>> Thanks in advance and special thanks to Autodesk for being such a lovely
>>> company!
>>>
>>> F.
>>>
>>>


Re: Disabling CAV display?

2014-05-06 Thread Stefan Kubicek
Ah great,a punch in the crown jewels just when I needed it. I could've  
sworn I tried both None and "None"

Thx Vladimir.




Oh I see now.
Application.SetInstanceDataValue("cone",  
"Sources.Materials.DefaultLib.Scene_Material.CAV", None) <- this won't  
work as you have >to supply a string value
Application.SetInstanceDataValue("cone",  
"Sources.Materials.DefaultLib.Scene_Material.CAV", "None") <- this will  
work however!



cheers

vladimir


On Tue, May 6, 2014 at 6:46 AM, Vladimir Jankijevic  
 wrote:
objects Material -> OpenGL Tab -> Vertex Color Display Property group.  
just select the field and type 'None' into it ( or anything you like ).  
>>BANG!


cheers

vladimir



On Tue, May 6, 2014 at 6:37 AM, Stefan Kubicek   
wrote:

Hi everybody,

I've been scratching my head over this ever since I first touched  
vertex colors in Softimage.

Feel free to lough in case I'm missing something entirely obvious...

I have a poly object with an additional CAV property with some painted  
vertex colors (the default "Color" CAV property seems to be  
>>>unpaintable so I created a new one). I now see my object with  
painted vertex colors in the viewport. However, when I'm done  
painting, I want >>>to concentrate on some texturing work again, so I  
want to see the effect of the texture only, and not have it multiplied  
with the vertex colors, >>>hence I want to disable vertex color  
display, and this is what I can't figure out.


I tried setting the per-instance vertex color value of the object's  
material to "None" (via scripting because the list box won't let me  
set it it to >>>"None", it only shows a list of existing CAV  
properties):


Application.SetInstanceDataValue("cone",  
"Sources.Materials.DefaultLib.Scene_Material.CAV", None)


Since that didn't help, I decided to check display filters of the  
viewport cameras, found all kinds of stuff, but no option to disable  
CAV display >>>on a per camera basis, or even globally.


So am I doomed to see those vertex colors in this scene and on this  
object forever, or is there any known way of disabling it? Please tell  
me >>>there is and I just missed something.


Cheers,

Stefan





--


  Stefan Kubicek

keyvis digital imagery
  Bürocenter Perchtoldsdorf
  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-









--
---
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: Disabling CAV display?

2014-05-06 Thread Vladimir Jankijevic
Oh I see now.
Application.SetInstanceDataValue("cone",
"Sources.Materials.DefaultLib.Scene_Material.CAV",
None) <- this won't work as you have to supply a string value
Application.SetInstanceDataValue("cone",
"Sources.Materials.DefaultLib.Scene_Material.CAV",
"None") <- this will work however!

cheers
vladimir


On Tue, May 6, 2014 at 6:46 AM, Vladimir Jankijevic
wrote:

> objects Material -> OpenGL Tab -> Vertex Color Display Property group.
> just select the field and type 'None' into it ( or anything you like ).
> BANG!
>
> cheers
> vladimir
>
>
> On Tue, May 6, 2014 at 6:37 AM, Stefan Kubicek wrote:
>
>> Hi everybody,
>>
>> I've been scratching my head over this ever since I first touched vertex
>> colors in Softimage.
>> Feel free to lough in case I'm missing something entirely obvious...
>>
>> I have a poly object with an additional CAV property with some painted
>> vertex colors (the default "Color" CAV property seems to be unpaintable so
>> I created a new one). I now see my object with painted vertex colors in the
>> viewport. However, when I'm done painting, I want to concentrate on some
>> texturing work again, so I want to see the effect of the texture only, and
>> not have it multiplied with the vertex colors, hence I want to disable
>> vertex color display, and this is what I can't figure out.
>>
>> I tried setting the per-instance vertex color value of the object's
>> material to "None" (via scripting because the list box won't let me set it
>> it to "None", it only shows a list of existing CAV properties):
>>
>> Application.SetInstanceDataValue("cone", 
>> "Sources.Materials.DefaultLib.Scene_Material.CAV",
>> None)
>>
>> Since that didn't help, I decided to check display filters of the
>> viewport cameras, found all kinds of stuff, but no option to disable CAV
>> display on a per camera basis, or even globally.
>>
>> So am I doomed to see those vertex colors in this scene and on this
>> object forever, or is there any known way of disabling it? Please tell me
>> there is and I just missed something.
>>
>> Cheers,
>>
>>  Stefan
>>
>>
>>
>>
>>
>> --
>>
>>
>> 
>>Stefan Kubicek
>> 
>>  keyvis digital imagery
>>Bürocenter Perchtoldsdorf
>>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: Disabling CAV display?

2014-05-06 Thread Vladimir Jankijevic
objects Material -> OpenGL Tab -> Vertex Color Display Property group. just
select the field and type 'None' into it ( or anything you like ). BANG!

cheers
vladimir


On Tue, May 6, 2014 at 6:37 AM, Stefan Kubicek  wrote:

> Hi everybody,
>
> I've been scratching my head over this ever since I first touched vertex
> colors in Softimage.
> Feel free to lough in case I'm missing something entirely obvious...
>
> I have a poly object with an additional CAV property with some painted
> vertex colors (the default "Color" CAV property seems to be unpaintable so
> I created a new one). I now see my object with painted vertex colors in the
> viewport. However, when I'm done painting, I want to concentrate on some
> texturing work again, so I want to see the effect of the texture only, and
> not have it multiplied with the vertex colors, hence I want to disable
> vertex color display, and this is what I can't figure out.
>
> I tried setting the per-instance vertex color value of the object's
> material to "None" (via scripting because the list box won't let me set it
> it to "None", it only shows a list of existing CAV properties):
>
> Application.SetInstanceDataValue("cone", 
> "Sources.Materials.DefaultLib.Scene_Material.CAV",
> None)
>
> Since that didn't help, I decided to check display filters of the viewport
> cameras, found all kinds of stuff, but no option to disable CAV display on
> a per camera basis, or even globally.
>
> So am I doomed to see those vertex colors in this scene and on this object
> forever, or is there any known way of disabling it? Please tell me there is
> and I just missed something.
>
> Cheers,
>
>  Stefan
>
>
>
>
>
> --
>
>
> 
>Stefan Kubicek
> 
>  keyvis digital imagery
>Bürocenter Perchtoldsdorf
>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-
>
>


Disabling CAV display?

2014-05-06 Thread Stefan Kubicek

Hi everybody,

I've been scratching my head over this ever since I first touched vertex  
colors in Softimage.

Feel free to lough in case I'm missing something entirely obvious...

I have a poly object with an additional CAV property with some painted  
vertex colors (the default "Color" CAV property seems to be unpaintable so  
I created a new one). I now see my object with painted vertex colors in  
the viewport. However, when I'm done painting, I want to concentrate on  
some texturing work again, so I want to see the effect of the texture  
only, and not have it multiplied with the vertex colors, hence I want to  
disable vertex color display, and this is what I can't figure out.


I tried setting the per-instance vertex color value of the object's  
material to "None" (via scripting because the list box won't let me set it  
it to "None", it only shows a list of existing CAV properties):


Application.SetInstanceDataValue("cone",  
"Sources.Materials.DefaultLib.Scene_Material.CAV", None)


Since that didn't help, I decided to check display filters of the viewport  
cameras, found all kinds of stuff, but no option to disable CAV display on  
a per camera basis, or even globally.


So am I doomed to see those vertex colors in this scene and on this object  
forever, or is there any known way of disabling it? Please tell me there  
is and I just missed something.


Cheers,

 Stefan





--



   Stefan Kubicek

 keyvis digital imagery
   Bürocenter Perchtoldsdorf
   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: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Andy Goehler
There’s definitively something strange in VOPs or it’s something I have not 
wrapped my head around, but a simple point expression seems to do the job.
Let’s take this further at the SESI forum so some Houdini cracks will have a 
look at it. I’ve uploaded the .hip there as I feel dirty attaching it to this 
list :-P

Andy


On May 06, 2014, at 9:09, Nika Ragua  wrote:

> 
> yo, raps !!!
> 
> friends, take a look
> https://vimeo.com/94066674
> 
> How to port our precious ICE stuff into houdini vex. Questions raised - how 
> to create a custom parameter in VEX, just like we do in ICE, and why there 
> are different results in math.
> This is interesting i think.
> If you know the answers feel free to comment )))
> Hakuna Matata ))) ahahahaha 
> 



Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Andy Goehler
Side Effects Software Inc. 

That’s my guess ;-)

On May 06, 2014, at 11:52, Rob Chapman  wrote:

> Side Effects Software I = International...?
> 
> 
> On 6 May 2014 10:40, Nika Ragua  wrote:
> aaah, i`m already there ))) didn`t know that it is named SESI 
> 
> 
> 2014-05-06 13:36 GMT+04:00 Andy Goehler :
> 
> sidefx.com and then register for the forum.
> 
> On May 06, 2014, at 11:28, Nika Ragua  wrote:
> 
>> thank you friends !!!
>> SESI forum? what is it? Andy, could you give a link?
>> And what is Blind Export?
>> ahahah ))) great, great, more questions appearing...a good sign
>> 
>> 
>> 2014-05-06 13:24 GMT+04:00 Andy Goehler :
>> Hi Nika,
>> 
>> very nice video. You should post this on the SESI forum too. With my limited 
>> VOP experience I was able to export data with ‘Bind Export’. I’m currently 
>> recreating your VOP setup to look into it.
>> 
>> Andy
>> 
>> 
>> 
>> On May 06, 2014, at 9:09, Nika Ragua  wrote:
>> 
>>> 
>>> yo, raps !!!
>>> 
>>> friends, take a look
>>> https://vimeo.com/94066674
>>> 
>>> How to port our precious ICE stuff into houdini vex. Questions raised - how 
>>> to create a custom parameter in VEX, just like we do in ICE, and why there 
>>> are different results in math.
>>> This is interesting i think.
>>> If you know the answers feel free to comment )))
>>> Hakuna Matata ))) ahahahaha 
>>> 
>> 
>> 
> 
> 
> 



Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Rob Chapman
Side Effects Software I = International...?


On 6 May 2014 10:40, Nika Ragua  wrote:

> aaah, i`m already there ))) didn`t know that it is named SESI
>
>
> 2014-05-06 13:36 GMT+04:00 Andy Goehler :
>
> sidefx.com and then register for the forum.
>>
>> On May 06, 2014, at 11:28, Nika Ragua  wrote:
>>
>> thank you friends !!!
>> SESI forum? what is it? Andy, could you give a link?
>> And what is Blind Export?
>> ahahah ))) great, great, more questions appearing...a good sign
>>
>>
>> 2014-05-06 13:24 GMT+04:00 Andy Goehler :
>>
>>> Hi Nika,
>>>
>>> very nice video. You should post this on the SESI forum too. With my
>>> limited VOP experience I was able to export data with ‘Bind Export’. I’m
>>> currently recreating your VOP setup to look into it.
>>>
>>> Andy
>>>
>>>
>>>
>>> On May 06, 2014, at 9:09, Nika Ragua  wrote:
>>>
>>>
>>> yo, raps !!!
>>>
>>> friends, take a look
>>> https://vimeo.com/94066674
>>>
>>> How to port our precious ICE stuff into houdini vex. Questions raised -
>>> how to create a custom parameter in VEX, just like we do in ICE, and why
>>> there are different results in math.
>>> This is interesting i think.
>>> If you know the answers feel free to comment )))
>>> Hakuna Matata ))) ahahahaha 
>>>
>>>
>>>
>>
>>
>


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Nika Ragua
aaah, i`m already there ))) didn`t know that it is named SESI


2014-05-06 13:36 GMT+04:00 Andy Goehler :

> sidefx.com and then register for the forum.
>
> On May 06, 2014, at 11:28, Nika Ragua  wrote:
>
> thank you friends !!!
> SESI forum? what is it? Andy, could you give a link?
> And what is Blind Export?
> ahahah ))) great, great, more questions appearing...a good sign
>
>
> 2014-05-06 13:24 GMT+04:00 Andy Goehler :
>
>> Hi Nika,
>>
>> very nice video. You should post this on the SESI forum too. With my
>> limited VOP experience I was able to export data with ‘Bind Export’. I’m
>> currently recreating your VOP setup to look into it.
>>
>> Andy
>>
>>
>>
>> On May 06, 2014, at 9:09, Nika Ragua  wrote:
>>
>>
>> yo, raps !!!
>>
>> friends, take a look
>> https://vimeo.com/94066674
>>
>> How to port our precious ICE stuff into houdini vex. Questions raised -
>> how to create a custom parameter in VEX, just like we do in ICE, and why
>> there are different results in math.
>> This is interesting i think.
>> If you know the answers feel free to comment )))
>> Hakuna Matata ))) ahahahaha 
>>
>>
>>
>
>


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Andy Goehler
sidefx.com and then register for the forum.

On May 06, 2014, at 11:28, Nika Ragua  wrote:

> thank you friends !!!
> SESI forum? what is it? Andy, could you give a link?
> And what is Blind Export?
> ahahah ))) great, great, more questions appearing...a good sign
> 
> 
> 2014-05-06 13:24 GMT+04:00 Andy Goehler :
> Hi Nika,
> 
> very nice video. You should post this on the SESI forum too. With my limited 
> VOP experience I was able to export data with ‘Bind Export’. I’m currently 
> recreating your VOP setup to look into it.
> 
> Andy
> 
> 
> 
> On May 06, 2014, at 9:09, Nika Ragua  wrote:
> 
>> 
>> yo, raps !!!
>> 
>> friends, take a look
>> https://vimeo.com/94066674
>> 
>> How to port our precious ICE stuff into houdini vex. Questions raised - how 
>> to create a custom parameter in VEX, just like we do in ICE, and why there 
>> are different results in math.
>> This is interesting i think.
>> If you know the answers feel free to comment )))
>> Hakuna Matata ))) ahahahaha 
>> 
> 
> 



Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Rob Chapman
so can any Houdini Vex experts comment on the custom variable - is it easy
as declaring it as it is in Ice?


On 6 May 2014 10:24, Andy Goehler  wrote:

> Hi Nika,
>
> very nice video. You should post this on the SESI forum too. With my
> limited VOP experience I was able to export data with ‘Bind Export’. I’m
> currently recreating your VOP setup to look into it.
>
> Andy
>
>
>
> On May 06, 2014, at 9:09, Nika Ragua  wrote:
>
>
> yo, raps !!!
>
> friends, take a look
> https://vimeo.com/94066674
>
> How to port our precious ICE stuff into houdini vex. Questions raised -
> how to create a custom parameter in VEX, just like we do in ICE, and why
> there are different results in math.
> This is interesting i think.
> If you know the answers feel free to comment )))
> Hakuna Matata ))) ahahahaha 
>
>
>


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Nika Ragua
thank you friends !!!
SESI forum? what is it? Andy, could you give a link?
And what is Blind Export?
ahahah ))) great, great, more questions appearing...a good sign


2014-05-06 13:24 GMT+04:00 Andy Goehler :

> Hi Nika,
>
> very nice video. You should post this on the SESI forum too. With my
> limited VOP experience I was able to export data with ‘Bind Export’. I’m
> currently recreating your VOP setup to look into it.
>
> Andy
>
>
>
> On May 06, 2014, at 9:09, Nika Ragua  wrote:
>
>
> yo, raps !!!
>
> friends, take a look
> https://vimeo.com/94066674
>
> How to port our precious ICE stuff into houdini vex. Questions raised -
> how to create a custom parameter in VEX, just like we do in ICE, and why
> there are different results in math.
> This is interesting i think.
> If you know the answers feel free to comment )))
> Hakuna Matata ))) ahahahaha 
>
>
>


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Andy Goehler
Hi Nika,

very nice video. You should post this on the SESI forum too. With my limited 
VOP experience I was able to export data with ‘Bind Export’. I’m currently 
recreating your VOP setup to look into it.

Andy



On May 06, 2014, at 9:09, Nika Ragua  wrote:

> 
> yo, raps !!!
> 
> friends, take a look
> https://vimeo.com/94066674
> 
> How to port our precious ICE stuff into houdini vex. Questions raised - how 
> to create a custom parameter in VEX, just like we do in ICE, and why there 
> are different results in math.
> This is interesting i think.
> If you know the answers feel free to comment )))
> Hakuna Matata ))) ahahahaha 
> 



Re: hair rendering

2014-05-06 Thread Oscar Juarez
min pixel width is disabled when rendering from a User view, it needs a
real camera to work. So always use one when working with hair.


On Mon, May 5, 2014 at 10:52 AM, Andreas Bystrom
wrote:

> like I said the min pixel width is 0.25 by default, even without the
> arnold parameters property.
>
> 0.25 means that no hair strand will be thinner than 0.25 pixels in screen
> space, how much the hair gets scaled up depends on how far away your camera
> is, and at what resolution you render at.
> I'm not sure how it's calculated exactly, but obviously the camera
> distance is taken into account, which must be why you're seeing different
> results between the camera view and the user view.
>
>
>
>
> On Mon, May 5, 2014 at 8:47 PM, Mario Reitbauer  > wrote:
>
>> Ty guys, looks like it's rly about the min pixel width.
>>
>> I don't rly understand why that could cause a different result if I got
>> the same size of the object in the userview and the camera.
>>
>> So even without an arnold parameter it shouldn't matter should it ?
>> How isthe min pixel width calculated ?
>> What is it using to calculate ?
>>
>>
>> 2014-05-05 10:34 GMT+02:00 Andreas Bystrom :
>>
>> then it does sound like min pixel width, it could be a refresh problem
>>> also, try doing a destroyScene inbetween the renders, it might be that
>>> arnold uses the data from the render camera when rendering in the user view
>>> and vice versa.
>>>
>>>
>>> On Mon, May 5, 2014 at 8:24 PM, Mario Reitbauer <
>>> cont...@marioreitbauer.at> wrote:
>>>
 Sry, missed to mention that ;)

 Yes its Arnold. No lens shaders, same render settings in all regions.


 2014-05-05 10:21 GMT+02:00 Andreas Bystrom :

 which renderer? if it's arnold it has the min pixel width enabled for
> hair by default, this will scale hairs up in screen space to avoid
> flickering when the hair strands are far away, it's 0.25 by default in
> sitoa, and it might be what's causing the different look..
>
>
>
>
> On Mon, May 5, 2014 at 8:13 PM, Mario Reitbauer <
> cont...@marioreitbauer.at> wrote:
>
>> Hey guys
>>
>> Got a question about hair rendering.
>> Anyone knows why hair rendering looks different when rendered in user
>> view compared to rendering in camera view ?
>>
>> Got a hairy animal and the hair rendering looks more blury in the
>> userview.
>>
>> So maybe someone allready stunbled upon this.
>>
>> cheers
>> Mario
>>
>
>

>>>
>>
>


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Eric Mootz

Very cool vid!

Am 06.05.2014 09:09, schrieb Nika Ragua:


yo, raps !!!

friends, take a look
https://vimeo.com/94066674

How to port our precious ICE stuff into houdini vex. Questions raised 
- how to create a custom parameter in VEX, just like we do in ICE, and 
why there are different results in math.

This is interesting i think.
If you know the answers feel free to comment )))
Hakuna Matata ))) ahahahaha 





Re: SI and Houdini

2014-05-06 Thread Jordi Bares
Kinematics now online… get ready, the next one may be the big one so it is time 
to get up to speed and catch up.

;-)

http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=147167#147167


Jordi Bares
jordiba...@gmail.com

On 3 May 2014, at 15:40, Jordi Bares  wrote:

> Actually what started as a guide is becoming a bit of a bible… I may have to 
> think about extending the content and publishing the whole thing on a book…
> 
> If anything so my mum can see I have done something of any use in this life 
> other than help selling things nobody needs ;-)
> 
> Jordi Bares
> jordiba...@gmail.com
> 
> On 3 May 2014, at 15:25, David Saber  wrote:
> 
>> Thanks again!
>> I'll purchase the book!
>> 
>> On 2014-05-02 22:46, Jordi Bares wrote:
>>> Thanks Cristobal..
>>> 
>>> Well, finally the bones section is now done… 
>>> 
>>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewforum&f=51
>> 
> 



Re: Alembic export in 2015 not exporting attibutes

2014-05-06 Thread Jens Lindgren
New in Softimage 2015 is the ability to force attributes to evaluate. I
believe it's a checkbox in the new ICE Attribute Editor.

/Jens


On Tue, May 6, 2014 at 9:23 AM, Arvid Björn  wrote:

> I noticed from the Exocortex instructions that it has to do with ICE
> optimizations, the trick with forcing evaluation by displaying the
> attribute should work for the built-in exporter as well I guess? Thing is,
> I wanted to export a specific value per point, but I'm not re-using the
> value within ICE, so that's why they were ignored. At least there's a way
> to force the export, so it should be fine!
>
>
> On Tue, May 6, 2014 at 4:06 AM, Ho Chung Nguyen <
> hochung.ngu...@autodesk.com> wrote:
>
>> Those attributes were not found or defined on the exported objects.
>>
>> It's not a problem if you don't use those attributes in your scene.
>>
>> The default list is comprehensive, including necessary attributes for the
>> built-in renderers and sample scenes. Therefore you sometimes gets these
>> warning if you don't use as many attributes.
>> Just remove those attributes from the list in the export dialogue if you
>> don't want to see the warnings.
>>
>>
>> Sent
>>
>> > On May 6, 2014, at 1:22 AM, "Arvid Björn"  wrote:
>> >
>> > Hey folks,
>> >
>> > I'm trying to export an Alembic with some custom properties, Exocortex
>> Crate doesn't seem to export anything other than the usual attributes, and
>> there are no options for it. Then I noticed that the new built-in exporter
>> has options for this, but when I export, I get this for just about every
>> attribute in the list:
>> >
>> > // WARNING : Attribute not exported: AngularVelocity
>> > // WARNING : Attribute not exported: ColorAlongStrands
>> > // WARNING : Attribute not exported: MaterialID
>> > // WARNING : Attribute not exported: Materials
>> > etc..
>> >
>> > What's up what that? There are not clues as to why they aren't
>> exported. Is there anything I need to do to get this to work?
>> >
>> > Cheers!
>>
>
>


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


Re: ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Jordi Bares
This is totally awesome!!!

Jordi Bares
jordiba...@gmail.com

On 6 May 2014, at 08:09, Nika Ragua  wrote:

> 
> yo, raps !!!
> 
> friends, take a look
> https://vimeo.com/94066674
> 
> How to port our precious ICE stuff into houdini vex. Questions raised - how 
> to create a custom parameter in VEX, just like we do in ICE, and why there 
> are different results in math.
> This is interesting i think.
> If you know the answers feel free to comment )))
> Hakuna Matata ))) ahahahaha 
> 



Re: Alembic export in 2015 not exporting attibutes

2014-05-06 Thread Arvid Björn
I noticed from the Exocortex instructions that it has to do with ICE
optimizations, the trick with forcing evaluation by displaying the
attribute should work for the built-in exporter as well I guess? Thing is,
I wanted to export a specific value per point, but I'm not re-using the
value within ICE, so that's why they were ignored. At least there's a way
to force the export, so it should be fine!


On Tue, May 6, 2014 at 4:06 AM, Ho Chung Nguyen  wrote:

> Those attributes were not found or defined on the exported objects.
>
> It's not a problem if you don't use those attributes in your scene.
>
> The default list is comprehensive, including necessary attributes for the
> built-in renderers and sample scenes. Therefore you sometimes gets these
> warning if you don't use as many attributes.
> Just remove those attributes from the list in the export dialogue if you
> don't want to see the warnings.
>
>
> Sent
>
> > On May 6, 2014, at 1:22 AM, "Arvid Björn"  wrote:
> >
> > Hey folks,
> >
> > I'm trying to export an Alembic with some custom properties, Exocortex
> Crate doesn't seem to export anything other than the usual attributes, and
> there are no options for it. Then I noticed that the new built-in exporter
> has options for this, but when I export, I get this for just about every
> attribute in the list:
> >
> > // WARNING : Attribute not exported: AngularVelocity
> > // WARNING : Attribute not exported: ColorAlongStrands
> > // WARNING : Attribute not exported: MaterialID
> > // WARNING : Attribute not exported: Materials
> > etc..
> >
> > What's up what that? There are not clues as to why they aren't exported.
> Is there anything I need to do to get this to work?
> >
> > Cheers!
>


ICE Exodus - porting ICE to VEX part 1

2014-05-06 Thread Nika Ragua
yo, raps !!!

friends, take a look
https://vimeo.com/94066674

How to port our precious ICE stuff into houdini vex. Questions raised - how
to create a custom parameter in VEX, just like we do in ICE, and why there
are different results in math.
This is interesting i think.
If you know the answers feel free to comment )))
Hakuna Matata ))) ahahahaha