Re: average a texture map to vertex map

2015-05-22 Thread Gerbrand Nel

Hey Oscar
Sorry for the stoopid question, but how would I use the info in that 
link if I want to apply it to color?

Thanks
G

On 22/05/2015 04:56, Gerbrand Nel wrote:
Thanks guys. I figured it out in houdini by some miracle, but I might 
come back to soft, so this helps allot.


On Thu, May 21, 2015 at 11:55 AM, Oscar Juarez 
mailto:tridi.animei...@gmail.com>> wrote:


Here is how you can move vertex to poly data as an array and then
you can average that array to get a solid color per face
http://xsisupport.com/2013/11/28/copying-vertex-attributes-to-polygons/

On Thu, May 21, 2015 at 11:43 AM, Simon Reeves
mailto:si...@simonreeves.com>> wrote:

Have to use 'node' stuff when it comes to vertex colours it
seems, I don't know much about that, though I managed to get
texture map > vertex colours

Inline images 2

Then I read again and thought that might only be 50% of the
way there, vertex colours may not be that helpful if you want
color per poly? How would you do that... Bevel ;) kinda works..

Inline images 1




Simon Reeves
London, UK
/si...@simonreeves.com /
/www.simonreeves.com /
/www.analogstudio.co.uk //
/

On 21 May 2015 at 04:59, Gerbrand Nel mailto:nagv...@gmail.com>> wrote:

Hey guys.
I have to camera project footage onto a low poly object,
and then average all the colors per polygon to set the
color of each polygon.
I thought of using particles colored by the emitters
texturemap, but I cant figure out how to average the
colors per polygon, and then set it to the vertex color.
As always I need to solve this problem yesterday, so any
help would be awesome.
Thanks smart people!
G








Re: OT: Geometry approximation in houdini

2015-05-22 Thread Gerbrand Nel

Thanks Andy
While I have your attention :)
Are reflections and refractions stoopid slow in mantra, or is there a trick?
The default glass shader renders forever in my scene.
Thanks
G
On 22/05/2015 05:48, Andy Nicholas wrote:

You can use the Normal SOP with it set to Vertex. You can set the angle there.

The Facet SOP does something similar, but it will actually disconnect the 
points instead, rather than setting vertex normal attributes.

A



On 21 May 2015, at 20:04, Gerbrand Nel  wrote:

Hey guys
In soft we have a discontinuity angle slider under geometry approximation.
Where do I find this in houdini?
I have a low poly object that I need to render like a crystal, so i need the 
facets to be super hard, no smoothing over edges
Thanks
G







Re: OT: Geometry approximation in houdini

2015-05-22 Thread Christopher Crouzet
Dunno for the render times but you have the choice of yet another SOP node
for the sharpness: `EdgeCusp`.


On 22 May 2015 at 15:39, Gerbrand Nel  wrote:

> Thanks Andy
> While I have your attention :)
> Are reflections and refractions stoopid slow in mantra, or is there a
> trick?
> The default glass shader renders forever in my scene.
> Thanks
> G
>
> On 22/05/2015 05:48, Andy Nicholas wrote:
>
>> You can use the Normal SOP with it set to Vertex. You can set the angle
>> there.
>>
>> The Facet SOP does something similar, but it will actually disconnect the
>> points instead, rather than setting vertex normal attributes.
>>
>> A
>>
>>
>>  On 21 May 2015, at 20:04, Gerbrand Nel  wrote:
>>>
>>> Hey guys
>>> In soft we have a discontinuity angle slider under geometry
>>> approximation.
>>> Where do I find this in houdini?
>>> I have a low poly object that I need to render like a crystal, so i need
>>> the facets to be super hard, no smoothing over edges
>>> Thanks
>>> G
>>>
>>
>>
>>
>


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


Re: average a texture map to vertex map

2015-05-22 Thread Oscar Juarez
Hey Gerbrand,

Here is a scene file with a simple example.

https://www.dropbox.com/s/mtxishmig50w7x6/averageColorPerPoly.scn?dl=0

On Fri, May 22, 2015 at 9:19 AM, Gerbrand Nel  wrote:

>  Hey Oscar
> Sorry for the stoopid question, but how would I use the info in that link
> if I want to apply it to color?
> Thanks
> G
>
>
> On 22/05/2015 04:56, Gerbrand Nel wrote:
>
> Thanks guys. I figured it out in houdini by some miracle, but I might come
> back to soft, so this helps allot.
>
> On Thu, May 21, 2015 at 11:55 AM, Oscar Juarez 
> wrote:
>
>> Here is how you can move vertex to poly data as an array and then you can
>> average that array to get a solid color per face
>> http://xsisupport.com/2013/11/28/copying-vertex-attributes-to-polygons/
>>
>> On Thu, May 21, 2015 at 11:43 AM, Simon Reeves 
>> wrote:
>>
>>> Have to use 'node' stuff when it comes to vertex colours it seems, I
>>> don't know much about that, though I managed to get texture map > vertex
>>> colours
>>>
>>> [image: Inline images 2]
>>>
>>>  Then I read again and thought that might only be 50% of the way there,
>>> vertex colours may not be that helpful if you want color per poly? How
>>> would you do that... Bevel ;) kinda works..
>>>
>>>  [image: Inline images 1]
>>>
>>>
>>>
>>>
>>> Simon Reeves
>>> London, UK
>>>  *si...@simonreeves.com *
>>> *www.simonreeves.com *
>>> *www.analogstudio.co.uk *
>>>
>>> On 21 May 2015 at 04:59, Gerbrand Nel  wrote:
>>>
Hey guys.
  I have to camera project footage onto a low poly object, and then
 average all the colors per polygon to set the color of each polygon.
  I thought of using particles colored by the emitters texturemap, but I
 cant figure out how to average the colors per polygon, and then set it to
 the vertex color.
  As always I need to solve this problem yesterday, so any help would be
 awesome.
  Thanks smart people!
  G

>>>
>>>
>>
>
>


Re: End of the ride

2015-05-22 Thread olivier jeannel

Best of luck ! Hope you'll receive as much as you gave this community.
... I hate goodbyes :(


Le 22/05/2015 05:56, Andy Nicholas a écrit :
Yep, good luck Graham. You’ve always had the back of all the 
Softimager’s over the years. I hope that loyalty pays back in kind for 
you with your future career, as it’s well deserved.


Andy



On 20 May 2015, at 11:58, Kris Rivel > wrote:


Thanks Grahamall the best for sure.

Kris

On Fri, May 15, 2015 at 5:21 AM, Juan Brockhaus 
mailto:juanxsil...@gmail.com>> wrote:


Thanks Graham and all the best for the future!

On Thu, May 14, 2015 at 1:50 AM, Daniel Brassard
mailto:dbrassar...@gmail.com>> wrote:

Thank you Graham for your help and advice in ICE and
programming over the years. Good luck in your new ventures
and keep in touch here.

wish you the best,

Dan

Thanks Graham, you work has been great and Autodesk is
loosing a key asset and the culture few of the remaining
Softimage guys brought to it, sad strategy they have.

Wish you the best and hope we can work together in the near
future.
jb


On 13 May 2015, at 15:53, Alan Fregtman
mailto:alan.fregt...@gmail.com>>
wrote:

Thank you for all the help throughout the years, Graham! :)


On Wed, May 13, 2015 at 11:39 AM Morten Bartholdy
mailto:x...@colorshopvfx.dk>> wrote:

Well then thanks for the assistance you have provided
over the years and good luck where ever you will be going!

Cheers Graham!

Best Regards
Morten Bartholdy
- Softimage user since 1992


Den 13. maj 2015 kl. 00:59 skrev Graham Bell
mailto:bell...@gmail.com>>:

I hadn't wanted to make any kind of announcement,
but reading Stephens latest Flashback thread and the
discussions on where peoples journey with Softimage
first started, it's kinda made me realise that mine
has basically ended.
And as I'm posting here, I didn't want to fly under
false colours, so to speak.
As of the start of this month, I'm no longer at
Autodesk, The bloodline of european Softimage AE's
from Ben, Chinny, and James, to myself has now ended.
Perhaps it's time to start earning an honest living
again. lol :-)












Re: End of the ride

2015-05-22 Thread Cristobal Infante
Good luck mate, and thanks for all your help during this years!!

All the best on your new venture.

Cris

On 22 May 2015 at 15:41, olivier jeannel  wrote:

>  Best of luck ! Hope you'll receive as much as you gave this community.
> ... I hate goodbyes :(
>
>
>
> Le 22/05/2015 05:56, Andy Nicholas a écrit :
>
> Yep, good luck Graham. You’ve always had the back of all the Softimager’s
> over the years. I hope that loyalty pays back in kind for you with your
> future career, as it’s well deserved.
>
>  Andy
>
>
>
>  On 20 May 2015, at 11:58, Kris Rivel  wrote:
>
>  Thanks Grahamall the best for sure.
>
>  Kris
>
> On Fri, May 15, 2015 at 5:21 AM, Juan Brockhaus 
> wrote:
>
>> Thanks Graham and all the best for the future!
>>
>> On Thu, May 14, 2015 at 1:50 AM, Daniel Brassard 
>> wrote:
>>
>>> Thank you Graham for your help and advice in ICE and programming over
>>> the years. Good luck in your new ventures and keep in touch here.
>>>
>>> wish you the best,
>>>
>>> Dan
>>>   Thanks Graham, you work has been great and Autodesk is loosing a key
>>> asset and the culture few of the remaining Softimage guys brought to it,
>>> sad strategy they have.
>>>
>>>  Wish you the best and hope we can work together in the near future.
>>> jb
>>>
>>>  On 13 May 2015, at 15:53, Alan Fregtman 
>>> wrote:
>>>
>>>  Thank you for all the help throughout the years, Graham! :)
>>>
>>>
>>> On Wed, May 13, 2015 at 11:39 AM Morten Bartholdy 
>>> wrote:
>>>
  Well then thanks for the assistance you have provided over the years
 and good luck where ever you will be going!


  Cheers Graham!




  Best Regards
  Morten Bartholdy
  - Softimage user since 1992






 Den 13. maj 2015 kl. 00:59 skrev Graham Bell :

   I hadn't wanted to make any kind of announcement, but reading
 Stephens latest Flashback thread and the discussions on where peoples
 journey with Softimage first started, it's kinda made me realise that mine
 has basically ended.
 And as I'm posting here, I didn't want to fly under false colours, so
 to speak.

 As of the start of this month, I'm no longer at Autodesk, The bloodline
 of european Softimage AE's from Ben, Chinny, and James, to myself has now
 ended.

 Perhaps it's time to start earning an honest living again. lol :-)




>>>
>>>
>>
>
>
>


Re: End of the ride

2015-05-22 Thread Mirko Jankovic
guy, he is still not dead! :)
I'm sure we will here a LOT more around the net on new ventures ;)
all the best


"Jordskott" tv series visual effects, Softimage+Redshift

2015-05-22 Thread Arvid Björn
Hi guys, just wanted to show a couple of shots we did for the Swedish tv
series "Jordskott." We did all the 342 vfx shots for all 10 episodes, all
cg in Softimage, rendered in Redshift, Houdini for smoke sim and Nuke for
comp.

Here's some of the more interesting ones I think (excuse the compression):

Full cg env and destruction. Redshift+ICE instance scattering achieved the
level of detail, comped using deep data to combine Redshift and Mantra
smoke renders. RS frame time was about 20 minutes on this, which is the
highest I've ever reached with Redshift I think.
https://app.frame.io/f/9839ef2c-0a25-4c41-8308-548078b613b1

Here's a bunch of cg ravens rigged and animated in Softimage, rendered in
Redshift.
https://app.frame.io/f/17a5c43d-0b29-4928-a0ae-35779930a492

This is a face wound-type thing in a dream sequence, Soft+Redshift
https://app.frame.io/f/e7740833-7faa-4e13-a92e-b0be2f75f3b0

All the underwater environments in this sequence is full cg combined with
some green screen uw-plates of the actress. The "entity" is made with a bit
of ICE strand magic. Soft+Redshift, RS really has awesome volumetrics btw.
https://app.frame.io/f/680ec84a-573d-4e9f-b0e3-9d68a0c3ad3a (with sound,
without grade)

And about 300 other shots.. =)

We worked for ~8 months with a core team of 3 artists including myself, and
a few more for shorter periods. I also supervised the vfx on the show,
which was a true pleasure! Can't imagine a better tool for the job than
Soft and RS, it's quite remarkable how well they work together, it's all
rendered on cheap GTX780's as well.

So Softimage is alive and well over here at least! The Maya licenses
doesn't even work as a door stop, not sure why we keep them around really.

We'll do a proper reel for the whole season soonish, hope you like it!

Cheers


Destruction/shatter - Chunks to bone driven

2015-05-22 Thread Patrick Neese
I have a need to export some destruction animation as skeleton
animation. I can run this simulation in the game engine, but I'd
prefer to have more control over the break with a repeatable outcome
and reduced cpu/gpu load.

I've used momentum+ImplosiaFX(the old free versions) to run some basic
shattering/destruction, frozen, created chunks with the tools.  But
the game engine I'd like to import into only allows skeletal
animation.  Is there a script that can take the chunks, add a bone at
the cog, envelope to that bone, and animate the root bone based off
local transformations from the other mesh?  Perhaps there is something
built into Softimage that does this or a script I haven't found
through google yet? If not I can try and script it, just haven't
attempted scripting in XSI before.

Thanks for any advice


Re: "Jordskott" tv series visual effects, Softimage+Redshift

2015-05-22 Thread Pierre Schiller
Oh my mind Complete like! Excelleny job, there!
 On May 22, 2015 3:38 PM, "Arvid Björn"  wrote:

> Hi guys, just wanted to show a couple of shots we did for the Swedish tv
> series "Jordskott." We did all the 342 vfx shots for all 10 episodes, all
> cg in Softimage, rendered in Redshift, Houdini for smoke sim and Nuke for
> comp.
>
> Here's some of the more interesting ones I think (excuse the compression):
>
> Full cg env and destruction. Redshift+ICE instance scattering achieved the
> level of detail, comped using deep data to combine Redshift and Mantra
> smoke renders. RS frame time was about 20 minutes on this, which is the
> highest I've ever reached with Redshift I think.
> https://app.frame.io/f/9839ef2c-0a25-4c41-8308-548078b613b1
>
> Here's a bunch of cg ravens rigged and animated in Softimage, rendered in
> Redshift.
> https://app.frame.io/f/17a5c43d-0b29-4928-a0ae-35779930a492
>
> This is a face wound-type thing in a dream sequence, Soft+Redshift
> https://app.frame.io/f/e7740833-7faa-4e13-a92e-b0be2f75f3b0
>
> All the underwater environments in this sequence is full cg combined with
> some green screen uw-plates of the actress. The "entity" is made with a bit
> of ICE strand magic. Soft+Redshift, RS really has awesome volumetrics btw.
> https://app.frame.io/f/680ec84a-573d-4e9f-b0e3-9d68a0c3ad3a (with sound,
> without grade)
>
> And about 300 other shots.. =)
>
> We worked for ~8 months with a core team of 3 artists including myself,
> and a few more for shorter periods. I also supervised the vfx on the show,
> which was a true pleasure! Can't imagine a better tool for the job than
> Soft and RS, it's quite remarkable how well they work together, it's all
> rendered on cheap GTX780's as well.
>
> So Softimage is alive and well over here at least! The Maya licenses
> doesn't even work as a door stop, not sure why we keep them around really.
>
> We'll do a proper reel for the whole season soonish, hope you like it!
>
> Cheers
>
>
>


Re: "Jordskott" tv series visual effects, Softimage+Redshift

2015-05-22 Thread Mirko Jankovic
Congratulations guys, amazing work.


On Sat, May 23, 2015 at 2:54 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Oh my mind Complete like! Excelleny job, there!
>  On May 22, 2015 3:38 PM, "Arvid Björn"  wrote:
>
>> Hi guys, just wanted to show a couple of shots we did for the Swedish tv
>> series "Jordskott." We did all the 342 vfx shots for all 10 episodes, all
>> cg in Softimage, rendered in Redshift, Houdini for smoke sim and Nuke for
>> comp.
>>
>> Here's some of the more interesting ones I think (excuse the compression):
>>
>> Full cg env and destruction. Redshift+ICE instance scattering achieved
>> the level of detail, comped using deep data to combine Redshift and Mantra
>> smoke renders. RS frame time was about 20 minutes on this, which is the
>> highest I've ever reached with Redshift I think.
>> https://app.frame.io/f/9839ef2c-0a25-4c41-8308-548078b613b1
>>
>> Here's a bunch of cg ravens rigged and animated in Softimage, rendered in
>> Redshift.
>> https://app.frame.io/f/17a5c43d-0b29-4928-a0ae-35779930a492
>>
>> This is a face wound-type thing in a dream sequence, Soft+Redshift
>> https://app.frame.io/f/e7740833-7faa-4e13-a92e-b0be2f75f3b0
>>
>> All the underwater environments in this sequence is full cg combined with
>> some green screen uw-plates of the actress. The "entity" is made with a bit
>> of ICE strand magic. Soft+Redshift, RS really has awesome volumetrics btw.
>> https://app.frame.io/f/680ec84a-573d-4e9f-b0e3-9d68a0c3ad3a (with sound,
>> without grade)
>>
>> And about 300 other shots.. =)
>>
>> We worked for ~8 months with a core team of 3 artists including myself,
>> and a few more for shorter periods. I also supervised the vfx on the show,
>> which was a true pleasure! Can't imagine a better tool for the job than
>> Soft and RS, it's quite remarkable how well they work together, it's all
>> rendered on cheap GTX780's as well.
>>
>> So Softimage is alive and well over here at least! The Maya licenses
>> doesn't even work as a door stop, not sure why we keep them around really.
>>
>> We'll do a proper reel for the whole season soonish, hope you like it!
>>
>> Cheers
>>
>>
>>


Re: "Jordskott" tv series visual effects, Softimage+Redshift

2015-05-22 Thread David Gallagher

Impressive!

On 5/22/2015 2:37 PM, Arvid Björn wrote:
Hi guys, just wanted to show a couple of shots we did for the Swedish 
tv series "Jordskott." We did all the 342 vfx shots for all 10 
episodes, all cg in Softimage, rendered in Redshift, Houdini for smoke 
sim and Nuke for comp.


Here's some of the more interesting ones I think (excuse the compression):

Full cg env and destruction. Redshift+ICE instance scattering achieved 
the level of detail, comped using deep data to combine Redshift and 
Mantra smoke renders. RS frame time was about 20 minutes on this, 
which is the highest I've ever reached with Redshift I think.

https://app.frame.io/f/9839ef2c-0a25-4c41-8308-548078b613b1

Here's a bunch of cg ravens rigged and animated in Softimage, rendered 
in Redshift.

https://app.frame.io/f/17a5c43d-0b29-4928-a0ae-35779930a492

This is a face wound-type thing in a dream sequence, Soft+Redshift
https://app.frame.io/f/e7740833-7faa-4e13-a92e-b0be2f75f3b0

All the underwater environments in this sequence is full cg combined 
with some green screen uw-plates of the actress. The "entity" is made 
with a bit of ICE strand magic. Soft+Redshift, RS really has awesome 
volumetrics btw.
https://app.frame.io/f/680ec84a-573d-4e9f-b0e3-9d68a0c3ad3a (with 
sound, without grade)


And about 300 other shots.. =)

We worked for ~8 months with a core team of 3 artists including 
myself, and a few more for shorter periods. I also supervised the vfx 
on the show, which was a true pleasure! Can't imagine a better tool 
for the job than Soft and RS, it's quite remarkable how well they work 
together, it's all rendered on cheap GTX780's as well.


So Softimage is alive and well over here at least! The Maya licenses 
doesn't even work as a door stop, not sure why we keep them around really.


We'll do a proper reel for the whole season soonish, hope you like it!

Cheers