Re: OT: Epic going completely crazy

2015-03-11 Thread Andres Stephens
Well I read the terms and conditions.. From what  I understand, apparently any 
linear content (image sequences, short films, etc) you produce doesn’t have any 
5% royalty above $3000 USD per quarterly, so that’s an option. 







From: Byron Nash
Sent: ‎Wednesday‎, ‎March‎ ‎11‎, ‎2015 ‎09‎:‎26‎:‎53‎ ‎
To: softimage@listproc.autodesk.com





What do you all think the viability is for learning something like UE4 and 
using that knowledge to earn income. I'm speaking mostly about opportunities 
other than working at a large game studio. What are the use cases in smaller 
markets or remote working situations?

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-11 Thread Paul Doyle
Paul is on the alpha, but waiting until we have the viewport for the
standalone (or the Softimage integration.

We have already implemented a bunch of deformers, including delta mush:
http://fabricengine.com/rigging-toolbox/ (although not yet in the DFG).
It's all KL...

On 11 March 2015 at 16:56, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 i suppose an interesting one to try would be delta mush, a few pwoplw came
 up with that by themselves.

 What ever happened to Pooby ?

 On 11 March 2015 at 02:00, Paul Doyle technove...@gmail.com wrote:

 Created a new section to track demos people build in the test group:
 http://fabricengine.com/canvas-user-demos/
 http://fabricengine.com/canvas-user-demos/

 Hopefully there'll be a lot more in there soon :)

 On 10 March 2015 at 09:47, Leonard Koch leonardkoch...@gmail.com wrote:

 Ah thanks. That's good to know.

 On Tue, Mar 10, 2015 at 2:39 PM, Eric Thivierge ethivie...@hybride.com
 wrote:

 Hey Leonard,

 You can set an environment variable that Canvas looks to for custom
 presets. You then make folders within it and can organize them that way.
 It's already very easy to organize the presets.

 Eric T.


 On 3/10/2015 9:36 AM, Leonard Koch wrote:


 This looks really great. Congratulations on getting it into beta.
 It would be interesting to know if those presets are first class
 citizens. Can the presets be loaded through the same panel as the built-in
 nodes.
 I assume that you could just put them in the same folders, but a
 system for managing, separating and versioning them would be cool.

 Also +1 for color coding.

 This seriously looks great guys!









Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-11 Thread Jason S

  
  
I recall already being one working in
  fabric no?
  
  On 03/11/15 16:56, Sebastien Sterling wrote:


  
i suppose an interesting one to try would be delta mush, a
  few pwoplw came up with that by themselves.
  

What ever happened to Pooby ?
  
  
On 11 March 2015 at 02:00, Paul Doyle technove...@gmail.com
  wrote:
  
Created a new section to track demos people
  build in the test group: http://fabricengine.com/canvas-user-demos/ 
  
  
  Hopefully there'll be a lot more in there soon :)


  

  On 10 March 2015 at 09:47,
Leonard Koch leonardkoch...@gmail.com
wrote:

  Ah thanks. That's good to know.
  

  
On Tue, Mar 10,
  2015 at 2:39 PM, Eric Thivierge ethivie...@hybride.com
  wrote:
  Hey
Leonard,

You can set an environment variable that
Canvas looks to for custom presets. You
then make folders within it and can
organize them that way. It's already
very easy to organize the presets.

Eric T.

  

On 3/10/2015 9:36 AM, Leonard Koch
wrote:

  
  This looks really great.
  Congratulations on getting it into
  beta.
  It would be interesting to know if
  those presets are first class
  citizens. Can the presets be
  loaded through the same panel as
  the built-in nodes.
  I assume that you could just put
  them in the same folders, but a
  system for managing, separating
  and versioning them would be cool.
  
  Also +1 for color coding.
  
  This seriously looks great guys!
  



  

  


  

  

  
  

  

  


  


  



Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-11 Thread Sebastien Sterling
i suppose an interesting one to try would be delta mush, a few pwoplw came
up with that by themselves.

What ever happened to Pooby ?

On 11 March 2015 at 02:00, Paul Doyle technove...@gmail.com wrote:

 Created a new section to track demos people build in the test group:
 http://fabricengine.com/canvas-user-demos/
 http://fabricengine.com/canvas-user-demos/

 Hopefully there'll be a lot more in there soon :)

 On 10 March 2015 at 09:47, Leonard Koch leonardkoch...@gmail.com wrote:

 Ah thanks. That's good to know.

 On Tue, Mar 10, 2015 at 2:39 PM, Eric Thivierge ethivie...@hybride.com
 wrote:

 Hey Leonard,

 You can set an environment variable that Canvas looks to for custom
 presets. You then make folders within it and can organize them that way.
 It's already very easy to organize the presets.

 Eric T.


 On 3/10/2015 9:36 AM, Leonard Koch wrote:


 This looks really great. Congratulations on getting it into beta.
 It would be interesting to know if those presets are first class
 citizens. Can the presets be loaded through the same panel as the built-in
 nodes.
 I assume that you could just put them in the same folders, but a system
 for managing, separating and versioning them would be cool.

 Also +1 for color coding.

 This seriously looks great guys!








Re: BSuite - BStudio -- BUF Software

2015-03-11 Thread Jason S

  
  
On 03/09/15 12:42, Sebastien Sterling
  wrote:
  
would really nee to lnow what it's like. 
  i seem to remember Maguff having its on propitiatory software,
  which eventually got phased out for maya and renderman.

  
  
  Me too can't wait to see performance, usability ... and wonder
  about their renderer, (path tracing performance,  etc..) 
  .. if they will open-up to other renders, and how is their SDK 
  (in general, or not to mention for eventual Fabric support) 
  how the different modules work together..
  
  Otherwise it would be "funny" if it turned out to be more
  awkward,  unforgiving,  or more "complicated" than the few (or
  essentially the one) other currently available high-end
  solution(s).
  
  But I would seriously doubt that, from what can be gathered to
  date, it should at least be considerably refined and straight
  forward,  
  especially considering that it's very much like a born in
  production, production software.
  
  Along with what seems to be it's own "shotgun", among the other
  modules that seem to cover many or most production aspects while
  all being made  to work together.
  
  Unless that perception was largely from "myth", which I'd hardly
  think
  so ...
  (imagine Soft without even "Avid", where it was perhaps less, but
  also like a stepchild, how it would have been treated..
  represented  cared for... 
  and how that would have affected adoption/perception)
  
  Looks a bit like Houdini in terms of them remaining themselves,
  with all the way up to management being "into it" 
  (except with perhaps more of a "hands-on production" side to them)
  
  I think the edge of Both Softimage (3D) and uptil now XSI, is that
  while being advanced, they were (arguably quite a bit more than
  others) 
  made and refined (all the way down to little "silly" details) with
  everyday production in mind, simplifying procedures, 
  and making things super sturdy in however unconventional way they
  are used. 
  I don't know in the later years, but I recall how at least through
  special projects, how we were in constant back and forth between
  various shops,
  and with at least some product managers being somewhat "artsy"
  themselves.
  
  And I would hope (while being rather confident) this solution
  would also have such an edge, 
  and wouldn't be surprised seeing it become the only other one,
  other than the only other (non-specialized) one.
  
  The only caveat I see to date, is the exclusive Linux/Mac support,
  which if it indeed turned out to be really great, 
  I would go for booting in Linux, and Virtualboxing Windows for
  other secondary things. (and/or perhaps later-on, no Windows at
  all)
  
  (fingers crossed)
  

  



Re: OT: Epic going completely crazy

2015-03-11 Thread Francisco Criado
Nice to hear that Nicolas! let me know if you need beta test ;)

F.


2015-03-11 10:35 GMT-03:00 Nicolas Esposito 3dv...@gmail.com:

 They're not the only one working on it ;) ...so I guess there will be
 alembic stuff available in short time

 2015-03-11 14:14 GMT+01:00 Francisco Criado malcriad...@gmail.com:

 Hi Nicolas,

 the kl 360 plugin is gonna be free via github, it would be nice if they
 publish the alembic one too :)

 F.


 2015-03-11 10:01 GMT-03:00 Nicolas Esposito 3dv...@gmail.com:

 I think they used a techinque similar to this
 http://www.kolor.com/livepano one, I also notice that they made a 360
 viewer inside UE4, so I guess they combined that with 3d geometry inside
 UE4 and...well...its pretty amazing!

 2015-03-11 13:34 GMT+01:00 Francisco Criado malcriad...@gmail.com:

 It seems this guys wrote an alembic plugin! sweet :)
 http://blog.kiteandlightning.la/
 By the way, their last vr demo The Insurgent is pretty amazing, still
 wondering how they incorporated the live footage into the engine with that
 quality.

 F.


 2015-03-09 10:35 GMT-03:00 Gerbrand Nel nagv...@gmail.com:

  I don't know about you guys, but for me the coolest thing would be,
 proper alembic support.
 I just want to use it as a render at first, so I don't care if the
 alembic reader is slow, as long as the render is nice and fast :)
 Building interactive content will come a bit later for me.
 G

 On 09/03/2015 07:18, Francisco Criado wrote:

  Well, this is interesting:

 http://www.sidefx.com/index.php?option=com_contenttask=viewid=3067Itemid=66

  F.


 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg zagan...@gmail.com:

 Has any idea negotiated a custom deal? That seems to be the most
 obvious way to get a cap. Obviously, that would be subject to strict 
 NDA's
 but it would be interesting to know at what level in terms of gross 
 revenue
 people have been able to negotiate.

 On 7 March 2015 at 07:27, Eric Cosky e...@cosky.com wrote:

 As a game dev, I have some concerns about the royalties of Unreal.
 It's a fantastic engine that I enjoy very much, and it may very well be 
 the
 right choice in many cases but I do wish they had a cap on the 
 royalties.
 If nothing else, the royalties should be carefully considered against 
 the
 alternatives. I wrote a post explaining my thoughts in more detail
 here http://bit.ly/1zAgU6P. It came out a few days before they
 cut the monthly fee, but as you will see in the post that cost really 
 was
 just a drop in the bucket that doesn't change the big numbers.

  Of course, none of this applies if you aren't subject to royalties
 which is bound to be a good percentage of people in this list.


 On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley adammsee...@gmail.com
 wrote:

 Some more comparisons..


 http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/



 On 3 March 2015 at 21:49, Perry Harovas perryharo...@gmail.com
 wrote:

 Thanks everyone.

  So (just to be clear, because i don't think I was) I was trying
 to get vertex level animation (not morph targets) into UE4.
 So I want to rig and envelope a character (or object) in another
 app (like Soft or C4D) and animate it with bones.
 Then I want to cache the animation of the deforming mesh, and
 export that out to UE4 without the bones, just the animated mesh.

  I wanted to avoid FBX because, well, it is FBX and has been
 horribly varied and spotty with regards to stability and reliability 
 over
 the years.
 Alembic is lighter weight, faster to load large caches, far more
 stable and reliable (although this is, of course, also partly 
 dependent on
 the target application
 that hosts the importer).

  The only reason I mentioned morph targets is that many people
 that were users of UE4 had suggested that the way to get vertex level
 animation
 into UE4 was by using morph targets and doing one morph per frame
 manually. Seemed a bit stupid to do it by hand, to me.

  Am I being ridiculous to not just use FBX? Does FBX work well
 with vertex animation?

  If I was near my machine I would just try it myself, but I won't
 be for a while.

  Thanks again

  Perry



 On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado 
 malcriad...@gmail.com wrote:

 Hi Perry,
 you can import animated models and characters wih fbx, and you
 have two ways, with the animation embeded or importing animations 
 separated
 and then aplying them in different ways.
 I had an issue with an animated rope through nulls like skeletons
 and didnt go to well, but i'm new to unreal too so there must be 
 some way i
 don't know yet.
 Morph targets are quite simple, on unreal engine youtube channel
 there is a lot of info.
 Nicolas, what do you think?
 Hope it helps.
 F.

 On Monday, March 2, 2015, Perry Harovas perryharo...@gmail.com
 wrote:

 I have been using UE4 for a month or so as well, and really
 enjoy it.

  One note, as far as I can tell it does not yet support Alembic
 import, so getting character
 animation (or deforming geometry 

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-11 Thread Sebastien Sterling
I suppose, it would be awfully interesting to have a small standalone
environment in which to test deformers and solvers independently of  other
apps, but that might start to look worryingly like a DCC :P

all in good time ;)

On 11 March 2015 at 20:58, Paul Doyle technove...@gmail.com wrote:

 Paul is on the alpha, but waiting until we have the viewport for the
 standalone (or the Softimage integration.

 We have already implemented a bunch of deformers, including delta mush:
 http://fabricengine.com/rigging-toolbox/ (although not yet in the DFG).
 It's all KL...

 On 11 March 2015 at 16:56, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 i suppose an interesting one to try would be delta mush, a few pwoplw
 came up with that by themselves.

 What ever happened to Pooby ?

 On 11 March 2015 at 02:00, Paul Doyle technove...@gmail.com wrote:

 Created a new section to track demos people build in the test group:
 http://fabricengine.com/canvas-user-demos/
 http://fabricengine.com/canvas-user-demos/

 Hopefully there'll be a lot more in there soon :)

 On 10 March 2015 at 09:47, Leonard Koch leonardkoch...@gmail.com
 wrote:

 Ah thanks. That's good to know.

 On Tue, Mar 10, 2015 at 2:39 PM, Eric Thivierge ethivie...@hybride.com
  wrote:

 Hey Leonard,

 You can set an environment variable that Canvas looks to for custom
 presets. You then make folders within it and can organize them that way.
 It's already very easy to organize the presets.

 Eric T.


 On 3/10/2015 9:36 AM, Leonard Koch wrote:


 This looks really great. Congratulations on getting it into beta.
 It would be interesting to know if those presets are first class
 citizens. Can the presets be loaded through the same panel as the 
 built-in
 nodes.
 I assume that you could just put them in the same folders, but a
 system for managing, separating and versioning them would be cool.

 Also +1 for color coding.

 This seriously looks great guys!










Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-11 Thread Paul Doyle
We have a standalone, it just doesn't have the viewport hooked in yet (but
you can do all the data processing you like). The next alpha will have it.

The standalone is for building specialised applications (viewers, playback
tools etc). Canvas graphs move seamlessly between the Fabric standalone and
other Spliced DCCs. It's pretty cool :)

On 11 March 2015 at 19:56, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:

 I suppose, it would be awfully interesting to have a small standalone
 environment in which to test deformers and solvers independently of  other
 apps, but that might start to look worryingly like a DCC :P

 all in good time ;)

 On 11 March 2015 at 20:58, Paul Doyle technove...@gmail.com wrote:

 Paul is on the alpha, but waiting until we have the viewport for the
 standalone (or the Softimage integration.

 We have already implemented a bunch of deformers, including delta mush:
 http://fabricengine.com/rigging-toolbox/ (although not yet in the DFG).
 It's all KL...

 On 11 March 2015 at 16:56, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 i suppose an interesting one to try would be delta mush, a few pwoplw
 came up with that by themselves.

 What ever happened to Pooby ?

 On 11 March 2015 at 02:00, Paul Doyle technove...@gmail.com wrote:

 Created a new section to track demos people build in the test group:
 http://fabricengine.com/canvas-user-demos/
 http://fabricengine.com/canvas-user-demos/

 Hopefully there'll be a lot more in there soon :)

 On 10 March 2015 at 09:47, Leonard Koch leonardkoch...@gmail.com
 wrote:

 Ah thanks. That's good to know.

 On Tue, Mar 10, 2015 at 2:39 PM, Eric Thivierge 
 ethivie...@hybride.com wrote:

 Hey Leonard,

 You can set an environment variable that Canvas looks to for custom
 presets. You then make folders within it and can organize them that way.
 It's already very easy to organize the presets.

 Eric T.


 On 3/10/2015 9:36 AM, Leonard Koch wrote:


 This looks really great. Congratulations on getting it into beta.
 It would be interesting to know if those presets are first class
 citizens. Can the presets be loaded through the same panel as the 
 built-in
 nodes.
 I assume that you could just put them in the same folders, but a
 system for managing, separating and versioning them would be cool.

 Also +1 for color coding.

 This seriously looks great guys!











Re: OT: Houdini cluster materials

2015-03-11 Thread Cristobal Infante
Another thing to note, if you apply materials inside the objects subnets
then the material applied on the object level has no effect.
I am really just getting started with rendering but this was quite
surprising coming from xsi ;)

C

On 11 March 2015 at 09:50, Cristobal Infante cgc...@gmail.com wrote:

 Materials in houdini are essentially applied per polygon (primitives in
 houdini). Check the details view of a geometry that has a material, and the
 select the primitive icon. You will see each individual poly has got the
 material applied to it.

 By the way, the Details View panel is your best friend. If you are not
 using it, you are not using houdini very well ;)

 C

 On 10 March 2015 at 19:08, Jordi Bares Dominguez jordiba...@gmail.com
 wrote:

 You will certainly use them a lot as you will have surely many streams of
 data (a bit like if you had in one single object multiple parallel operator
 stacks that you can blend/merge/dispose/etc…

 My take is to try to do things at object level due to easiness with for
 example transformations, material assignment, scene optimisation and LOD.

 For example, every component of a wheel of a car I separate and make
 objects and have a hierarchy, this allows me to do very quick low
 resolution objects out of big ones. Transformations are much faster and
 ultimately I can do clever camera based hiding and what not.

 Also given I use bundles a lot having objects is very convenient as I can
 do text searches that bring the objects to the bundles so it is a major win
 after a bit of a slow prep time of course.

 So I would say my best friend is “object merge” operator rather than
 merge.

 ;-)

 hope it helps
 jb

 On 10 Mar 2015, at 17:47, Jason S jasonsta...@gmail.com wrote:

  (see addendums in bold)

 On 03/10/15 13:32, Jason S wrote:

 On 03/10/15 12:15, Christopher Crouzet wrote:

 This is a core concept when you have to deal with such graphs—it is so
 essential that the `Merge` node is probably one of the most used nodes in
 Houdini.

 I can understand why, whether for optimization, *[or]* manageability
 purposes.

 Groups in Houdini share roughly the same purpose than clusters from
 Softimage.
 They are a core concept in Houdini as every node understand them. What
 you can do with clusters, you can do with groups, and much more out of the
 box.

 I can imagine, as core *[or as basic of a concept]* as in Soft I would
 assume. *[or so it would seem]*


 And thanks for the, I think important clarification.







Re: OT: Houdini cluster materials

2015-03-11 Thread Cristobal Infante
Materials in houdini are essentially applied per polygon (primitives in
houdini). Check the details view of a geometry that has a material, and the
select the primitive icon. You will see each individual poly has got the
material applied to it.

By the way, the Details View panel is your best friend. If you are not
using it, you are not using houdini very well ;)

C

On 10 March 2015 at 19:08, Jordi Bares Dominguez jordiba...@gmail.com
wrote:

 You will certainly use them a lot as you will have surely many streams of
 data (a bit like if you had in one single object multiple parallel operator
 stacks that you can blend/merge/dispose/etc…

 My take is to try to do things at object level due to easiness with for
 example transformations, material assignment, scene optimisation and LOD.

 For example, every component of a wheel of a car I separate and make
 objects and have a hierarchy, this allows me to do very quick low
 resolution objects out of big ones. Transformations are much faster and
 ultimately I can do clever camera based hiding and what not.

 Also given I use bundles a lot having objects is very convenient as I can
 do text searches that bring the objects to the bundles so it is a major win
 after a bit of a slow prep time of course.

 So I would say my best friend is “object merge” operator rather than merge.

 ;-)

 hope it helps
 jb

 On 10 Mar 2015, at 17:47, Jason S jasonsta...@gmail.com wrote:

  (see addendums in bold)

 On 03/10/15 13:32, Jason S wrote:

 On 03/10/15 12:15, Christopher Crouzet wrote:

 This is a core concept when you have to deal with such graphs—it is so
 essential that the `Merge` node is probably one of the most used nodes in
 Houdini.

 I can understand why, whether for optimization, *[or]* manageability
 purposes.

 Groups in Houdini share roughly the same purpose than clusters from
 Softimage.
 They are a core concept in Houdini as every node understand them. What you
 can do with clusters, you can do with groups, and much more out of the box.

 I can imagine, as core *[or as basic of a concept]* as in Soft I would
 assume. *[or so it would seem]*


 And thanks for the, I think important clarification.






Re: OT: Epic going completely crazy

2015-03-11 Thread Francisco Criado
Hi Nicolas,

the kl 360 plugin is gonna be free via github, it would be nice if they
publish the alembic one too :)

F.


2015-03-11 10:01 GMT-03:00 Nicolas Esposito 3dv...@gmail.com:

 I think they used a techinque similar to this
 http://www.kolor.com/livepano one, I also notice that they made a 360
 viewer inside UE4, so I guess they combined that with 3d geometry inside
 UE4 and...well...its pretty amazing!

 2015-03-11 13:34 GMT+01:00 Francisco Criado malcriad...@gmail.com:

 It seems this guys wrote an alembic plugin! sweet :)
 http://blog.kiteandlightning.la/
 By the way, their last vr demo The Insurgent is pretty amazing, still
 wondering how they incorporated the live footage into the engine with that
 quality.

 F.


 2015-03-09 10:35 GMT-03:00 Gerbrand Nel nagv...@gmail.com:

  I don't know about you guys, but for me the coolest thing would be,
 proper alembic support.
 I just want to use it as a render at first, so I don't care if the
 alembic reader is slow, as long as the render is nice and fast :)
 Building interactive content will come a bit later for me.
 G

 On 09/03/2015 07:18, Francisco Criado wrote:

  Well, this is interesting:

 http://www.sidefx.com/index.php?option=com_contenttask=viewid=3067Itemid=66

  F.


 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg zagan...@gmail.com:

 Has any idea negotiated a custom deal? That seems to be the most
 obvious way to get a cap. Obviously, that would be subject to strict NDA's
 but it would be interesting to know at what level in terms of gross revenue
 people have been able to negotiate.

 On 7 March 2015 at 07:27, Eric Cosky e...@cosky.com wrote:

 As a game dev, I have some concerns about the royalties of Unreal.
 It's a fantastic engine that I enjoy very much, and it may very well be 
 the
 right choice in many cases but I do wish they had a cap on the royalties.
 If nothing else, the royalties should be carefully considered against the
 alternatives. I wrote a post explaining my thoughts in more detail
 here http://bit.ly/1zAgU6P. It came out a few days before they cut
 the monthly fee, but as you will see in the post that cost really was just
 a drop in the bucket that doesn't change the big numbers.

  Of course, none of this applies if you aren't subject to royalties
 which is bound to be a good percentage of people in this list.


 On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley adammsee...@gmail.com
 wrote:

 Some more comparisons..


 http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/



 On 3 March 2015 at 21:49, Perry Harovas perryharo...@gmail.com
 wrote:

 Thanks everyone.

  So (just to be clear, because i don't think I was) I was trying to
 get vertex level animation (not morph targets) into UE4.
 So I want to rig and envelope a character (or object) in another app
 (like Soft or C4D) and animate it with bones.
 Then I want to cache the animation of the deforming mesh, and export
 that out to UE4 without the bones, just the animated mesh.

  I wanted to avoid FBX because, well, it is FBX and has been
 horribly varied and spotty with regards to stability and reliability 
 over
 the years.
 Alembic is lighter weight, faster to load large caches, far more
 stable and reliable (although this is, of course, also partly dependent 
 on
 the target application
 that hosts the importer).

  The only reason I mentioned morph targets is that many people that
 were users of UE4 had suggested that the way to get vertex level 
 animation
 into UE4 was by using morph targets and doing one morph per frame
 manually. Seemed a bit stupid to do it by hand, to me.

  Am I being ridiculous to not just use FBX? Does FBX work well with
 vertex animation?

  If I was near my machine I would just try it myself, but I won't
 be for a while.

  Thanks again

  Perry



 On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado 
 malcriad...@gmail.com wrote:

 Hi Perry,
 you can import animated models and characters wih fbx, and you have
 two ways, with the animation embeded or importing animations separated 
 and
 then aplying them in different ways.
 I had an issue with an animated rope through nulls like skeletons
 and didnt go to well, but i'm new to unreal too so there must be some 
 way i
 don't know yet.
 Morph targets are quite simple, on unreal engine youtube channel
 there is a lot of info.
 Nicolas, what do you think?
 Hope it helps.
 F.

 On Monday, March 2, 2015, Perry Harovas perryharo...@gmail.com
 wrote:

 I have been using UE4 for a month or so as well, and really enjoy
 it.

  One note, as far as I can tell it does not yet support Alembic
 import, so getting character
 animation (or deforming geometry animation) into UE4 is either done
 via a skeleton (not as painful if the animated geo is a character
 I suppose), or
 a series of one-frame morph targets to get animated deforming
 geometry to work.
 I have been told this is the way to do it, but I have yet to
 attempt it as it sounds very painful.

  Anybody using it that can 

Re: OT: Houdini cluster materials

2015-03-11 Thread Andy Goehler
The material SOP sets the ‘shop_materialpath’ attribute on primitives. This 
attribute has a higher priority than object level material assignment.
Same with Softimage actually, a material assigned to a cluster is not 
overridden by it’s object material.

Andy


 On Mar 11, 2015, at 12:33, Cristobal Infante cgc...@gmail.com wrote:
 
 Another thing to note, if you apply materials inside the objects subnets then 
 the material applied on the object level has no effect. 
 I am really just getting started with rendering but this was quite surprising 
 coming from xsi ;)
 
 C
 
 On 11 March 2015 at 09:50, Cristobal Infante cgc...@gmail.com 
 mailto:cgc...@gmail.com wrote:
 Materials in houdini are essentially applied per polygon (primitives in 
 houdini). Check the details view of a geometry that has a material, and the 
 select the primitive icon. You will see each individual poly has got the 
 material applied to it.
 
 By the way, the Details View panel is your best friend. If you are not using 
 it, you are not using houdini very well ;)
 
 C
 
 On 10 March 2015 at 19:08, Jordi Bares Dominguez jordiba...@gmail.com 
 mailto:jordiba...@gmail.com wrote:
 You will certainly use them a lot as you will have surely many streams of 
 data (a bit like if you had in one single object multiple parallel operator 
 stacks that you can blend/merge/dispose/etc…
 
 My take is to try to do things at object level due to easiness with for 
 example transformations, material assignment, scene optimisation and LOD.
 
 For example, every component of a wheel of a car I separate and make objects 
 and have a hierarchy, this allows me to do very quick low resolution objects 
 out of big ones. Transformations are much faster and ultimately I can do 
 clever camera based hiding and what not.
 
 Also given I use bundles a lot having objects is very convenient as I can do 
 text searches that bring the objects to the bundles so it is a major win 
 after a bit of a slow prep time of course.
 
 So I would say my best friend is “object merge” operator rather than merge.
 
 ;-)
 
 hope it helps
 jb
 
 On 10 Mar 2015, at 17:47, Jason S jasonsta...@gmail.com 
 mailto:jasonsta...@gmail.com wrote:
 
 (see addendums in bold)
 
 On 03/10/15 13:32, Jason S wrote:
 On 03/10/15 12:15, Christopher Crouzet wrote: 
 This is a core concept when you have to deal with such graphs—it is so 
 essential that the `Merge` node is probably one of the most used nodes in 
 Houdini. 
 I can understand why, whether for optimization, [or] manageability 
 purposes. 
 Groups in Houdini share roughly the same purpose than clusters from 
 Softimage. 
 They are a core concept in Houdini as every node understand them. What you 
 can do with clusters, you can do with groups, and much more out of the 
 box. 
 I can imagine, as core [or as basic of a concept] as in Soft I would 
 assume. [or so it would seem]
 
 And thanks for the, I think important clarification.
 
 
 
 
 



Re: OT: Houdini cluster materials

2015-03-11 Thread Jordi Bares Dominguez
And the drag and drop mechanism works on the OBJ level, therefore I try to 
minimise the amount of “cluster like” approaches and operate at Object level as 
much as I can.

hope it helps
jb

 On 11 Mar 2015, at 11:47, Andy Goehler lists.andy.goeh...@gmail.com wrote:
 
 The material SOP sets the ‘shop_materialpath’ attribute on primitives. This 
 attribute has a higher priority than object level material assignment.
 Same with Softimage actually, a material assigned to a cluster is not 
 overridden by it’s object material.
 
 Andy
 
 
 On Mar 11, 2015, at 12:33, Cristobal Infante cgc...@gmail.com 
 mailto:cgc...@gmail.com wrote:
 
 Another thing to note, if you apply materials inside the objects subnets 
 then the material applied on the object level has no effect. 
 I am really just getting started with rendering but this was quite 
 surprising coming from xsi ;)
 
 C
 
 On 11 March 2015 at 09:50, Cristobal Infante cgc...@gmail.com 
 mailto:cgc...@gmail.com wrote:
 Materials in houdini are essentially applied per polygon (primitives in 
 houdini). Check the details view of a geometry that has a material, and the 
 select the primitive icon. You will see each individual poly has got the 
 material applied to it.
 
 By the way, the Details View panel is your best friend. If you are not using 
 it, you are not using houdini very well ;)
 
 C
 
 On 10 March 2015 at 19:08, Jordi Bares Dominguez jordiba...@gmail.com 
 mailto:jordiba...@gmail.com wrote:
 You will certainly use them a lot as you will have surely many streams of 
 data (a bit like if you had in one single object multiple parallel operator 
 stacks that you can blend/merge/dispose/etc…
 
 My take is to try to do things at object level due to easiness with for 
 example transformations, material assignment, scene optimisation and LOD.
 
 For example, every component of a wheel of a car I separate and make objects 
 and have a hierarchy, this allows me to do very quick low resolution objects 
 out of big ones. Transformations are much faster and ultimately I can do 
 clever camera based hiding and what not.
 
 Also given I use bundles a lot having objects is very convenient as I can do 
 text searches that bring the objects to the bundles so it is a major win 
 after a bit of a slow prep time of course.
 
 So I would say my best friend is “object merge” operator rather than merge.
 
 ;-)
 
 hope it helps
 jb
 
 On 10 Mar 2015, at 17:47, Jason S jasonsta...@gmail.com 
 mailto:jasonsta...@gmail.com wrote:
 
 (see addendums in bold)
 
 On 03/10/15 13:32, Jason S wrote:
 On 03/10/15 12:15, Christopher Crouzet wrote: 
 This is a core concept when you have to deal with such graphs—it is so 
 essential that the `Merge` node is probably one of the most used nodes in 
 Houdini. 
 I can understand why, whether for optimization, [or] manageability 
 purposes. 
 Groups in Houdini share roughly the same purpose than clusters from 
 Softimage. 
 They are a core concept in Houdini as every node understand them. What 
 you can do with clusters, you can do with groups, and much more out of 
 the box. 
 I can imagine, as core [or as basic of a concept] as in Soft I would 
 assume. [or so it would seem]
 
 And thanks for the, I think important clarification.
 
 
 
 
 
 



Re: OT: Epic going completely crazy

2015-03-11 Thread Francisco Criado
It seems this guys wrote an alembic plugin! sweet :)
http://blog.kiteandlightning.la/
By the way, their last vr demo The Insurgent is pretty amazing, still
wondering how they incorporated the live footage into the engine with that
quality.

F.


2015-03-09 10:35 GMT-03:00 Gerbrand Nel nagv...@gmail.com:

  I don't know about you guys, but for me the coolest thing would be,
 proper alembic support.
 I just want to use it as a render at first, so I don't care if the alembic
 reader is slow, as long as the render is nice and fast :)
 Building interactive content will come a bit later for me.
 G

 On 09/03/2015 07:18, Francisco Criado wrote:

  Well, this is interesting:

 http://www.sidefx.com/index.php?option=com_contenttask=viewid=3067Itemid=66

  F.


 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg zagan...@gmail.com:

 Has any idea negotiated a custom deal? That seems to be the most obvious
 way to get a cap. Obviously, that would be subject to strict NDA's but it
 would be interesting to know at what level in terms of gross revenue people
 have been able to negotiate.

 On 7 March 2015 at 07:27, Eric Cosky e...@cosky.com wrote:

 As a game dev, I have some concerns about the royalties of Unreal. It's
 a fantastic engine that I enjoy very much, and it may very well be the
 right choice in many cases but I do wish they had a cap on the royalties.
 If nothing else, the royalties should be carefully considered against the
 alternatives. I wrote a post explaining my thoughts in more detail here
 http://bit.ly/1zAgU6P. It came out a few days before they cut the
 monthly fee, but as you will see in the post that cost really was just a
 drop in the bucket that doesn't change the big numbers.

  Of course, none of this applies if you aren't subject to royalties
 which is bound to be a good percentage of people in this list.


 On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley adammsee...@gmail.com
 wrote:

 Some more comparisons..


 http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/



 On 3 March 2015 at 21:49, Perry Harovas perryharo...@gmail.com wrote:

 Thanks everyone.

  So (just to be clear, because i don't think I was) I was trying to
 get vertex level animation (not morph targets) into UE4.
 So I want to rig and envelope a character (or object) in another app
 (like Soft or C4D) and animate it with bones.
 Then I want to cache the animation of the deforming mesh, and export
 that out to UE4 without the bones, just the animated mesh.

  I wanted to avoid FBX because, well, it is FBX and has been horribly
 varied and spotty with regards to stability and reliability over the 
 years.
 Alembic is lighter weight, faster to load large caches, far more
 stable and reliable (although this is, of course, also partly dependent on
 the target application
 that hosts the importer).

  The only reason I mentioned morph targets is that many people that
 were users of UE4 had suggested that the way to get vertex level animation
 into UE4 was by using morph targets and doing one morph per frame
 manually. Seemed a bit stupid to do it by hand, to me.

  Am I being ridiculous to not just use FBX? Does FBX work well with
 vertex animation?

  If I was near my machine I would just try it myself, but I won't be
 for a while.

  Thanks again

  Perry



 On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado 
 malcriad...@gmail.com wrote:

 Hi Perry,
 you can import animated models and characters wih fbx, and you have
 two ways, with the animation embeded or importing animations separated 
 and
 then aplying them in different ways.
 I had an issue with an animated rope through nulls like skeletons and
 didnt go to well, but i'm new to unreal too so there must be some way i
 don't know yet.
 Morph targets are quite simple, on unreal engine youtube channel
 there is a lot of info.
 Nicolas, what do you think?
 Hope it helps.
 F.

 On Monday, March 2, 2015, Perry Harovas perryharo...@gmail.com
 wrote:

 I have been using UE4 for a month or so as well, and really enjoy
 it.

  One note, as far as I can tell it does not yet support Alembic
 import, so getting character
 animation (or deforming geometry animation) into UE4 is either done
 via a skeleton (not as painful if the animated geo is a character I
 suppose), or
 a series of one-frame morph targets to get animated deforming
 geometry to work.
 I have been told this is the way to do it, but I have yet to attempt
 it as it sounds very painful.

  Anybody using it that can verify that, or did I miss something?

  Thanks,

  Perry


 On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 HTML5 has been added recently, but consider that the engine is
 quite new and the iOS/Android stuff is not well flashed out right 
 now...but
 still, looks awesome, just take a look at Infinity Blade and the Zen 
 Garden
 demo ;)

 2015-03-02 20:56 GMT+01:00 Francisco Criado malcriad...@gmail.com
 :

  Eugene,

  Unreal exports to Android, IOS, Linux and Windows.

  

Re: OT: Epic going completely crazy

2015-03-11 Thread Byron Nash
What do you all think the viability is for learning something like UE4 and
using that knowledge to earn income. I'm speaking mostly about
opportunities other than working at a large game studio. What are the use
cases in smaller markets or remote working situations?

On Wed, Mar 11, 2015 at 9:35 AM, Nicolas Esposito 3dv...@gmail.com wrote:

 They're not the only one working on it ;) ...so I guess there will be
 alembic stuff available in short time

 2015-03-11 14:14 GMT+01:00 Francisco Criado malcriad...@gmail.com:

 Hi Nicolas,

 the kl 360 plugin is gonna be free via github, it would be nice if they
 publish the alembic one too :)

 F.


 2015-03-11 10:01 GMT-03:00 Nicolas Esposito 3dv...@gmail.com:

 I think they used a techinque similar to this
 http://www.kolor.com/livepano one, I also notice that they made a 360
 viewer inside UE4, so I guess they combined that with 3d geometry inside
 UE4 and...well...its pretty amazing!

 2015-03-11 13:34 GMT+01:00 Francisco Criado malcriad...@gmail.com:

 It seems this guys wrote an alembic plugin! sweet :)
 http://blog.kiteandlightning.la/
 By the way, their last vr demo The Insurgent is pretty amazing, still
 wondering how they incorporated the live footage into the engine with that
 quality.

 F.


 2015-03-09 10:35 GMT-03:00 Gerbrand Nel nagv...@gmail.com:

  I don't know about you guys, but for me the coolest thing would be,
 proper alembic support.
 I just want to use it as a render at first, so I don't care if the
 alembic reader is slow, as long as the render is nice and fast :)
 Building interactive content will come a bit later for me.
 G

 On 09/03/2015 07:18, Francisco Criado wrote:

  Well, this is interesting:

 http://www.sidefx.com/index.php?option=com_contenttask=viewid=3067Itemid=66

  F.


 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg zagan...@gmail.com:

 Has any idea negotiated a custom deal? That seems to be the most
 obvious way to get a cap. Obviously, that would be subject to strict 
 NDA's
 but it would be interesting to know at what level in terms of gross 
 revenue
 people have been able to negotiate.

 On 7 March 2015 at 07:27, Eric Cosky e...@cosky.com wrote:

 As a game dev, I have some concerns about the royalties of Unreal.
 It's a fantastic engine that I enjoy very much, and it may very well be 
 the
 right choice in many cases but I do wish they had a cap on the 
 royalties.
 If nothing else, the royalties should be carefully considered against 
 the
 alternatives. I wrote a post explaining my thoughts in more detail
 here http://bit.ly/1zAgU6P. It came out a few days before they
 cut the monthly fee, but as you will see in the post that cost really 
 was
 just a drop in the bucket that doesn't change the big numbers.

  Of course, none of this applies if you aren't subject to royalties
 which is bound to be a good percentage of people in this list.


 On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley adammsee...@gmail.com
 wrote:

 Some more comparisons..


 http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/



 On 3 March 2015 at 21:49, Perry Harovas perryharo...@gmail.com
 wrote:

 Thanks everyone.

  So (just to be clear, because i don't think I was) I was trying
 to get vertex level animation (not morph targets) into UE4.
 So I want to rig and envelope a character (or object) in another
 app (like Soft or C4D) and animate it with bones.
 Then I want to cache the animation of the deforming mesh, and
 export that out to UE4 without the bones, just the animated mesh.

  I wanted to avoid FBX because, well, it is FBX and has been
 horribly varied and spotty with regards to stability and reliability 
 over
 the years.
 Alembic is lighter weight, faster to load large caches, far more
 stable and reliable (although this is, of course, also partly 
 dependent on
 the target application
 that hosts the importer).

  The only reason I mentioned morph targets is that many people
 that were users of UE4 had suggested that the way to get vertex level
 animation
 into UE4 was by using morph targets and doing one morph per frame
 manually. Seemed a bit stupid to do it by hand, to me.

  Am I being ridiculous to not just use FBX? Does FBX work well
 with vertex animation?

  If I was near my machine I would just try it myself, but I won't
 be for a while.

  Thanks again

  Perry



 On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado 
 malcriad...@gmail.com wrote:

 Hi Perry,
 you can import animated models and characters wih fbx, and you
 have two ways, with the animation embeded or importing animations 
 separated
 and then aplying them in different ways.
 I had an issue with an animated rope through nulls like skeletons
 and didnt go to well, but i'm new to unreal too so there must be 
 some way i
 don't know yet.
 Morph targets are quite simple, on unreal engine youtube channel
 there is a lot of info.
 Nicolas, what do you think?
 Hope it helps.
 F.

 On Monday, March 2, 2015, Perry Harovas perryharo...@gmail.com
 wrote:


Re: BSuite - BStudio -- BUF Software

2015-03-11 Thread Raffaele Fragapane
I wonder if the UI is still an identical clone to the old Soft|3D and
whether they added polygons or not :)
The original B-Studio was bastardized BPatches only and it was heavily
targeted towards photogrammetry and tracking.

On Thu, Mar 12, 2015 at 7:50 AM, Jason S jasonsta...@gmail.com wrote:

  On 03/09/15 12:42, Sebastien Sterling wrote:

 would really nee to lnow what it's like.
 i seem to remember Maguff having its on propitiatory software, which
 eventually got phased out for maya and renderman.


 Me too can't wait to see performance, usability ... and wonder about their
 renderer, (path tracing performance,  etc..)
 .. if they will open-up to other renders, and how is their SDK  (in
 general, or not to mention for eventual Fabric support)
 how the different modules work together..

 Otherwise it would be funny if it turned out to be more awkward,
 unforgiving,  or more complicated than the few (or essentially the *one*)
 other currently available high-end solution(s).

 But I would seriously doubt that, from what can be gathered to date, it
 should at least be considerably refined and straight forward,
 especially considering that it's very much like a born in production,
 production software.

 Along with what seems to be it's own shotgun, among the other modules
 that seem to cover many or most production aspects while all being made  to
 work together.

 Unless that perception was largely from myth, which I'd hardly think so
 ...
 (imagine Soft without even Avid, where it was perhaps less, but also
 like a stepchild, how it would have been treated.. represented  cared
 for...
 and how that would have affected adoption/perception)

 Looks a bit like Houdini in terms of them remaining themselves, with all
 the way up to management being into it
 (except with perhaps more of a hands-on production side to them)

 I think the edge of Both Softimage (3D) and uptil now XSI, is that while
 being advanced, they were (arguably quite a bit more than others)
 made and refined (all the way down to little silly details) with
 everyday production in mind, simplifying procedures,
 and making things super sturdy in however unconventional way they are
 used.
 I don't know in the later years, but I recall how at least through special
 projects, how we were in constant back and forth between various shops,
 and with at least some product managers being somewhat artsy themselves.

 And I would hope (while being rather confident) this solution would also
 have such an edge,
 and wouldn't be surprised seeing it become the only other one, other than
 the only other (non-specialized) one.

 The only caveat I see to date, is the exclusive Linux/Mac support, which
 if it indeed turned out to be really great,
 I would go for booting in Linux, and Virtualboxing Windows for other
 secondary things. (and/or perhaps later-on, no Windows at all)

 (fingers crossed)




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