Manuka. Weta Digitals new renderer. That hair...

2014-08-07 Thread pedro santos
http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/

Cheers

-- 




*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator  3DModeler  Illustrator 
http://probiner.x10.mx/ http://probiner.x10.mx/*


Re: Softimage to Modo

2014-08-07 Thread Eric Mootz

for what it's worth, here the Mootzoid plans regarding Modo:

 * *emReader*
   This little plugin is already available for Modo.
 * *emPolygonizer5*
   The up-coming new emPolygonizer5 is also going to be available for
   Modo (a first beta should be ready by the end of this month). I am
   in contact with the Modo dev team and they are very supportive and
   are helping me with some of the trickier SDK things that are not yet
   documented.
 * *emFlock2*
   This is not yet being ported, but I intend to have a closer look at
   the new Modo particle SDK and - if possible - to port this flocking
   plugin to Modo.

That's it for now. A few conrete things, a few promises, let's see what 
will happen ;)



Am 06.08.2014 23:44, schrieb Tim Crowson:
The lack of 3rd party development is due to the poor documentation of 
the SDK. The actual functionality of the SDK is fine, but it's very 
poorly documented, with very few examples. This is a big problem and 
the Foundry and the Modo devs themselves acknowledge it and have 
placed a high priority on it.

-Tim

On 8/6/2014 4:35 PM, Paulo Cesar Duarte wrote:



One downside is that I see a few plugins being developed for it, 
don't know if it is a more restrict to developers.








Re: Change License from Standalone to Network?

2014-08-07 Thread Stephen Blair
Maybe Softimage cannot connect to the license server.

You could check %TEMP%\SoftimageLicense.log

Or set FLEXLM_DIAGNOSTICS=3 and then start xsi


On Wed, Aug 6, 2014 at 7:07 PM, Byron Nash byronn...@gmail.com wrote:

 Yep, changed all the values in setenv.bat and license.env. Re-installed
 and chose network but it still goes to standalone now. Might have to get in
 touch with support.


 On Wed, Aug 6, 2014 at 6:29 PM, Stephen Blair stephenrbl...@gmail.com
 wrote:

 Did you also change SOFTIMAGE_LICENSE_METHOD  in License.env ?


 On Wed, Aug 6, 2014 at 5:39 PM, Matt Lind ml...@carbinestudios.com
 wrote:

 I don’t know if re-installing is necessary.  Did you try editing the
 licpath.lic file in your 2015 installation?





 Matt









 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash
 *Sent:* Wednesday, August 06, 2014 2:26 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Change License from Standalone to Network?



 Thanks, re-installing now.



 On Wed, Aug 6, 2014 at 5:18 PM, Matt Lind ml...@carbinestudios.com
 wrote:

 That is the regular procedure and applies to all versions of Softimage
 except 2015.  2015 uses a different licensing model which mirrors the
 subscription updates used by other Autodesk products.  That’s why you can
 no longer have Softimage 2015 and 2015 SP1 (when it becomes available)
 installed side by side on your computer.





 Matt











 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash
 *Sent:* Wednesday, August 06, 2014 2:08 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Change License from Standalone to Network?



 Sorry, I'm running around like a chicken with it's head cut off this
 week.




 http://upandready.typepad.com/up_and_ready/2012/08/softimage-family-changing-from-standalone-to-network-licensing.html



 Softimage 2015





 On Wed, Aug 6, 2014 at 5:02 PM, Matt Lind ml...@carbinestudios.com
 wrote:

 Might help if you point us to the approach you tried.  Also, which
 version of Softimage are you using?



 Matt









 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash
 *Sent:* Wednesday, August 06, 2014 1:49 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Change License from Standalone to Network?



 I tried editing the setenv.bat file as illustrated by Steve Blair on the
 ex-si blog. It still won't grab a license. Does that approach still work? I
 also added the license server to the license.env.



 Byron










Re: Manuka. Weta Digitals new renderer. That hair...

2014-08-07 Thread Christopher Crouzet
For having seen a few early test renders, it was really, really,
impressive. Gollum became more realistic than ever even though the shaders
were the same.



On 7 August 2014 05:13, pedro santos probi...@gmail.com wrote:

 http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/

 Cheers

 --




 *-- [image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
 Alpiarça dos Santos  Animator  3DModeler  Illustrator 
 http://probiner.x10.mx/ http://probiner.x10.mx/ *




-- 
Christopher Crouzet
*http://christophercrouzet.com* http://christophercrouzet.com


Piotrek M's Meshpaint - function shortcuts?

2014-08-07 Thread Morten Bartholdy
I am doodling with Piotrek Marczaks excellent Meshpaint tool, but for the
life of me I can't figure out the kb shortcuts/ mousebuttons for scaling
the brush and bending lines - anyone know this?

Thanks
Morten

Re: Piotrek M's Meshpaint - function shortcuts?

2014-08-07 Thread Morten Bartholdy
OK, so I finally figured out brush size is R + click  - now I need to know
how to space clones evenly on a straight line, plus how to bend that. This
is for painting rivets along various lines.

MB




Den 7. august 2014 kl. 16:34 skrev Morten Bartholdy x...@colorshopvfx.dk:

 I am doodling with Piotrek Marczaks excellent Meshpaint tool, but for the
 life of me I can't figure out the kb shortcuts/ mousebuttons for scaling
 the brush and bending lines - anyone know this?
 
 Thanks
 Morten
 
 
 


Re: Piotrek M's Meshpaint - function shortcuts?

2014-08-07 Thread Matt Morris
If you do a search on vimeo for softimage meshpaint there are a couple of
videos there which might help eg:

https://vimeo.com/47094105




On 7 August 2014 15:58, Morten Bartholdy x...@colorshopvfx.dk wrote:

   OK, so I finally figured out brush size is R + click  - now I need to
 know how to space clones evenly on a straight line, plus how to bend that.
 This is for painting rivets along various lines.


MB




 Den 7. august 2014 kl. 16:34 skrev Morten Bartholdy x...@colorshopvfx.dk:


   I am doodling with Piotrek Marczaks excellent Meshpaint tool, but for
 the life of me I can't figure out the kb shortcuts/ mousebuttons for
 scaling the brush and bending lines - anyone know this?


Thanks

  Morten











-- 
www.matinai.com


Re: Akeytsu. Ah that time line with timmings :)

2014-08-07 Thread Cristobal Infante
Interesting price structure... 500 euros per year.

Can you rig in this?


On 7 August 2014 13:37, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 if they discovered a way of eliminating gimble lock, they have my vote :P


 On 7 August 2014 13:08, pedro santos probi...@gmail.com wrote:

 http://www.nukeygara.com/gallery
 UI looks me, but they seem to be catering to animation features, unusual
 in 3D packages.

 I wonder how these things we're seeing, this and Voodoo will actually
 take animators out of Maya...

 Cheers

 --




 *-- [image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
 Alpiarça dos Santos  Animator  3DModeler  Illustrator 
 http://probiner.x10.mx/ http://probiner.x10.mx/ *





Re: Akeytsu. Ah that time line with timmings :)

2014-08-07 Thread Cesar Saez
They have a 'rig-less' approach, the workflow might be similar to motion
builder (import your geometry+skeleton+weighting and apply their autorig).


On Thu, Aug 7, 2014 at 11:11 AM, Cristobal Infante cgc...@gmail.com wrote:

 Interesting price structure... 500 euros per year.

 Can you rig in this?


 On 7 August 2014 13:37, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 if they discovered a way of eliminating gimble lock, they have my vote :P


 On 7 August 2014 13:08, pedro santos probi...@gmail.com wrote:

 http://www.nukeygara.com/gallery
 UI looks me, but they seem to be catering to animation features, unusual
 in 3D packages.

 I wonder how these things we're seeing, this and Voodoo will actually
 take animators out of Maya...

 Cheers

 --




 *-- [image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
 Alpiarça dos Santos  Animator  3DModeler  Illustrator 
 http://probiner.x10.mx/ http://probiner.x10.mx/ *






Re: Akeytsu. Ah that time line with timmings :)

2014-08-07 Thread Mirko Jankovic
That part is not really shown yet and that is what I'm looking forward to
see, rigging AND import export work, connection with other 3d apps. After
all what is animation if you can;t send it somewhere for rendering ;)
Connection with Unity3D and UE4 as well would be interesting to see, as
they both requires bones/rig


On Thu, Aug 7, 2014 at 5:21 PM, Cesar Saez cesa...@gmail.com wrote:

 They have a 'rig-less' approach, the workflow might be similar to motion
 builder (import your geometry+skeleton+weighting and apply their autorig).


 On Thu, Aug 7, 2014 at 11:11 AM, Cristobal Infante cgc...@gmail.com
 wrote:

 Interesting price structure... 500 euros per year.

 Can you rig in this?


 On 7 August 2014 13:37, Sebastien Sterling sebastien.sterl...@gmail.com
 wrote:

 if they discovered a way of eliminating gimble lock, they have my vote :P


 On 7 August 2014 13:08, pedro santos probi...@gmail.com wrote:

 http://www.nukeygara.com/gallery
 UI looks me, but they seem to be catering to animation features,
 unusual in 3D packages.

 I wonder how these things we're seeing, this and Voodoo will actually
 take animators out of Maya...

 Cheers

 --




 *-- [image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
 Alpiarça dos Santos  Animator  3DModeler  Illustrator 
 http://probiner.x10.mx/ http://probiner.x10.mx/ *







RE: Akeytsu. Ah that time line with timmings :)

2014-08-07 Thread Marc-Andre Carbonneau
If I remember well from an interview on 3dvf.com , they’re supporting FBX for 
the moment with other formats to come soon after the release.
Google Translate this if you wish. Lots of information:
http://www.3dvf.com/dossier-1146-1-akeytsu-nouvel-outil-rigging-et-animation.html



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: 7 août 2014 11:50
To: softimage@listproc.autodesk.com
Subject: Re: Akeytsu. Ah that time line with timmings :)

That part is not really shown yet and that is what I'm looking forward to see, 
rigging AND import export work, connection with other 3d apps. After all what 
is animation if you can;t send it somewhere for rendering ;)
Connection with Unity3D and UE4 as well would be interesting to see, as they 
both requires bones/rig

On Thu, Aug 7, 2014 at 5:21 PM, Cesar Saez 
cesa...@gmail.commailto:cesa...@gmail.com wrote:
They have a 'rig-less' approach, the workflow might be similar to motion 
builder (import your geometry+skeleton+weighting and apply their autorig).

On Thu, Aug 7, 2014 at 11:11 AM, Cristobal Infante 
cgc...@gmail.commailto:cgc...@gmail.com wrote:
Interesting price structure... 500 euros per year.

Can you rig in this?

On 7 August 2014 13:37, Sebastien Sterling 
sebastien.sterl...@gmail.commailto:sebastien.sterl...@gmail.com wrote:
if they discovered a way of eliminating gimble lock, they have my vote :P

On 7 August 2014 13:08, pedro santos 
probi...@gmail.commailto:probi...@gmail.com wrote:
http://www.nukeygara.com/gallery
UI looks me, but they seem to be catering to animation features, unusual in 3D 
packages.

I wonder how these things we're seeing, this and Voodoo will actually take 
animators out of Maya...
Cheers

--

[http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]

Pedro Alpiarça dos Santos
Animator  3DModeler  Illustrator
  http://probiner.x10.mx/








Glasswork+RedShift -- Cadbury spot

2014-08-07 Thread Marc-Andre Carbonneau
Oh Alastair and team, why didn't you share earlier! ;)

http://vimeo.com/101585188

Good job Glasswork. Made me smile :)


Scene constantly stuck with geometry operators disabled.

2014-08-07 Thread Tim Bolland
HI, I opened a scene with geometry operators disabled in order to hide a bunch 
of ICE trees at start up. I then saved it out and turned off the Disable 
geometry operators on start up button, expecting the next time I open the 
scene to have them re-enabled. However they are stuck on disable and can't find 
a way to turn them back on. 
Any ideas? I'm using 2015.
Regards,
Tim

  

Re: Scene constantly stuck with geometry operators disabled.

2014-08-07 Thread Steven Caron
check your prefs, there is a mode to disable ops on load... it is for
debugging purposes


On Thu, Aug 7, 2014 at 12:06 PM, Tim Bolland tim_boll...@hotmail.co.uk
wrote:

 HI, I opened a scene with geometry operators disabled in order to hide a
 bunch of ICE trees at start up. I then saved it out and turned off the
 Disable geometry operators on start up button, expecting the next time I
 open the scene to have them re-enabled. However they are stuck on disable
 and can't find a way to turn them back on.

 Any ideas? I'm using 2015.

 Regards,

 Tim





Re: Glasswork+RedShift -- Cadbury spot

2014-08-07 Thread Francisco Criado
very nice! nice to see redshift in action!


2014-08-07 15:51 GMT-03:00 Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com:

  Oh Alastair and team, why didn’t you share earlier! ;)



 http://vimeo.com/101585188



 Good job Glasswork. Made me smile :)



Houdini Indie launched ...

2014-08-07 Thread Maurício P . Cuencas
Since nobody posted here ...
http://www.sidefx.com/index.php?option=com_contenttask=viewid=2853Itemid=66
  TORONTO: Aug 7, 2014 - Side Effects Software, an industry leader in 3D 
animation and visual effects software, is proud to announce the immediate 
release of Houdini Indie which makes all of Houdini’s animation and VFX tools 
available under a limited commercial license to independent animators and game 
makers who want to use Houdini during the incubation stage of their 
business.“Independent animators and game creators are the lifeblood of the 
entertainment industry” says Kim Davidson, President and CEO, Side Effects 
Software. “With Houdini Indie, they now have access to a comprehensive set of 
procedural tools and assets to help them experiment, innovate, and 
create!”Independent artists can use Houdini Indie to create animations, effects 
or game art. Houdini Indie includes the same procedural node-based workflow and 
features as the commercial version of Houdini and the physically-based Mantra 
renderer. Houdini Indie can be used in all stages of animation and game 
production including procedural modelling, character animation, lighting, 
rendering, effects and compositing. Houdini Indie also gives artists render 
farm access using HQueue on Amazon’s EC2 compute cloud.“Houdini Indie is a 
perfect solution for independent animators and game artists” says Chris Romano, 
Writer and Director, MONSTRO! “Houdini empowered my team to rig, animate, 
light, render and add effects such as hair, cloth, water and smoke with 
off-the-shelf tools. No special wizardy. No battery of programmers. This let me 
focus on story and style.”
Houdini Indie with V-REX Orbolt Asset by Fabio D'amicoHoudini Engine 
IndieHoudini Indie, and the standalone Houdini Engine Indie, can be used to 
load Houdini Digital Assets into other content creation apps such as Maya®, 
Cinema4D, and 3DS Max®, or game editors such as Unity® and Unreal.® Houdini 
Digital Assets can be accessed from the Orbolt Smart 3D Asset store or created 
in Houdini Indie for sharing with other artists.
Houdini Engine Indie working inside MayaPricing And AvailabilityHoudini Indie 
is available today for $199 USD annually while Houdini Engine Indie is 
available for $99 USD annually. Houdini Indie replaces Houdini Apprentice HD 
which was only available for non-commercial projects. Houdini Indie will 
recognize Apprentice HD licenses and can be used under the limited commercial 
license for the remainder of the annual term. The free Houdini Apprentice 
license is still available for non-commercial use by students.Commercial use of 
Houdini Indie is limited to studios or artists that make less than $100K USD 
per year and cannot be used in the same pipeline as commercial versions of 
Houdini. Houdini Indie uses its own file format for saving scenes and assets 
and is restricted to 1920x1080 when rendering out animations using Mantra. 
Houdini Indie also includes FBX input and output.

  

Re: Scene constantly stuck with geometry operators disabled.

2014-08-07 Thread Stephen Blair
You'll have to enable them manually.
Right click the bottom disabled op, and click Enable from Here.


On Thu, Aug 7, 2014 at 3:06 PM, Tim Bolland tim_boll...@hotmail.co.uk
wrote:

 HI, I opened a scene with geometry operators disabled in order to hide a
 bunch of ICE trees at start up. I then saved it out and turned off the
 Disable geometry operators on start up button, expecting the next time I
 open the scene to have them re-enabled. However they are stuck on disable
 and can't find a way to turn them back on.

 Any ideas? I'm using 2015.

 Regards,

 Tim





Re: Houdini Indie launched ...

2014-08-07 Thread Cristobal Infante
yep that's right, a few limitations but an amazing piece of kit to have on
your side if you are freelancer/small company. This replace the HD version
that used to be $99 us but was non-commercial.

- Only one mantra node ( I guess you could buy engine licenses? or just
extra indies)

- HD maximum res and no third party renderers

- Commercial use of Houdini Indie is limited to studios or artists that
make less than $100K USD per year

Besides that it has all the bells and whistles ;)


On Thursday, 7 August 2014, Maurício P. Cuencas maurici...@live.com wrote:

 Since nobody posted here ...


 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2853Itemid=66



 [image: Image]

 *TORONTO: Aug 7, 2014 *- Side Effects Software, an industry leader in 3D
 animation and visual effects software, is proud to announce the immediate
 release of Houdini Indie which makes all of Houdini’s animation and VFX
 tools available under a limited commercial license to independent animators
 and game makers who want to use Houdini during the incubation stage of
 their business.

 “Independent animators and game creators are the lifeblood of the
 entertainment industry” says Kim Davidson, President and CEO, Side Effects
 Software. “With Houdini Indie, they now have access to a comprehensive set
 of procedural tools and assets to help them experiment, innovate, and
 create!”

 Independent artists can use Houdini Indie to create animations, effects or
 game art. Houdini Indie includes the same procedural node-based workflow
 and features as the commercial version of Houdini and the physically-based
 Mantra renderer. Houdini Indie can be used in all stages of animation and
 game production including procedural modelling, character animation,
 lighting, rendering, effects and compositing. Houdini Indie also gives
 artists render farm access using HQueue on Amazon’s EC2 compute cloud.

 “Houdini Indie is a perfect solution for independent animators and game
 artists” says Chris Romano, Writer and Director, MONSTRO! “Houdini
 empowered my team to rig, animate, light, render and add effects such as
 hair, cloth, water and smoke with off-the-shelf tools. No special wizardy.
 No battery of programmers. This let me focus on story and style.”

 [image: Image]
 http://www.sidefx.com/images/stories/news/indie/indie_screenshot_lrg.jpg
 *Houdini Indie with V-REX Orbolt Asset by Fabio D'amico*

 Houdini Engine Indie

 Houdini Indie, and the standalone Houdini Engine Indie, can be used to
 load Houdini Digital Assets into other content creation apps such as Maya®,
 Cinema4D, and 3DS Max®, or game editors such as Unity® and Unreal.® Houdini
 Digital Assets can be accessed from the Orbolt Smart 3D Asset store or
 created in Houdini Indie for sharing with other artists.

 [image: Image]
 http://www.sidefx.com/images/stories/news/hengine_maya/hengine_max_fountain_lg.jpg
 *Houdini Engine Indie working inside Maya*

 Pricing And Availability

 Houdini Indie is available today for $199 USD annually while Houdini
 Engine Indie is available for $99 USD annually. Houdini Indie replaces
 Houdini Apprentice HD which was only available for non-commercial projects.
 Houdini Indie will recognize Apprentice HD licenses and can be used under
 the limited commercial license for the remainder of the annual term. The
 free Houdini Apprentice license is still available for non-commercial use
 by students.

 Commercial use of Houdini Indie is limited to studios or artists that make
 less than $100K USD per year and cannot be used in the same pipeline as
 commercial versions of Houdini. Houdini Indie uses its own file format for
 saving scenes and assets and is restricted to 1920x1080 when rendering out
 animations using Mantra. Houdini Indie also includes FBX input and output.






Re: Houdini Indie launched ...

2014-08-07 Thread Serch Mucino
They state that commercial entities are limited to a max of 3 Indie and
Engine licenses.
This is exactly what I had been looking forward to for a long time. Side FX
has done it again. I'm sold. This + Modo will have me kicking it for the
foreseeable future. Sold!


Sergio Mucino



On Thu, Aug 7, 2014 at 3:57 PM, Cristobal Infante cgc...@gmail.com wrote:

 yep that's right, a few limitations but an amazing piece of kit to have on
 your side if you are freelancer/small company. This replace the HD version
 that used to be $99 us but was non-commercial.

 - Only one mantra node ( I guess you could buy engine licenses? or just
 extra indies)

 - HD maximum res and no third party renderers

 - Commercial use of Houdini Indie is limited to studios or artists that
 make less than $100K USD per year

 Besides that it has all the bells and whistles ;)



 On Thursday, 7 August 2014, Maurício P. Cuencas maurici...@live.com
 wrote:

 Since nobody posted here ...


 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2853Itemid=66



  [image: Image]

 *TORONTO: Aug 7, 2014 *- Side Effects Software, an industry leader in 3D
 animation and visual effects software, is proud to announce the immediate
 release of Houdini Indie which makes all of Houdini’s animation and VFX
 tools available under a limited commercial license to independent animators
 and game makers who want to use Houdini during the incubation stage of
 their business.

 “Independent animators and game creators are the lifeblood of the
 entertainment industry” says Kim Davidson, President and CEO, Side Effects
 Software. “With Houdini Indie, they now have access to a comprehensive set
 of procedural tools and assets to help them experiment, innovate, and
 create!”

 Independent artists can use Houdini Indie to create animations, effects
 or game art. Houdini Indie includes the same procedural node-based workflow
 and features as the commercial version of Houdini and the physically-based
 Mantra renderer. Houdini Indie can be used in all stages of animation and
 game production including procedural modelling, character animation,
 lighting, rendering, effects and compositing. Houdini Indie also gives
 artists render farm access using HQueue on Amazon’s EC2 compute cloud.

 “Houdini Indie is a perfect solution for independent animators and game
 artists” says Chris Romano, Writer and Director, MONSTRO! “Houdini
 empowered my team to rig, animate, light, render and add effects such as
 hair, cloth, water and smoke with off-the-shelf tools. No special wizardy.
 No battery of programmers. This let me focus on story and style.”

 [image: Image]
 http://www.sidefx.com/images/stories/news/indie/indie_screenshot_lrg.jpg
 *Houdini Indie with V-REX Orbolt Asset by Fabio D'amico*

 Houdini Engine Indie

 Houdini Indie, and the standalone Houdini Engine Indie, can be used to
 load Houdini Digital Assets into other content creation apps such as Maya®,
 Cinema4D, and 3DS Max®, or game editors such as Unity® and Unreal.® Houdini
 Digital Assets can be accessed from the Orbolt Smart 3D Asset store or
 created in Houdini Indie for sharing with other artists.

 [image: Image]
 http://www.sidefx.com/images/stories/news/hengine_maya/hengine_max_fountain_lg.jpg
 *Houdini Engine Indie working inside Maya*

 Pricing And Availability

 Houdini Indie is available today for $199 USD annually while Houdini
 Engine Indie is available for $99 USD annually. Houdini Indie replaces
 Houdini Apprentice HD which was only available for non-commercial projects.
 Houdini Indie will recognize Apprentice HD licenses and can be used under
 the limited commercial license for the remainder of the annual term. The
 free Houdini Apprentice license is still available for non-commercial use
 by students.

 Commercial use of Houdini Indie is limited to studios or artists that
 make less than $100K USD per year and cannot be used in the same pipeline
 as commercial versions of Houdini. Houdini Indie uses its own file format
 for saving scenes and assets and is restricted to 1920x1080 when rendering
 out animations using Mantra. Houdini Indie also includes FBX input and
 output.






Re: Houdini Indie launched ...

2014-08-07 Thread Amaan Akram
Will it support 3rd party renderers?
On 7 Aug 2014 20:57, Cristobal Infante cgc...@gmail.com wrote:

 yep that's right, a few limitations but an amazing piece of kit to have on
 your side if you are freelancer/small company. This replace the HD version
 that used to be $99 us but was non-commercial.

 - Only one mantra node ( I guess you could buy engine licenses? or just
 extra indies)

 - HD maximum res and no third party renderers

 - Commercial use of Houdini Indie is limited to studios or artists that
 make less than $100K USD per year

 Besides that it has all the bells and whistles ;)


 On Thursday, 7 August 2014, Maurício P. Cuencas maurici...@live.com
 wrote:

 Since nobody posted here ...


 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2853Itemid=66



  [image: Image]

 *TORONTO: Aug 7, 2014 *- Side Effects Software, an industry leader in 3D
 animation and visual effects software, is proud to announce the immediate
 release of Houdini Indie which makes all of Houdini’s animation and VFX
 tools available under a limited commercial license to independent animators
 and game makers who want to use Houdini during the incubation stage of
 their business.

 “Independent animators and game creators are the lifeblood of the
 entertainment industry” says Kim Davidson, President and CEO, Side Effects
 Software. “With Houdini Indie, they now have access to a comprehensive set
 of procedural tools and assets to help them experiment, innovate, and
 create!”

 Independent artists can use Houdini Indie to create animations, effects
 or game art. Houdini Indie includes the same procedural node-based workflow
 and features as the commercial version of Houdini and the physically-based
 Mantra renderer. Houdini Indie can be used in all stages of animation and
 game production including procedural modelling, character animation,
 lighting, rendering, effects and compositing. Houdini Indie also gives
 artists render farm access using HQueue on Amazon’s EC2 compute cloud.

 “Houdini Indie is a perfect solution for independent animators and game
 artists” says Chris Romano, Writer and Director, MONSTRO! “Houdini
 empowered my team to rig, animate, light, render and add effects such as
 hair, cloth, water and smoke with off-the-shelf tools. No special wizardy.
 No battery of programmers. This let me focus on story and style.”

 [image: Image]
 http://www.sidefx.com/images/stories/news/indie/indie_screenshot_lrg.jpg
 *Houdini Indie with V-REX Orbolt Asset by Fabio D'amico*

 Houdini Engine Indie

 Houdini Indie, and the standalone Houdini Engine Indie, can be used to
 load Houdini Digital Assets into other content creation apps such as Maya®,
 Cinema4D, and 3DS Max®, or game editors such as Unity® and Unreal.® Houdini
 Digital Assets can be accessed from the Orbolt Smart 3D Asset store or
 created in Houdini Indie for sharing with other artists.

 [image: Image]
 http://www.sidefx.com/images/stories/news/hengine_maya/hengine_max_fountain_lg.jpg
 *Houdini Engine Indie working inside Maya*

 Pricing And Availability

 Houdini Indie is available today for $199 USD annually while Houdini
 Engine Indie is available for $99 USD annually. Houdini Indie replaces
 Houdini Apprentice HD which was only available for non-commercial projects.
 Houdini Indie will recognize Apprentice HD licenses and can be used under
 the limited commercial license for the remainder of the annual term. The
 free Houdini Apprentice license is still available for non-commercial use
 by students.

 Commercial use of Houdini Indie is limited to studios or artists that
 make less than $100K USD per year and cannot be used in the same pipeline
 as commercial versions of Houdini. Houdini Indie uses its own file format
 for saving scenes and assets and is restricted to 1920x1080 when rendering
 out animations using Mantra. Houdini Indie also includes FBX input and
 output.






Re: Softimage to Modo

2014-08-07 Thread Angus Davidson
Hi Eric

Once the documentation is in place will that make things a lot easier for
the average person to dig into the sdk.

Some SDK¹s even with great documentation are not great to use.

Kind regards

Angus



On 2014/08/07, 6:33 PM, Eric Mootz e...@mootzoid.com wrote:

PS (@Paulo): I am not transfering the plugins to Modo, I am porting
them. What I mean is that all plugins will remain available for
Softimage|XSI, too. In fact I develop in Softimage only and then port
them ;)

The Modo SDK is still tough to handle, at least that is my opinion. The
SDKs of Softimage, Maya and Cinema - just to name a few - are far
simpler to use. But the Modo team is aware of the lack of documentation
and examples and they are working on it! Pretty sure things will improve
greatly in the next 1-2 years!

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Re: Houdini Indie launched ...

2014-08-07 Thread Srecko Micic
No.
--
Srecko Micic
3D Generalist
---
Skype: srecko.micic
Email: srecko.mi...@gmail.com

On Aug 7, 2014, at 10:02 PM, Amaan Akram xsil...@warpedspace.org wrote:

 Will it support 3rd party renderers?
 
 On 7 Aug 2014 20:57, Cristobal Infante cgc...@gmail.com wrote:
 yep that's right, a few limitations but an amazing piece of kit to have on 
 your side if you are freelancer/small company. This replace the HD version 
 that used to be $99 us but was non-commercial.
 
 - Only one mantra node ( I guess you could buy engine licenses? or just extra 
 indies)
 
 - HD maximum res and no third party renderers
 
 - Commercial use of Houdini Indie is limited to studios or artists that make 
 less than $100K USD per year 
 
 Besides that it has all the bells and whistles ;)
 
 
 On Thursday, 7 August 2014, Maurício P. Cuencas maurici...@live.com wrote:
 Since nobody posted here ...
 
 http://www.sidefx.com/index.php?option=com_contenttask=viewid=2853Itemid=66
 
   
 
 TORONTO: Aug 7, 2014 - Side Effects Software, an industry leader in 3D 
 animation and visual effects software, is proud to announce the immediate 
 release of Houdini Indie which makes all of Houdini’s animation and VFX tools 
 available under a limited commercial license to independent animators and 
 game makers who want to use Houdini during the incubation stage of their 
 business.
 
 “Independent animators and game creators are the lifeblood of the 
 entertainment industry” says Kim Davidson, President and CEO, Side Effects 
 Software. “With Houdini Indie, they now have access to a comprehensive set of 
 procedural tools and assets to help them experiment, innovate, and create!”
 
 Independent artists can use Houdini Indie to create animations, effects or 
 game art. Houdini Indie includes the same procedural node-based workflow and 
 features as the commercial version of Houdini and the physically-based Mantra 
 renderer. Houdini Indie can be used in all stages of animation and game 
 production including procedural modelling, character animation, lighting, 
 rendering, effects and compositing. Houdini Indie also gives artists render 
 farm access using HQueue on Amazon’s EC2 compute cloud.
 
 “Houdini Indie is a perfect solution for independent animators and game 
 artists” says Chris Romano, Writer and Director, MONSTRO! “Houdini empowered 
 my team to rig, animate, light, render and add effects such as hair, cloth, 
 water and smoke with off-the-shelf tools. No special wizardy. No battery of 
 programmers. This let me focus on story and style.”
 
 
 Houdini Indie with V-REX Orbolt Asset by Fabio D'amico
 
 Houdini Engine Indie
 
 Houdini Indie, and the standalone Houdini Engine Indie, can be used to load 
 Houdini Digital Assets into other content creation apps such as Maya®, 
 Cinema4D, and 3DS Max®, or game editors such as Unity® and Unreal.® Houdini 
 Digital Assets can be accessed from the Orbolt Smart 3D Asset store or 
 created in Houdini Indie for sharing with other artists.
 
 
 Houdini Engine Indie working inside Maya
 
 Pricing And Availability
 
 Houdini Indie is available today for $199 USD annually while Houdini Engine 
 Indie is available for $99 USD annually. Houdini Indie replaces Houdini 
 Apprentice HD which was only available for non-commercial projects. Houdini 
 Indie will recognize Apprentice HD licenses and can be used under the limited 
 commercial license for the remainder of the annual term. The free Houdini 
 Apprentice license is still available for non-commercial use by students.
 
 Commercial use of Houdini Indie is limited to studios or artists that make 
 less than $100K USD per year and cannot be used in the same pipeline as 
 commercial versions of Houdini. Houdini Indie uses its own file format for 
 saving scenes and assets and is restricted to 1920x1080 when rendering out 
 animations using Mantra. Houdini Indie also includes FBX input and output.
 
 
 
 
 
 
 



RE: Scene constantly stuck with geometry operators disabled.

2014-08-07 Thread Tim Bolland
Hi, I checked this box originally, saved the file with operators disabled ( and 
my debugging done ), then unchecked the box again thinking that the operators 
would now be enabled when I opened the scene. This isn't the case, It's like 
the disabled operators have been saved into the scene. Is this normal behaviour?
Cheers,
Tim
From: car...@gmail.com
Date: Thu, 7 Aug 2014 12:11:51 -0700
Subject: Re: Scene constantly stuck with geometry operators disabled.
To: softimage@listproc.autodesk.com

check your prefs, there is a mode to disable ops on load... it is for debugging 
purposes

On Thu, Aug 7, 2014 at 12:06 PM, Tim Bolland tim_boll...@hotmail.co.uk wrote:





HI, I opened a scene with geometry operators disabled in order to hide a bunch 
of ICE trees at start up. I then saved it out and turned off the Disable 
geometry operators on start up button, expecting the next time I open the 
scene to have them re-enabled. However they are stuck on disable and can't find 
a way to turn them back on. 


Any ideas? I'm using 2015.
Regards,
Tim

  

  

Re: Scene constantly stuck with geometry operators disabled.

2014-08-07 Thread Steven Caron
yes, i failed to read you extremely long email outlining exactly that ;)

because i was lazy here is a script to help you...

# python start
# select all the objects with disabled op stacks
# attempts to find the bottom op in the stack and enable it and all of the
above ops
from sipyutils import si # win32com.client.Dispatch('XSI.Application')

for item in si().Selection:
stack = list(item.ActivePrimitive.ConstructionHistory)
if stack:
# order reversed
si().DeactivateAbove(stack[-1], False)
# python end




On Thu, Aug 7, 2014 at 12:25 PM, Tim Bolland tim_boll...@hotmail.co.uk
wrote:

 Hi, I checked this box originally, saved the file with operators disabled
 ( and my debugging done ), then unchecked the box again thinking that the
 operators would now be enabled when I opened the scene. This isn't the
 case, It's like the disabled operators have been saved into the scene. Is
 this normal behaviour?

 Cheers,

 Tim

 --
 From: car...@gmail.com
 Date: Thu, 7 Aug 2014 12:11:51 -0700
 Subject: Re: Scene constantly stuck with geometry operators disabled.
 To: softimage@listproc.autodesk.com


 check your prefs, there is a mode to disable ops on load... it is for
 debugging purposes


 On Thu, Aug 7, 2014 at 12:06 PM, Tim Bolland tim_boll...@hotmail.co.uk
 wrote:

 HI, I opened a scene with geometry operators disabled in order to hide a
 bunch of ICE trees at start up. I then saved it out and turned off the
 Disable geometry operators on start up button, expecting the next time I
 open the scene to have them re-enabled. However they are stuck on disable
 and can't find a way to turn them back on.

 Any ideas? I'm using 2015.

 Regards,

 Tim






Re: Softimage to Modo

2014-08-07 Thread Jason S

  
  

  To post details on a sheer poly-count (only) test,
  involving  subdividing a 600k poly head scan twice (to a 15
  million poly head) and instancing it as many times as possible.
  
  (using instances to load poly display without loading memory)
  
  
  
  With Modo subdividing (twice to 15 mil. polys) took 1m30sec, 
  and I was able to make 36 instances, (limited by memory.. and
  stability)
  saving (15 mil. polys) took 1 min and Loading took 2m10sec.
  
  at least (many) long operations show a reliable progress bar
  showing it's not just frozen.
  
  I would save at every third head instance copy, because it would
  crash at every couple of newly created ones
  
  Saving took a while, but autosaves became very irritating taking
  longer than regular saves (3min) for some reasion, while still not
  being a good idea to turn it off.
  
  doing things like switching (certain) tools would involve a
  whopping 30 seconds each time, switching 'Modules' wasn't bad (3
  sec) but the need to constantly switch back and forth to
  completely different views, (some with no timeline.. wanting to
  change something at a particular frame) then having to relocate
  every time, I didn't find particularly fun.  
  
  It would also seemingly randomly process something for 10-20 sec
  every few minutes, and doing a few things would quickly further
  push up (the already very heafty 10 gb) memory consumption t'il I
  had to restart once my 16gig were filled (if that happended before
  crashing)
  
  
  with 36 instances navigation was 1 FPS in certain modules, to 0.3
  FPS (3 sec per frame) in other modules (or with certain tools
  selected )
  (with selection outlines and everything off)
  
  
  __
   While c4d had the fastest processing (15 sec for subivisions)
   saving/loading time (20 sec each)
   (I know many operations became multithreaded in R15)
  C4D could barely go beyond 4-5 instances (limited by performance),
  it would take 10 second refresh to basically do anything in the
  viewport
  
  and even in bounding box display mode (or having stuff out of
  view?) had barely any effect on performance, which I couldn't
  beleive, (I hope I was missing something)
  
  Program used 4gb 
  
  
  XSI  
  Subdividing twice to 15 million took the longest at 3m30sec,
  Saving was 30 sec , and  1m20sec for loading 
  But while XSI would sort of get hot, it would very much keep on
  going smooth..  1, all the way to 50 (x15mil polys) instance
  copies (I could go further), made (any) viewport
  nav/intraction/transforms, linearly go from 60fps to a usable 1.6
  FPS, with a cool 1.9 gb memory consumption 
  
  with a partcularity of having all Interface (non viewport)
  interactions remain completly unnaffected by whatever was in the
  scene.
  
  
  _
  Some of that in  a grid..
  
   Subdividing twice to 15mil   Saving 15mil
  polys  Loading  Nav
  FPS   Mem
  
  C4D   15sec  
  20sec    20sec  10sec/frame 
  (4x 15 mil polys) 4.3gb
  MODO  1m40sec    1 min (sometimes
  3min) 2m10sec 1 to 3sec/frame (36x 15 mil
  poly) 9 to 14gb
  SI       3m30sec 
  30sec 1m20sec  1.6 fps (50x
  15mil polys) 1.9 gb
  
  __
  This is of course but a narrow polycount only test (and maybe I
  was missing stuff), 
  but I know SI continues to shine with deformations and stuff
  going-on,
  and things are far from being all about FPS (ie; the 'depth' of
  Houdini, where SI also shines(again) except with the simplicity of
  C4D)
  
  But with these results after all this time,  I think the next XSI
  (or Maya) would more likely be a Vodoo or an Apollo (if released)
  than either Modo or C4d,
  
  But who knows when a truely 'limitless' while super-friendly app
  (contradictory in terms by default) would rersurface once again..
  
  
  
  On 08/07/14 12:54, Paulo Cesar Duarte wrote:


  Great.

  Softimage is still my main software, and probably will
still remain for the next 3-5 years, and I also believe that
in the next 1-2 years the evolution of Modo will be great,
and in this time I will be doing a smooth transition, I'm
also 

Re: Glasswork+RedShift -- Cadbury spot

2014-08-07 Thread Jason S

  
  
Lol! loved the description too..
  talking about the scalability, flexibility, and 'quick/easy high
  level accessibility' of RS 
  (which also very much applies to the host app used) :)
  
  
  On 08/07/14 14:51, Marc-Andre Carbonneau wrote:


  
  
  
  
Oh Alastair and team,
why didnt you share earlier! ;)

http://vimeo.com/101585188

Good job Glasswork. Made
me smile:)
  


  



Re: Scene constantly stuck with geometry operators disabled.

2014-08-07 Thread Jason S

  
  
Man, some solutions to potentially
  really time consuming things can come in really tiny scripts :)
  
  On 08/07/14 17:53, Steven Caron wrote:


  yes, i failed to read you extremely long email
outlining exactly that ;)


because i was lazy here is a script to help you...


# python start
# select all the objects with disabled op stacks
# attempts to find the bottom op in the stack and enable it
  and all of the above ops

  from sipyutils import si #
win32com.client.Dispatch('XSI.Application')
  
  
  for item in si().Selection:    
      stack =
list(item.ActivePrimitive.ConstructionHistory)
      if stack:
          # order reversed
          si().DeactivateAbove(stack[-1], False)

# python end




  
  

On Thu, Aug 7, 2014 at 12:25 PM, Tim
  Bolland tim_boll...@hotmail.co.uk
  wrote:
  

  Hi, I checked this box originally, saved
the file with operators disabled ( and my debugging done
), then unchecked the box again thinking that the
operators would now be enabled when I opened the scene.
This isn't the case, It's like the disabled operators
have been saved into the scene. Is this normal
behaviour?

  

Cheers,


Tim

  
From: car...@gmail.com
Date: Thu, 7 Aug 2014 12:11:51 -0700
Subject: Re: Scene constantly stuck with geometry
operators disabled.
To: softimage@listproc.autodesk.com

  

check your prefs, there is a mode
  to disable ops on load... it is for debugging
  purposes

  
  On Thu, Aug 7, 2014 at 12:06 PM, Tim
Bolland tim_boll...@hotmail.co.uk
wrote:

  
HI, I opened a scene with
  geometry operators disabled in order
  to hide a bunch of ICE trees at start
  up. I then saved it out and turned off
  the "Disable geometry operators on
  start up" button, expecting the next
  time I open the scene to have them
  re-enabled. However they are stuck on
  disable and can't find a way to turn
  them back on. 
  

  
  Any ideas? I'm using
  2015.
  
  
  Regards,
  
  
  Tim