Re: Very OT: for the love of your career.. try houdini
I've used it a decent amount as the guys at the foundation of our studio all use it, but I really dislike it (I used it years ago too before xsi) it is so dis-organised and slow, I think it breeds sloppy workflow with messy scenes in terms of scene organisation naming etc. XSI has explorer (amazing), maya has outliner (just about good enough) max has... a selection window? Rubbish. But speaking of vray implementation, I have found it great in Maya compared with xsi where there were always wee irratations (mostly limited by porting it across from Max/Maya I think - not their fault) Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 23 March 2015 at 12:28, Chris Johnson chr...@topixfx.com wrote: Did anyone else, other then me, go the direction of max/vray? I was pseudo forced as it seemed to be the software of choice in smaller commercial shops here in Toronto. There's no ICE like architecture in there but for look Dev I've found it really good! I found the material slate editor nicer then the render tree! Vray integration is awesome and redshift is in beta...tried it and works great! Bone system isn't horrific. However the weighting system is painful...but works. I haven't gotten too far into the particle system yet...that'll be next. That script spot.com has a script/ plugin for just about anything you can think off. A lot of 3rd party plugins as well...Ornatrix is pretty cool and has some really nice things in it for hair fur that would be an ICE hack in Softimage. Just saying...don't mean to hijack the string. On Mar 23, 2015 3:04 AM, Demian Kurejwowski demianpe...@yahoo.com wrote: you can use old tutorials, the nodes are the same, the interface might look a Little bit different, but the nodes have the same functionality. we still look at some old tutorials from version 8 =). Sesi just keep adding new nodes. but you will find that every one use mostly the same basic ones, and every now and then a new one to finish the combo =). El Lunes, 23 de marzo, 2015 1:02:20, Gerbrand Nel nagv...@gmail.com escribió: Personally I'm not changing stuff (partly because you can't change the things I would want tot change in Houdini) For me this is a pretty big commitment. I plan to go full-Houdini, so I will probably change my Maya and Soft, to work like Houdini, if I change anything. It is hard enough to learn Houdini with tutorials from older versions.. I don't need keyboard discrepancies to make this harder than it needs to be :) G On 22/03/2015 05:33, Manuel Huertas Marchena wrote: I am wondering if any of you guys using houdini would advice against changing some houdini hotkeys to speed up workflow ? when I use either xsi or maya, I have a set of keyboard shortcuts that help me go faster when modeling (without clicking every time on a menu, hotbox, icon... etc) I like using hotkeys because for me its faster and I have optimized my workflow in that manner, so I rarely rely on any button on the modeling side of things. I know this is counter productive for other stuff... (like when a td comes to help you and does not understand your setup... yes admit that is somehow annoying sometimes!). But for me the pros overcome by far the cons, at least in my experience. So as I am new to houdini and learning its polymodeling tools, I can t help but notice that going to click buttons on the polygon tab is slowing me down. I do like the tab menu, but even that is slower than simply using hotkeys (ex: insert edge loop, bridge, extrude, bevel...etc etc) . I dont mind clicking for anything else, but I do for modeling. so if any of you has an opinion on this, I ll like to know what you think ... (as I ll eventually like to learn other parts of houdini...for.. fx, sims.. I ll like to know if this will have some considerable impact on productivity, or is it something I can probably live with, like I do with maya xsi... thanks! -Manu IMDB | Portfolio | Vimeo | Linkedin -- From: moloney.cia...@gmail.com Date: Thu, 19 Mar 2015 13:44:49 + Subject: Re: Very OT: for the love of your career.. try houdini To: softimage@listproc.autodesk.com Network and hardware are fastest I've used. It's just the nature of the work. Volume data in my case is not very large, only a few Mb per frame. But, e.g. to make useful collision fields from complex geometry often requires a good bit of SOPs pre-processing. I get the impression that much of SOPs is still not especially multithreaded. DOPs is also very slow vs solvers of comparable classes (FumeFX, Exocortex's Bullet, nCloth). But, that's generally OK since you can do so much, much more with DOPs with a very low chance of things failing apart as you scale up. On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez
Will there be an SP2 for Softimage 2015?
I had posted a replicable and verified bug regarding the fact that a few--and likely many--commands do not iterate over multiple deltas attached to a reference model. While I have no idea if that bug is a low enough hanging fruit to fix before all of us lose support in 2016, I also have no idea whether or not we will even be seeing an SP2 for Softimage. As my subscription is coming due in a couple months, I am wondering if it will even be worth it. It certainly is not worth it for Maya (even with Bifrost.) Also I am still unclear as to the status of the permanent license of Softimage if I do another subscription. Thanks, -=Eric -- -=T=-
Re: OT: Houdini cluster materials
What I suggest you do is a ingest process workflow. 1 - Ingest - Use the object load to spit your objects onto the parts you want, make sure you put some nicely name nulls (these will be your hooks) and if you are very tidy add a red material in your object level. Also this is the point in which you repair broken models, add normals at vertex level instead of point level, remove things you don’t point wise, etc… but don’t add just yet the attributes that are specific to the task at hand, simply the basics. 2 - Process - Then create in object level as many OBJ as you need and read the hooks you created from inside, adding the materials at object level here!!! this should override the red color and thus you have a visual clue of what has been updated or is left to do (if you see a red object chances are you forgot to add a material ;-) Here is where you add your own attributes and given Bgeo can store them it is the perfect conduit to have you master version of the model (on steroids) If you are preparing an asset (let’s say a car) you may want to optimise this workflow and simply cache out (freeze your data) onto the disk for rigging and what not with all the atrributes cleaned and ready for final usage. hope it helps jb On 23 Mar 2015, at 01:07, Nono nnois...@gmail.com wrote: Hi, what i don't clearly understand is how material assignment at object level is useful if object merge don't keep them... ? am i missing something ? Noël On Tue, 10 Mar 2015 at 20:08 Jordi Bares Dominguez jordiba...@gmail.com mailto:jordiba...@gmail.com wrote: ... My take is to try to do things at object level due to easiness with for example transformations, material assignment, scene optimisation and LOD.
Re: Very OT: for the love of your career.. try houdini
Did anyone else, other then me, go the direction of max/vray? I was pseudo forced as it seemed to be the software of choice in smaller commercial shops here in Toronto. There's no ICE like architecture in there but for look Dev I've found it really good! I found the material slate editor nicer then the render tree! Vray integration is awesome and redshift is in beta...tried it and works great! Bone system isn't horrific. However the weighting system is painful...but works. I haven't gotten too far into the particle system yet...that'll be next. That script spot.com has a script/ plugin for just about anything you can think off. A lot of 3rd party plugins as well...Ornatrix is pretty cool and has some really nice things in it for hair fur that would be an ICE hack in Softimage. Just saying...don't mean to hijack the string. On Mar 23, 2015 3:04 AM, Demian Kurejwowski demianpe...@yahoo.com wrote: you can use old tutorials, the nodes are the same, the interface might look a Little bit different, but the nodes have the same functionality. we still look at some old tutorials from version 8 =). Sesi just keep adding new nodes. but you will find that every one use mostly the same basic ones, and every now and then a new one to finish the combo =). El Lunes, 23 de marzo, 2015 1:02:20, Gerbrand Nel nagv...@gmail.com escribió: Personally I'm not changing stuff (partly because you can't change the things I would want tot change in Houdini) For me this is a pretty big commitment. I plan to go full-Houdini, so I will probably change my Maya and Soft, to work like Houdini, if I change anything. It is hard enough to learn Houdini with tutorials from older versions.. I don't need keyboard discrepancies to make this harder than it needs to be :) G On 22/03/2015 05:33, Manuel Huertas Marchena wrote: I am wondering if any of you guys using houdini would advice against changing some houdini hotkeys to speed up workflow ? when I use either xsi or maya, I have a set of keyboard shortcuts that help me go faster when modeling (without clicking every time on a menu, hotbox, icon... etc) I like using hotkeys because for me its faster and I have optimized my workflow in that manner, so I rarely rely on any button on the modeling side of things. I know this is counter productive for other stuff... (like when a td comes to help you and does not understand your setup... yes admit that is somehow annoying sometimes!). But for me the pros overcome by far the cons, at least in my experience. So as I am new to houdini and learning its polymodeling tools, I can t help but notice that going to click buttons on the polygon tab is slowing me down. I do like the tab menu, but even that is slower than simply using hotkeys (ex: insert edge loop, bridge, extrude, bevel...etc etc) . I dont mind clicking for anything else, but I do for modeling. so if any of you has an opinion on this, I ll like to know what you think ... (as I ll eventually like to learn other parts of houdini...for.. fx, sims.. I ll like to know if this will have some considerable impact on productivity, or is it something I can probably live with, like I do with maya xsi... thanks! -Manu IMDB | Portfolio | Vimeo | Linkedin -- From: moloney.cia...@gmail.com Date: Thu, 19 Mar 2015 13:44:49 + Subject: Re: Very OT: for the love of your career.. try houdini To: softimage@listproc.autodesk.com Network and hardware are fastest I've used. It's just the nature of the work. Volume data in my case is not very large, only a few Mb per frame. But, e.g. to make useful collision fields from complex geometry often requires a good bit of SOPs pre-processing. I get the impression that much of SOPs is still not especially multithreaded. DOPs is also very slow vs solvers of comparable classes (FumeFX, Exocortex's Bullet, nCloth). But, that's generally OK since you can do so much, much more with DOPs with a very low chance of things failing apart as you scale up. On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez jordiba...@gmail.com wrote: Is this processing time or hardware time? (disks, network, etc..) Of course saving gigabytes per frame is slow but may be a clever local SSD sync to the main server could do the job to make the process faster? jb On 19 Mar 2015, at 12:56, Ciaran Moloney moloney.cia...@gmail.com wrote: I'm loving working with Houdini, but sometimes it's just frustratingly slow. Even with the new VDB tools, converting and caching everything out as volume fields is a real drag. But then again the caching workflow is super-slick. I shudder at the thought of all the time lost to the mysteries of ICE caching. On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel nagv...@gmail.com wrote: I'm not getting anything out of posting this, except knowing I might save the life of a fellow artist. So I spent the last year learning Maya,
Self installing Prop survive New Scene
Hello, Was wondering if there is a way to have a self installing property survive a New Scene call. Typically I attach it to the Scene Root but that won't survive a New Scene call. I have a UI that I would like to save the state of over a new scene call. Anyone have a trick for this? Eric T.
RE: Very OT: for the love of your career.. try houdini
to select an object in your scene, right click your item (in the explorer) and and choose select in scene was all I needed to hear. ... http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd.If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone.Please contact the sender if you believe you have received this email in error. Date: Mon, 23 Mar 2015 10:03:12 -0400 Subject: Re: Very OT: for the love of your career.. try houdini From: luceri...@gmail.com To: softimage@listproc.autodesk.com On Mon, Mar 23, 2015 at 9:09 AM, Simon Reeves si...@simonreeves.com wrote: I've used it a decent amount as the guys at the foundation of our studio all use it, but I really dislike it (I used it years ago too before xsi) it is so dis-organised and slow, I think it breeds sloppy workflow with messy scenes in terms of scene organisation naming etc. XSI has explorer (amazing), maya has outliner (just about good enough) max has... a selection window? Rubbish. Max has Scene Explorer now, actually, https://www.youtube.com/watch?v=H9wtsmfmBLY But speaking of vray implementation, I have found it great in Maya compared with xsi where there were always wee irratations (mostly limited by porting it across from Max/Maya I think - not their fault)
Re: Very OT: for the love of your career.. try houdini
ahhahaahhahaha On Mon, Mar 23, 2015 at 3:51 PM, Andi Farhall hack...@outlook.com wrote: to select an object in your scene, right click your item (in the explorer) and and choose select in scene was all I needed to hear. ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. Date: Mon, 23 Mar 2015 10:03:12 -0400 Subject: Re: Very OT: for the love of your career.. try houdini From: luceri...@gmail.com To: softimage@listproc.autodesk.com On Mon, Mar 23, 2015 at 9:09 AM, Simon Reeves si...@simonreeves.com wrote: I've used it a decent amount as the guys at the foundation of our studio all use it, but I really dislike it (I used it years ago too before xsi) it is so dis-organised and slow, I think it breeds sloppy workflow with messy scenes in terms of scene organisation naming etc. XSI has explorer (amazing), maya has outliner (just about good enough) max has... a selection window? Rubbish. Max has Scene Explorer now, actually, https://www.youtube.com/watch?v=H9wtsmfmBLY But speaking of vray implementation, I have found it great in Maya compared with xsi where there were always wee irratations (mostly limited by porting it across from Max/Maya I think - not their fault)
Re: Very OT: for the love of your career.. try houdini
On Mon, Mar 23, 2015 at 9:09 AM, Simon Reeves si...@simonreeves.com wrote: I've used it a decent amount as the guys at the foundation of our studio all use it, but I really dislike it (I used it years ago too before xsi) it is so dis-organised and slow, I think it breeds sloppy workflow with messy scenes in terms of scene organisation naming etc. XSI has explorer (amazing), maya has outliner (just about good enough) max has... a selection window? Rubbish. Max has Scene Explorer now, actually, https://www.youtube.com/watch?v=H9wtsmfmBLY But speaking of vray implementation, I have found it great in Maya compared with xsi where there were always wee irratations (mostly limited by porting it across from Max/Maya I think - not their fault)
Re: Self installing Prop survive New Scene
I never got it to work, but you can try this. http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_cmds/SetGlobal.html On 23-Mar-15 11:07, Eric Thivierge wrote: Hello, Was wondering if there is a way to have a self installing property survive a New Scene call. Typically I attach it to the Scene Root but that won't survive a New Scene call. I have a UI that I would like to save the state of over a new scene call. Anyone have a trick for this? Eric T.
Re: Very OT: for the love of your career.. try houdini
Personally I'm not changing stuff (partly because you can't change the things I would want tot change in Houdini) For me this is a pretty big commitment. I plan to go full-Houdini, so I will probably change my Maya and Soft, to work like Houdini, if I change anything. It is hard enough to learn Houdini with tutorials from older versions.. I don't need keyboard discrepancies to make this harder than it needs to be :) G On 22/03/2015 05:33, Manuel Huertas Marchena wrote: I am wondering if any of you guys using houdini would advice against changing some houdini hotkeys to speed up workflow ? when I use either xsi or maya, I have a set of keyboard shortcuts that help me go faster when modeling (without clicking every time on a menu, hotbox, icon... etc) I like using hotkeys because for me its faster and I have optimized my workflow in that manner, so I rarely rely on any button on the modeling side of things. I know this is counter productive for other stuff... (like when a td comes to help you and does not understand your setup... yes admit that is somehow annoying sometimes!). But for me the pros overcome by far the cons, at least in my experience. So as I am new to houdini and learning its polymodeling tools, I can t help but notice that going to click buttons on the polygon tab is slowing me down. I do like the tab menu, but even that is slower than simply using hotkeys (ex: insert edge loop, bridge, extrude, bevel...etc etc) . I dont mind clicking for anything else, but I do for modeling. so if any of you has an opinion on this, I ll like to know what you think ... (as I ll eventually like to learn other parts of houdini...for.. fx, sims.. I ll like to know if this will have some considerable impact on productivity, or is it something I can probably live with, like I do with maya xsi... thanks! -Manu IMDB http://www.imdb.com/name/nm4755969/| Portfolio http://envmanu.comhttp://envmanu.carbonmade.com/| Vimeo http://vimeo.com/manuelhuertasmarchena| Linkedin http://www.linkedin.com/in/manuelhuertas From: moloney.cia...@gmail.com Date: Thu, 19 Mar 2015 13:44:49 + Subject: Re: Very OT: for the love of your career.. try houdini To: softimage@listproc.autodesk.com Network and hardware are fastest I've used. It's just the nature of the work. Volume data in my case is not very large, only a few Mb per frame. But, e.g. to make useful collision fields from complex geometry often requires a good bit of SOPs pre-processing. I get the impression that much of SOPs is still not especially multithreaded. DOPs is also very slow vs solvers of comparable classes (FumeFX, Exocortex's Bullet, nCloth). But, that's generally OK since you can do so much, much more with DOPs with a very low chance of things failing apart as you scale up. On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez jordiba...@gmail.com mailto:jordiba...@gmail.com wrote: Is this processing time or hardware time? (disks, network, etc..) Of course saving gigabytes per frame is slow but may be a clever local SSD sync to the main server could do the job to make the process faster? jb On 19 Mar 2015, at 12:56, Ciaran Moloney moloney.cia...@gmail.com mailto:moloney.cia...@gmail.com wrote: I'm loving working with Houdini, but sometimes it's just frustratingly slow. Even with the new VDB tools, converting and caching everything out as volume fields is a real drag. But then again the caching workflow is super-slick. I shudder at the thought of all the time lost to the mysteries of ICE caching. On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel nagv...@gmail.com mailto:nagv...@gmail.com wrote: I'm not getting anything out of posting this, except knowing I might save the life of a fellow artist. So I spent the last year learning Maya, and got to a point where I can compete against people straight out of collage. This got me a bit down, as I'm one of the more experienced softimage artists here in South Africa. At the end of 2014 I realized that 3D is no longer fun if it all has to happen in maya for me. My brain doesn't work the way maya works. I'm also not much of a clairvoyant, so predicting what I have to do now, just in case the director asks for something in 2 weeks from now, lead to allot of back tracking. At first I decided to learn Maya over houdini because of the price tag of Houdini FX. It also seemed like I would exclude myself from bigger projects if I was one, of only a few houdini artists around. Houdini indie, and indie engine has completely nullified these concerns. The perceived
Re: Renderman
I think the old XSIMan by graphicprimitves was the closest you could get to a prman bridge, sadly the product was discontinued a long time ago.. I tested it quite a bit when it came out, nice little plugin but the implementation was rather basic in a way, no render-region support etc. there is also the opensource affogato: http://sourceforge.net/projects/affogato/ anyway, with all the renderers out there I don't see much reason to use prman anymore.. -Andreas On Tue, Mar 24, 2015 at 10:35 AM, Rob Chapman tekano@gmail.com wrote: cmd line renderman is available but not sure how you would make a rib with all the new shader parameters etc straight outa softimage :( On 23 March 2015 at 21:32, Daniel Brassard dbrassar...@gmail.com wrote: Just received notice from Pixar that Renderman free for non-commercial use is now available. Does anybody have used Renderman before with Softimage and is their a bridge between Softimage and Renderman available? (yes, I have Maya too, so I can use it with Maya but I would like to test Renderman with Softimage) Cheers! Dan
Re: Self installing Prop survive New Scene
Add the creation of the property to a NewScene event, maybe? Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: Self installing Prop survive New Scene
If I do this, I lose the selected values in the property. :\ On 3/23/2015 12:04 PM, Leendert A. Hartog wrote: Add the creation of the property to a NewScene event, maybe? Greetz Leendert
Re: Self installing Prop survive New Scene
Not exactly what I was looking for. I want to attach my Property to something in the application so the UI stays open and valid when creating a new scene. Not just values. Thanks though, Eric T. On 3/23/2015 11:59 AM, Francois Lord wrote: I never got it to work, but you can try this. http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_cmds/SetGlobal.html On 23-Mar-15 11:07, Eric Thivierge wrote: Hello, Was wondering if there is a way to have a self installing property survive a New Scene call. Typically I attach it to the Scene Root but that won't survive a New Scene call. I have a UI that I would like to save the state of over a new scene call. Anyone have a trick for this? Eric T.
Re: Self installing Prop survive New Scene
Hey Eric, here's what I would try: (brainstorming alert - I've never done this myself this way... :) ) Inside your custom property implementation I'd implement an onChanged() callback that collects all relevant parameter values, serializes them into a json string and stores this string outside your scene (either store it in a custom preference, or just dump it to a text file in the user folder) Then I'd implement events that ensure that your CustomProperty is always present on the ActiveSceneRoot (onStartup, onEndSceneOpen, onEndNewScene, ...) After ensuring the presence of your CustomProperty instance these events would load back your json string and update the Property accordingly. Cheers, Martin -- Martin Chatterjee [ Freelance Technical Director ] [ http://www.chatterjee.de ] [ https://vimeo.com/chatterjee ] On Mon, Mar 23, 2015 at 4:07 PM, Eric Thivierge ethivie...@hybride.com wrote: Hello, Was wondering if there is a way to have a self installing property survive a New Scene call. Typically I attach it to the Scene Root but that won't survive a New Scene call. I have a UI that I would like to save the state of over a new scene call. Anyone have a trick for this? Eric T.
Re: Self installing Prop survive New Scene
A custom user preference page are the only solution. Everything else will get flushed. On Mon, Mar 23, 2015 at 12:05 PM, Eric Thivierge ethivie...@hybride.com wrote: Not exactly what I was looking for. I want to attach my Property to something in the application so the UI stays open and valid when creating a new scene. Not just values. Thanks though, Eric T. On 3/23/2015 11:59 AM, Francois Lord wrote: I never got it to work, but you can try this. http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_cmds/SetGlobal.html On 23-Mar-15 11:07, Eric Thivierge wrote: Hello, Was wondering if there is a way to have a self installing property survive a New Scene call. Typically I attach it to the Scene Root but that won't survive a New Scene call. I have a UI that I would like to save the state of over a new scene call. Anyone have a trick for this? Eric T.
Re: Self installing Prop survive New Scene
SetGlobals is definitely a good solution. I have worked with this successfully before. But it only to retrieve and set single boolean value. In your case I would rather have json save out running on each scene close event and retrieve on scene open event. Sent from my iPhone On 23-Mar-2015, at 9:29 pm, Francois Lord flordli...@gmail.com wrote: I never got it to work, but you can try this. http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_cmds/SetGlobal.html On 23-Mar-15 11:07, Eric Thivierge wrote: Hello, Was wondering if there is a way to have a self installing property survive a New Scene call. Typically I attach it to the Scene Root but that won't survive a New Scene call. I have a UI that I would like to save the state of over a new scene call. Anyone have a trick for this? Eric T.
Re: Self installing Prop survive New Scene
If you implement your UI in Netview, it will survive a new scene call. Other options include using custom preferences, or dumping your UI state to storage such as a file on the hard drive or as data in memory where a onBeginNewScene event can access the data. Another option is plugin userdata. When your new scene event fires, store the parameter values of the custom property in the custom property's plugin userdata. After the scene is wiped clean as a new one, instruct your new scene event to install the custom property at the scene root using the plugin userdata as the parameter values. This will work in the general case because plugin userdata only lasts as long as the session. If the same code is run on a new session, your UI will remain virgin as it should. Matt Date: Mon, 23 Mar 2015 11:07:14 -0400 From: Eric Thivierge ethivie...@hybride.com Subject: Self installing Prop survive New Scene To: softimage@listproc.autodesk.com Hello, Was wondering if there is a way to have a self installing property survive a New Scene call. Typically I attach it to the Scene Root but that won't survive a New Scene call. I have a UI that I would like to save the state of over a new scene call. Anyone have a trick for this? Eric T.
Re: Self installing Prop survive New Scene
Luc-Eric is right on the money with this one. We have several of these in our pipeline to have data persist even between closing and opening a session On Mon, Mar 23, 2015 at 11:11 AM, Luc-Eric Rousseau luceri...@gmail.com wrote: A custom user preference page are the only solution. Everything else will get flushed. On Mon, Mar 23, 2015 at 12:05 PM, Eric Thivierge ethivie...@hybride.com wrote: Not exactly what I was looking for. I want to attach my Property to something in the application so the UI stays open and valid when creating a new scene. Not just values. Thanks though, Eric T. On 3/23/2015 11:59 AM, Francois Lord wrote: I never got it to work, but you can try this. http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_cmds/SetGlobal.html On 23-Mar-15 11:07, Eric Thivierge wrote: Hello, Was wondering if there is a way to have a self installing property survive a New Scene call. Typically I attach it to the Scene Root but that won't survive a New Scene call. I have a UI that I would like to save the state of over a new scene call. Anyone have a trick for this? Eric T. -- -=T=-
Re: OT: Houdini cluster materials
I guess it depends on one’s choice of workflow. It’s much more convenient to use takes for overrides when materials are at the object level. If you’ve set up bundles, it’s basically just a select objects from bundles, set the take and assign new materials, done. It’s much more involved to do this at the SOP level. As far as object merge goes, it’s similar to a live extract polygons from Soft, which also does not inherit materials, partitions, etc. Andy On Mar 23, 2015, at 02:07, Nono nnois...@gmail.com wrote: Hi, what i don't clearly understand is how material assignment at object level is useful if object merge don't keep them... ? am i missing something ? Noël On Tue, 10 Mar 2015 at 20:08 Jordi Bares Dominguez jordiba...@gmail.com mailto:jordiba...@gmail.com wrote: ... My take is to try to do things at object level due to easiness with for example transformations, material assignment, scene optimisation and LOD.
Re: Very OT: for the love of your career.. try houdini
you can use old tutorials, the nodes are the same, the interface might look a Little bit different, but the nodes have the same functionality. we still look at some old tutorials from version 8 =). Sesi just keep adding new nodes. but you will find that every one use mostly the same basic ones, and every now and then a new one to finish the combo =). El Lunes, 23 de marzo, 2015 1:02:20, Gerbrand Nel nagv...@gmail.com escribió: Personally I'm not changing stuff (partly because you can't change the things I would want tot change in Houdini) For me this is a pretty big commitment. I plan to go full-Houdini, so I will probably change my Maya and Soft, to work like Houdini, if I change anything. It is hard enough to learn Houdini with tutorials from older versions.. I don't need keyboard discrepancies to make this harder than it needs to be :) G On 22/03/2015 05:33, Manuel Huertas Marchena wrote: #yiv8793138488 #yiv8793138488 --.yiv8793138488hmmessage P{margin:0px;padding:0px;}#yiv8793138488 body.yiv8793138488hmmessage{font-size:12pt;font-family:Calibri;}#yiv8793138488 I am wondering if any of you guys using houdini would advice against changing some houdini hotkeys to speed up workflow ? when I use either xsi or maya, I have a set of keyboard shortcuts that help me go faster when modeling (without clicking every time on a menu, hotbox, icon... etc) I like using hotkeys because for me its faster and I have optimized my workflow in that manner, so I rarely rely on any button on the modeling side of things. I know this is counter productive for other stuff... (like when a td comes to help you and does not understand your setup... yes admit that is somehow annoying sometimes!). But for me the pros overcome by far the cons, at least in my experience. So as I am new to houdini and learning its polymodeling tools, I can t help but notice that going to click buttons on the polygon tab is slowing me down. I do like the tab menu, but even that is slower than simply using hotkeys (ex: insert edge loop, bridge, extrude, bevel...etc etc) . I dont mind clicking for anything else, but I do for modeling. so if any of you has an opinion on this, I ll like to know what you think ... (as I ll eventually like to learn other parts of houdini...for.. fx, sims.. I ll like to know if this will have some considerable impact on productivity, or is it something I can probably live with, like I do with maya xsi... thanks! -Manu IMDB | Portfolio | Vimeo | Linkedin From: moloney.cia...@gmail.com Date: Thu, 19 Mar 2015 13:44:49 + Subject: Re: Very OT: for the love of your career.. try houdini To: softimage@listproc.autodesk.com Network and hardware are fastest I've used. It's just the nature of the work. Volume data in my case is not very large, only a few Mb per frame. But, e.g. to make useful collision fields from complex geometry often requires a good bit of SOPs pre-processing. I get the impression that much of SOPs is still not especially multithreaded. DOPs is also very slow vs solvers of comparable classes (FumeFX, Exocortex's Bullet, nCloth). But, that's generally OK since you can do so much, much more with DOPs with a very low chance of things failing apart as you scale up. On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez jordiba...@gmail.com wrote: Is this processing time or hardware time? (disks, network, etc..) Of course saving gigabytes per frame is slow but may be a clever local SSD sync to the main server could do the job to make the process faster? jb On 19 Mar 2015, at 12:56, Ciaran Moloney moloney.cia...@gmail.com wrote: I'm loving working with Houdini, but sometimes it's just frustratingly slow. Even with the new VDB tools, converting and caching everything out as volume fields is a real drag. But then again the caching workflow is super-slick. I shudder at the thought of all the time lost to the mysteries of ICE caching. On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel nagv...@gmail.com wrote: I'm not getting anything out of posting this, except knowing I might save the life of a fellow artist. So I spent the last year learning Maya, and got to a point where I can compete against people straight out of collage. This got me a bit down, as I'm one of the more experienced softimage artists here in South Africa. At the end of 2014 I realized that 3D is no longer fun if it all has to happen in maya for me. My brain doesn't work the way maya works. I'm also not much of a clairvoyant, so predicting what I have to do now, just in case the director asks for something in 2 weeks from now, lead to allot of back tracking. At first I decided to learn Maya over houdini because of the price tag of Houdini FX. It also seemed like I would exclude myself from bigger projects if I was one, of only a few houdini artists around. Houdini indie, and
Renderman
Just received notice from Pixar that Renderman free for non-commercial use is now available. Does anybody have used Renderman before with Softimage and is their a bridge between Softimage and Renderman available? (yes, I have Maya too, so I can use it with Maya but I would like to test Renderman with Softimage) Cheers! Dan
Re: Renderman
3delight exports rib files... Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: Renderman
cmd line renderman is available but not sure how you would make a rib with all the new shader parameters etc straight outa softimage :( On 23 March 2015 at 21:32, Daniel Brassard dbrassar...@gmail.com wrote: Just received notice from Pixar that Renderman free for non-commercial use is now available. Does anybody have used Renderman before with Softimage and is their a bridge between Softimage and Renderman available? (yes, I have Maya too, so I can use it with Maya but I would like to test Renderman with Softimage) Cheers! Dan
Re: Renderman
for playing around with it, sure, but if you use softimage I don't think prman is a serious alternative for commercial projects these days. 3delight will export ribs sure, but to actually get those to render in prman is a different thing, getting shaders to work etc. On Tue, Mar 24, 2015 at 10:59 AM, Francois Lord flordli...@gmail.com wrote: Well... the non-commercial version is a damn good reason to use it. I sure will try it once it's available for Houdini. On 23-Mar-15 17:47, Andreas Bystrom wrote: I think the old XSIMan by graphicprimitves was the closest you could get to a prman bridge, sadly the product was discontinued a long time ago.. I tested it quite a bit when it came out, nice little plugin but the implementation was rather basic in a way, no render-region support etc. there is also the opensource affogato: http://sourceforge.net/projects/affogato/ anyway, with all the renderers out there I don't see much reason to use prman anymore.. -Andreas On Tue, Mar 24, 2015 at 10:35 AM, Rob Chapman tekano@gmail.com wrote: cmd line renderman is available but not sure how you would make a rib with all the new shader parameters etc straight outa softimage :( On 23 March 2015 at 21:32, Daniel Brassard dbrassar...@gmail.com wrote: Just received notice from Pixar that Renderman free for non-commercial use is now available. Does anybody have used Renderman before with Softimage and is their a bridge between Softimage and Renderman available? (yes, I have Maya too, so I can use it with Maya but I would like to test Renderman with Softimage) Cheers! Dan
Re: Self installing Prop survive New Scene
Saving a preset of the property in a siOnCloseScene event and reloading in a NewScene event? Can't test this ATM, not near Softimage. But it's inelegant even if it works... I'll shut up now... ;) Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: Self installing Prop survive New Scene
Yeah not something I really want to do for saving the state and I can just deal with it for now. Guess this is why doing a QT Window UI that is attached to the application would be best. Thanks, Eric T. On Monday, March 23, 2015 12:59:40 PM, Leendert A. Hartog wrote: Saving a preset of the property in a siOnCloseScene event and reloading in a NewScene event? Can't test this ATM, not near Softimage. But it's inelegant even if it works... I'll shut up now... ;) Greetz Leendert