Re: OT:houdini stamp UV

2015-06-10 Thread Gerbrand Nel

Thanks, Yeah it works.. kinda.
It gave me a very white pic, but the alpha was usable
G


*still loving houdini*


On 10/06/2015 10:40, Cristobal Infante wrote:

Right click on the node and select, Save texture UV to image.

Never used it myself, let us know how it goes!

Cris

On 10 June 2015 at 09:21, Gerbrand Nel nagv...@gmail.com 
mailto:nagv...@gmail.com wrote:


Hey guys.
My dumb ass is asking dumb questions again.
I cant find something similar to  stamp uv in houdini
Is it there, and how and where?
Thanks
G






Re: Virtual Apps

2015-06-10 Thread peter_b
if you mean using a thin client on the desk, to connect to a remote workstation 
(in the server room) – then yes – have used this at a former studio.

overall it worked quite well.

on the thin client you would launch an app, on which you chose the workstation 
to login to and then a full screen window opens on which you see the 
workstations’ desktop – and you work you session.
It’s very intuitive – apart from a few keyboard combos (ctrl-alt-del is on the 
thin client, so there’s a different combination to send that to the workstation)
You could use the thin client at any desk to log in to any equipped workstation 
– handy at times – chaotic when your team members end up all over the place.
The overhead on the workstation is pretty much zero. The added card handles the 
compression/communication – so you can push the workstation exactly as before.

there was hardware compression/decompression of all signals – so it meant 
adding a dedicated card in the workstation - all data (kb, mouse, usb as well 
as monitors) goes through network. afaik the screen refresh is done on the thin 
client – which reduces the amount of data to be sent (no screens full of 
pixels) but also makes sure that despite long cable length, image quality is 
high . (compared to all KVM extenders I ever saw)

To the very demanding artist there is a barely noticeable lag and some 
degradation – you can kind of make out the compression – but you do have to 
look for it. We decided on using the thin clients only for 3D artists, not for 
compositors. It would work for compositing most of the time, but when checking 
final images/shots, occasional little flicks or spots from the compression are 
disturbing. If you are the person who has 3 oversized monitors on his desk, and 
expects to have film quality visuals while modeling – this might not be for you.

image quality can suffer from network load – as compression adapts some – and 
at a few peak moments network was so taxed (not because of the thin clients) 
that connections between clients and stations were lost massively. That’s 
unfortunate and real disruptive – but once the load was balanced again you 
would just login and the workstation was right where you left off – preferable 
to crashes and shutdowns. But it’s something to be aware of - if you have a 
problematic network, thin clients will add to the frustration.

An added benefit was that there was much less heat generated and electricity 
used in the office rooms – in small cramped, badly ventilated and badly 
equipped offices that can be a tangible benefit. I have memories of humming 
workstations under desks, burning desklights and running ventilators everywhere 
(including on an opened workstation case which is a very bad idea) creating an 
unpleasant and unhealthy microclimate. The switch to thin clients was heavenly. 
As were LED desklights.

Hope it helps some.
It’s a big step – that you need to consider carefully with your supplier (ours 
was HP) – and ideally in a riskfree way, where you get the setup on test, with 
the option to return if unsatisfactory – because some consequences/constraints 
are unexpected and to a degree it’s a personal experience. I can very well see 
this working marvelously in one studio and being a total no-go in another.
Now, I’m not getting the financial angle – to me a thin client is an added cost 
– it would not replace any workstations or make them any less redundant. The 
idea of a thin client is that the heavy lifting is done elsewhere – 
workstation, server, on the cloud,...
If you mean using a thin client (as in: a very low specced computer) instead of 
a workstation – that’s something else altogether.
Now, a thin client today might more powerful than a supercomputer of the past – 
so there might be cases where it would work.
But if you want to get bang for buck, I’d look elsewhere – as a thin client is 
not made to customize and beef up and ultimately to put decent specs in. I’d 
look at barebones rather.
From: Angus Davidson 
Sent: Wednesday, June 10, 2015 8:29 AM
To: softimage@listproc.autodesk.com 
Subject: Virtual Apps

Hi Folks

Has anyone had any experience using 3d apps like Softimage, Maya, Unity (for 
our games side) via a thin client. Most of the marketing stuff pretty much 
makes it look like Christmas in July, but is very thin on actual metrics. ie 
Latency, numbers of concurrent apps etc.

We are in a position where our currency is dropping against the dollar/euro a 
lot faster then we are allowed to raise fees. So in 2 years when our currently 
negotiated lease for our 100+ machines runs out, we are looking at the very 
real possibility of not been able to afford machines that are 3D capable 
themselves.

Oddly one of the few relatively untapped budgets is Major Capex (minimum $50 
000 - $250 000), which wont cover a computer but would cover something like a 
few  NVIDIA VCA's

Kind regards

Angus
This communication is intended for the addressee only. It is confidential. 

Re: OT:houdini stamp UV

2015-06-10 Thread Cristobal Infante
Right click on the node and select, Save texture UV to image.

Never used it myself, let us know how it goes!

Cris

On 10 June 2015 at 09:21, Gerbrand Nel nagv...@gmail.com wrote:

 Hey guys.
 My dumb ass is asking dumb questions again.
 I cant find something similar to  stamp uv in houdini
 Is it there, and how and where?
 Thanks
 G



OT:houdini stamp UV

2015-06-10 Thread Gerbrand Nel

Hey guys.
My dumb ass is asking dumb questions again.
I cant find something similar to  stamp uv in houdini
Is it there, and how and where?
Thanks
G


Virtual Apps

2015-06-10 Thread Angus Davidson
Hi Folks

Has anyone had any experience using 3d apps like Softimage, Maya, Unity (for 
our games side) via a thin client. Most of the marketing stuff pretty much 
makes it look like Christmas in July, but is very thin on actual metrics. ie 
Latency, numbers of concurrent apps etc.

We are in a position where our currency is dropping against the dollar/euro a 
lot faster then we are allowed to raise fees. So in 2 years when our currently 
negotiated lease for our 100+ machines runs out, we are looking at the very 
real possibility of not been able to afford machines that are 3D capable 
themselves.

Oddly one of the few relatively untapped budgets is Major Capex (minimum $50 
000 - $250 000), which wont cover a computer but would cover something like a 
few  NVIDIA VCA's

Kind regards

Angus

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style=width:100%;
tr
td align=left style=text-align:justify;font face=arial,sans-serif 
size=1 color=#99span style=font-size:11px;This communication is 
intended for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You may not copy or disseminate this communication without the 
permission of the University. Only authorised signatories are competent to 
enter into agreements on behalf of the University and recipients are thus 
advised that the content of this message may not be legally binding on the 
University and may contain the personal views and opinions of the author, which 
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Witwatersrand, Johannesburg. All agreements between the University and 
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writing to the contrary. /span/font/td
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/table


Re: ICE team went to Maya (2011)

2015-06-10 Thread Cristobal Infante
You don't have to work with houdini the way you describe. Even though there
is a procedural nature to the application, you don't have to make every
single asset you do a super tool. It's up to you, the software doesn't
force you into any workflow.

If you know you will be sharing an asset with other members of a team then
yes this approach makes sense.

In regards to the tutorial you mention, from Keith Johnson. He in fact
approaches the task on a very softimage way. From all the tutorials I've
seen, this one actually doesn't get bogged down on proceduralism.

https://vimeo.com/122274907

https://vimeo.com/125116427

Best,
Cris


On 10 June 2015 at 16:59, Jason S jasonsta...@gmail.com wrote:

  Indeed that's why I corrected myself, having recalled SideFX (also)
 having their own publicized SI team
 which referred to workflow and not ICE which indeed leaves not much to be
 desired functionality-wise for Houdini
 except maybe also the 'workflow' or general ease-of-use of ICE... (despite
 also being not always easy for everyone)..

 But speaking of workflow, there was a recent Video from someone adopting
 Houdini,
 which I think shows exactly both the main strength and the main drawback
 of Houdini at the same time.

 Making a neat and quite detailed retro neon sign, with lightbulbs, neon
 fixtures and all that,
 at the end he could dynamically change the amount of fixtures, or
 dynamically change basically anything.

 But the time (and complication) involved setting everything up.. in my
 opinion is worth it if you need a bunch of similar but different things,
 being faster to redo different variations once the setup is there.

 And although the fact that you could also do an almost entirely (or
 partly) procedural dynamic sing (or whatever) setup in XSI is besides the
 point,
 (being perhaps less, but also very non-destructive, perhaps like what
 AfterEffects is to Nuke at least for the stack)
 the point is you don't -have- to keep everything dynamic if you don't need
 to,
 and get things done in a jiffy with much less head scratching or chin
 rubbing , and you can then say, ok next?

 That while having quite a bit of things that really don't take any more or
 less time making (or leaving) them dynamic or not,
 and involves somewhat minimal history stack management (which otherwise
 you barely know it's there until you need it or want to clear it)
 if and when needed to remain fully procedural, perhaps with compounds with
 exposed params or custom parameters driving operator properties and such
 (for quick editing in unified property sets -if- necessary).
 usually being a pretty tiny percentage of things, like we end-up freezing
 most of everything that doesn't need to remain live once their done.

 Making it not only a good compromise between fully procedural and
 non-procedural, but also a best both worlds in many respects.

 But I guess Houdini doesn't have something that drives many Houdini users
 away...
 which doesn't matter if you're at a place who doesn't care about 'dead'
 labels while waiting for better things, or for things to become better.

 That being said, even when only looking at what can work best, Houdini of
 course obviously (also) has it's own strengths uses and place.



 For Fabric, although I think adopting a visual development environment is
 a step in the right direction,
 I personally would hope they would move still quite a bit further away
 from being a mostly for TD's thing,
 and would also feel more confident if it wasn't subject to what host DCC's
 allows to be accessed being probably widely varying from a DDC to another
 concerning it's scope or reach.
 say if it could be fully unrestrained in it's own standalone environment,
 cause ICE apart geo and rig processing, can (very interactively) get  set
 pretty much anything in a given scene, weight maps, uv's, CAV's,
 particles/strands, materials, any animatable parameter can be ICE driven or
 drive other ICE things, ... and above-all, all in a very (yet relatively)
 non-'overtechnical' setting.

 I guess time will tell.

 cheers,


 On 06/09/15 23:09, Raffaele Fragapane wrote:

 Should probably add, modelling too, and you can pretty much swap animation
 and modelling in my mail above and all of it remains pretty much true :)

 On Wed, Jun 10, 2015 at 1:07 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 They never said anything involving ICE AFAIK.

 They did mention that they are trying to make Houdini more pleasant to
 use, and want animation (the user facing, artist oriented part of it) to
 receive more attention, and that they have a Softimage developer on board
 contributing to that. Both those statements are true. They are doing good
 work in those regards, and part of that work is done by an ex Softie.

  To my knowledge that's the extent of it. I've yet to see or hear ICE
 mentioned at all, let alone ex developers of it, by SideFX people.


 On Sat, Jun 6, 2015 at 5:40 PM, Andy Goehler 
 

Re: ICE team went to Maya (2011)

2015-06-10 Thread Jason S

  
  
Indeed that's why I corrected myself,
  having recalled SideFX (also) having their own publicized SI team
  which referred to workflow and not ICE which indeed leaves not
  much to be desired functionality-wise for Houdini
  except maybe also the 'workflow' or general ease-of-use of ICE...
  (despite also being not always easy for everyone).. 
  
  But speaking of workflow, there was a recent Video from someone
  adopting Houdini, 
  which I think shows exactly both the main strength and the main
  drawback of Houdini at the same time.
  
  Making a neat and quite detailed retro neon sign, with lightbulbs,
  neon fixtures and all that,
  at the end he could dynamically change the amount of fixtures, or
  dynamically change basically anything.
  
  But the time (and complication) involved setting everything up..
  in my opinion is worth it if you need a bunch of similar but
  different things, 
  being faster to redo different variations once the setup is there.
  
  And although the fact that you could also do an almost entirely
  (or partly) procedural dynamic sing (or whatever) setup in XSI is
  besides the point, 
  (being perhaps less, but also very non-destructive, perhaps like
  what AfterEffects is to Nuke at least for the stack) 
  the point is you don't -have- to keep everything dynamic if you
  don't need to, 
  and get things done in a jiffy with much less head scratching or
  chin rubbing , and you can then say, ok next?
  
  That while having quite a bit of things that really don't take any
  more or less time making (or leaving) them dynamic or not,
  and involves somewhat minimal history stack management (which
  otherwise you barely know it's there until you need it or want to
  clear it) 
  if and when needed to remain fully procedural, perhaps with
  compounds with exposed params or custom parameters driving
  operator properties and such 
  (for quick editing in unified property sets -if- necessary).
  usually being a pretty tiny percentage of things, like we end-up
  freezing most of everything that doesn't need to remain live once
  their done.
  
  Making it not only a good compromise between fully procedural and
  non-procedural, but also a best both worlds in many respects.
  
  But I guess Houdini doesn't have something that drives many
  Houdini users away...
  which doesn't matter if you're at a place who doesn't care about
  'dead' labels while waiting for better things, or for things to
  become better.
  
  That being said, even when only looking at what can work best,
  Houdini
  of course obviously (also) has it's own strengths uses and place.
  
  
  
  For Fabric, although I think adopting a visual development
  environment is a step in the right direction, 
  I personally would hope they would move still quite a bit further
  away from being a "mostly for TD's" thing,
  and would also feel more confident if it wasn't subject to what
  host DCC's allows to be accessed being probably widely varying
  from a DDC to another concerning it's scope or reach.
  say if it could be fully unrestrained in it's own standalone
  environment, 
  cause ICE apart geo and rig processing, can (very interactively)
  get  set pretty much anything in a given scene, weight maps,
  uv's, CAV's, particles/strands, materials, any animatable
  parameter can be ICE driven or drive other ICE things, ... and
  above-all, all in a very (yet relatively) non-'overtechnical'
  setting.
  
  I guess time will tell.
  
  cheers,
  
  On 06/09/15 23:09, Raffaele Fragapane wrote:


  Should probably add, modelling too, and you can
pretty much swap animation and modelling in my mail above and
all of it remains pretty much true :)
  
On Wed, Jun 10, 2015 at 1:07 PM,
  Raffaele Fragapane raffsxsil...@googlemail.com
  wrote:
  
They never said anything involving ICE AFAIK.
  
They did mention that they are trying to make
  Houdini more pleasant to use, and want animation (the
  user facing, artist oriented part of it) to receive
  more attention, and that they have a Softimage
  developer on board contributing to that. Both those
  statements are true. They are doing good work in those
  regards, and part of that work is done by an ex
  Softie.


To my knowledge that's the extent of it. I've yet
  to see or hear ICE mentioned at all, let alone ex
  developers of it, by SideFX people.
  

Re: ICE team went to Maya (2011)

2015-06-10 Thread Luc-Eric Rousseau
On 9 June 2015 at 23:07, Raffaele Fragapane raffsxsil...@googlemail.com wrote:
 They never said anything involving ICE AFAIK.

Neither did Jason.

 They did mention that they are trying to make Houdini more pleasant to use,
 and want animation (the user facing, artist oriented part of it) to receive
 more attention, and that they have a Softimage developer on board
 contributing to that. Both those statements are true. They are doing good
 work in those regards, and part of that work is done by an ex Softie.

Maybe factually true, but meant to mislead IMHO, because they don't
have a background UI/animation/modelling workflows, they come from
XSI's mental ray integration and viewport HD.
That makes these developers equal to just about any experienced
developers starting into something new.  IMHO it's quite different
when ADSK or Fabric says, ho, we're working on something procedural
and we have these guys who worked on something similar before in XSI.


Re: ICE team went to Maya (2011)

2015-06-10 Thread Juhani Karlsson
Well they already have pretty much what Fabric and Bifrost wants to be.
They can say whatever they want! ; D
I mean its not like Sidefx is going to wait idle when fabric/bifrost grows
up. Houdini engine anyone?
On 9 June 2015 at 23:07, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:
 They never said anything involving ICE AFAIK.

Neither did Jason.

 They did mention that they are trying to make Houdini more pleasant to
use,
 and want animation (the user facing, artist oriented part of it) to
receive
 more attention, and that they have a Softimage developer on board
 contributing to that. Both those statements are true. They are doing good
 work in those regards, and part of that work is done by an ex Softie.

Maybe factually true, but meant to mislead IMHO, because they don't
have a background UI/animation/modelling workflows, they come from
XSI's mental ray integration and viewport HD.
That makes these developers equal to just about any experienced
developers starting into something new.  IMHO it's quite different
when ADSK or Fabric says, ho, we're working on something procedural
and we have these guys who worked on something similar before in XSI.


Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-10 Thread Pierre Schiller
@Eugene, would it be too much trouble to show a clip of video of what
you´re mentioning ?
(a combo of unfold
then walking on mesh quad regular quad or projection seems to do the trick,
didn't even have to click any corners it was auto!)-
Thanks! :D

On Tue, Jun 9, 2015 at 6:43 PM, Eugene Flormata eug...@flormata.com wrote:

 thanks guys!
 a combo of unfold
 then walking on mesh quad regular quad or projection seems to do the
 trick, didn't even have to click any corners it was auto!




-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012


Re: Virtual Apps

2015-06-10 Thread Tim Leydecker

In terms of workstation costs, HPDell may be frustrating to get into
when on a limited budget. The entry fee is already pretty high and
any basic feature will add up quickly to a really, really hefty pricetag.

It´s not all their fault, Intel has pricetags that are pretty much 
unrivaled,

not just for Xeons.

It´s really hard to build reasonably priced Xeon based workstations 
nowadays.


My DualXeon MacPro2008 was incredibly cheap for what it could do...

The good news is, there is now less need for a Dual Socket, Dual Xeon 
12Core,
workstation machine with a quadro this or that card really when learning 
3dComp.


It´s nice to have ultra fast machines of course but a decent Quadcore or 
Sixcore or 8core
Single Socket Machine with a good Geforce 9xx and at least 32GB RAM 
(more is better)
will be a nice machine to work with and render with. Add a system ssd 
and its solid for
less than 1650 EUR. Maybe even including a reasonably good display, like 
a mid-price Dell.


Not the fastest to have but a good educational experience for learning 
to use a renderer properly, too.


How about finding an alternative vendor for a lease?

Have a reliable (local) shop build and maintain the machines, find a way 
to make the leasing
less than three years, get a batch of refurbished machines to start with 
and have those run

only 2 years, with a return contract or trade in type of deal?

You could still try to get some money/funds for a render server with 
loads of bandwdth and diskspace?


That could last 3 years?

Cheers,

tim








Am 10.06.2015 um 17:44 schrieb Angus Davidson:

Dear Peter

Thank you for the incredibly comprehensive response.

The crazy kindergarten accountancy at the university means that the 
lab computers need to be paid for by the schools from their operating 
budgets (which are not keeping up with inflation).


However things like VCA are expensive enough to be considered Major 
Capex and that amazingly enough they have funds for. So its mostly 
about reading the situation at the University and trying to plan 
around it.


Kind regards

Angus

*From:* pete...@skynet.be [pete...@skynet.be]
*Sent:* 10 June 2015 02:41 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Virtual Apps

if you mean using a thin client on the desk, to connect to a remote 
workstation (in the server room) – then yes – have used this at a 
former studio.

overall it worked quite well.
on the thin client you would launch an app, on which you chose the 
workstation to login to and then a full screen window opens on which 
you see the workstations’ desktop – and you work you session.
It’s very intuitive – apart from a few keyboard combos (ctrl-alt-del 
is on the thin client, so there’s a different combination to send that 
to the workstation)
You could use the thin client at any desk to log in to any equipped 
workstation – handy at times – chaotic when your team members end up 
all over the place.
The overhead on the workstation is pretty much zero. The added card 
handles the compression/communication – so you can push the 
workstation exactly as before.
there was hardware compression/decompression of all signals – so it 
meant adding a dedicated card in the workstation - all data (kb, 
mouse, usb as well as monitors) goes through network. afaik the screen 
refresh is done on the thin client – which reduces the amount of data 
to be sent (no screens full of pixels) but also makes sure that 
despite long cable length, image quality is high . (compared to all 
KVM extenders I ever saw)
To the very demanding artist there is a barely noticeable lag and some 
degradation – you can kind of make out the compression – but you do 
have to look for it. We decided on using the thin clients only for 3D 
artists, not for compositors. It would work for compositing most of 
the time, but when checking final images/shots, occasional little 
flicks or spots from the compression are disturbing. If you are the 
person who has 3 oversized monitors on his desk, and expects to have 
film quality visuals while modeling – this might not be for you.
image quality can suffer from network load – as compression adapts 
some – and at a few peak moments network was so taxed (not because of 
the thin clients) that connections between clients and stations were 
lost massively. That’s unfortunate and real disruptive – but once the 
load was balanced again you would just login and the workstation was 
right where you left off – preferable to crashes and shutdowns. But 
it’s something to be aware of - if you have a problematic network, 
thin clients will add to the frustration.
An added benefit was that there was much less heat generated and 
electricity used in the office rooms – in small cramped, badly 
ventilated and badly equipped offices that can be a tangible benefit. 
I have memories of humming workstations under desks, burning 
desklights and running ventilators 

Crowd effects (ICE) - 2011 / 2015?

2015-06-10 Thread Pierre Schiller
Hi, I just happen to cross with these videos from AceMastermind1
https://www.youtube.com/channel/UCf5Ojl3TZBnHeGMlT0vLHsgand I was
wondering if there´s any new setup tutorial on Crowd behavior for SI 2015?
Reading help manual is an aid, but it´s better if it´s on video and showing
setups like this one:
https://www.youtube.com/watch?v=TE43eZz7bgE

Any new crowd effect tutos? I´ve seen all videos with new features from
SI 2014
and the official AD videos with basic setups...

Is there any deep -official-ICE-crowd training material to look for?

Thanks.
David.

-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012


Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-10 Thread Eugene Flormata
yeah what Fabian said!




On Wed, Jun 10, 2015 at 2:31 PM, Fabian Schnuer Gohde list@gohde.no
wrote:

 @Pierre

 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/tex_editonobj_CreatingSubprojections.htm,topicNumber=d30e591106
 last paragraph explains how to apply it to component selections via the
 texture editor and the auto Eugene is refering to is simple right
 clicking when it prompts you to click corners, it will more often than not
 figure it out by itself and give you a nice rectangle, i recommend making
 sure maintain aspect ratio ist checked. For a video check Softimage Contour
 Stretch on youtube, there should be some stuff there. You will find the
 operator in the projection cluster and there you can change modes and
 options. I just used this the other day unwrap a bunch of pipes with bevels
 and all in the corners and it saved the day.

 -Fabian

 On 10 June 2015 at 22:37, Pierre Schiller activemotionpictu...@gmail.com
 wrote:

 @Eugene, would it be too much trouble to show a clip of video of what
 you´re mentioning ?
 (a combo of unfold
 then walking on mesh quad regular quad or projection seems to do the
 trick, didn't even have to click any corners it was auto!)-
 Thanks! :D




Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-10 Thread Fabian Schnuer Gohde
@Pierre
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/tex_editonobj_CreatingSubprojections.htm,topicNumber=d30e591106
last paragraph explains how to apply it to component selections via the
texture editor and the auto Eugene is refering to is simple right
clicking when it prompts you to click corners, it will more often than not
figure it out by itself and give you a nice rectangle, i recommend making
sure maintain aspect ratio ist checked. For a video check Softimage Contour
Stretch on youtube, there should be some stuff there. You will find the
operator in the projection cluster and there you can change modes and
options. I just used this the other day unwrap a bunch of pipes with bevels
and all in the corners and it saved the day.

-Fabian

On 10 June 2015 at 22:37, Pierre Schiller activemotionpictu...@gmail.com
wrote:

 @Eugene, would it be too much trouble to show a clip of video of what
 you´re mentioning ?
 (a combo of unfold
 then walking on mesh quad regular quad or projection seems to do the
 trick, didn't even have to click any corners it was auto!)-
 Thanks! :D

 On Tue, Jun 9, 2015 at 6:43 PM, Eugene Flormata eug...@flormata.com
 wrote:

 thanks guys!
 a combo of unfold
 then walking on mesh quad regular quad or projection seems to do the
 trick, didn't even have to click any corners it was auto!




 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-10 Thread Pierre Schiller
and I thought MODO had innovation on that subject. LOL. SI had it first! :D

On Wed, Jun 10, 2015 at 4:31 PM, Fabian Schnuer Gohde list@gohde.no
wrote:

 @Pierre

 http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/tex_editonobj_CreatingSubprojections.htm,topicNumber=d30e591106
 last paragraph explains how to apply it to component selections via the
 texture editor and the auto Eugene is refering to is simple right
 clicking when it prompts you to click corners, it will more often than not
 figure it out by itself and give you a nice rectangle, i recommend making
 sure maintain aspect ratio ist checked. For a video check Softimage Contour
 Stretch on youtube, there should be some stuff there. You will find the
 operator in the projection cluster and there you can change modes and
 options. I just used this the other day unwrap a bunch of pipes with bevels
 and all in the corners and it saved the day.

 -Fabian

 On 10 June 2015 at 22:37, Pierre Schiller activemotionpictu...@gmail.com
 wrote:

 @Eugene, would it be too much trouble to show a clip of video of what
 you´re mentioning ?
 (a combo of unfold
 then walking on mesh quad regular quad or projection seems to do the
 trick, didn't even have to click any corners it was auto!)-
 Thanks! :D

 On Tue, Jun 9, 2015 at 6:43 PM, Eugene Flormata eug...@flormata.com
 wrote:

 thanks guys!
 a combo of unfold
 then walking on mesh quad regular quad or projection seems to do the
 trick, didn't even have to click any corners it was auto!




 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012





-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012


Re: ICE team went to Maya (2011)

2015-06-10 Thread Luc-Eric Rousseau
 Of the lot probably only Fabric can lay a heritage claim of sorts I believe,
 not that it really matters though.
 All in all this is taking an odd turn, and I think part of it stems from a
 general misunderstanding of development by people who don't do it for a
 living.

I like how you are the arbiter of who's a real ICE developer, from
your perspective as a user in Australia and not involved with the
development in Montreal. Anyway, the point was only about that
animation workflow bit being a bit of a stretch imho.

The Fabric or Bifrost/ICE heritage..  well that's a bit more nuanced
discussion than claims laid over developers, because AFAIK neither
group is trying to simply re-create ICE.

Bifrost is a group of developers from various background, some knowing
nothing of either ICE or Maya, but getting Oscars for their fluid work
(http://tinyurl.com/o9vatz5), old people, new people, plus a group
people from Softimage including ICE core developers,
caching/SDK/modelling/etc, QA,doc,etc.

But they're not really trying to re-create ICE or make a descendant of
it, what they're saying is that the design of the graph workflows
(still to come) will be informed by it.  There is not a single day at
work where someone doesn't say we did this that way in ICE because
...  But there are also a lot of ideas coming from other places,
background, and production experiences.


On 10 June 2015 at 19:26, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
 I wasn't implying Jason did :) I was just saying I don't know of SESI  ever
 mentioning ICE developers coming on board.

 As for the rest, I don't think it was meant to be misleading, but sure,
 people will make some tenuous logical connections at times and might have
 misled themselves making them.

 By the same standards loosened only the tiniest bit then AD's claims about
 ICE dev are also somewhat weak, since the people who did the actual heavy
 lifting, design and architectural work are, AFAIK, not the ones that ended
 up staying 'til today (speaking of ICE, not Naiad). This is where it starts
 getting uncomfortable as it nears name dropping, and I'm not comfortable
 with that.

 There might have been 20 people tagged in relation to ICE, but at the heart
 of it there are what, 4 or 5 names that really made a difference? And of
 those one has left CG and one has left Software vendors (or had last time I
 checked, which was a while ago).



Re: Crowd effects (ICE) - 2011 / 2015?

2015-06-10 Thread Tenshi .
I support this, does anyone knows a good in depth tutorial about it?

On Wed, Jun 10, 2015 at 12:13 PM, Pierre Schiller 
activemotionpictu...@gmail.com wrote:

 Hi, I just happen to cross with these videos from AceMastermind1
 https://www.youtube.com/channel/UCf5Ojl3TZBnHeGMlT0vLHsgand I was
 wondering if there´s any new setup tutorial on Crowd behavior for SI 2015?
 Reading help manual is an aid, but it´s better if it´s on video and
 showing setups like this one:
 https://www.youtube.com/watch?v=TE43eZz7bgE

 Any new crowd effect tutos? I´ve seen all videos with new features from
 SI 2014
 and the official AD videos with basic setups...

 Is there any deep -official-ICE-crowd training material to look for?

 Thanks.
 David.

 --
 Portfolio 2013 http://be.net/3dcinetv
 Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012



Re: ICE team went to Maya (2011)

2015-06-10 Thread Raffaele Fragapane
I wasn't implying Jason did :) I was just saying I don't know of SESI  ever
mentioning ICE developers coming on board.

As for the rest, I don't think it was meant to be misleading, but sure,
people will make some tenuous logical connections at times and might have
misled themselves making them.

By the same standards loosened only the tiniest bit then AD's claims about
ICE dev are also somewhat weak, since the people who did the actual heavy
lifting, design and architectural work are, AFAIK, not the ones that ended
up staying 'til today (speaking of ICE, not Naiad). This is where it starts
getting uncomfortable as it nears name dropping, and I'm not comfortable
with that.

There might have been 20 people tagged in relation to ICE, but at the heart
of it there are what, 4 or 5 names that really made a difference? And of
those one has left CG and one has left Software vendors (or had last time I
checked, which was a while ago).

Of the lot probably only Fabric can lay a heritage claim of sorts I
believe, not that it really matters though.
All in all this is taking an odd turn, and I think part of it stems from a
general misunderstanding of development by people who don't do it for a
living.

On Thu, Jun 11, 2015 at 3:57 AM, Luc-Eric Rousseau luceri...@gmail.com
wrote:

 On 9 June 2015 at 23:07, Raffaele Fragapane raffsxsil...@googlemail.com
 wrote:
  They never said anything involving ICE AFAIK.

 Neither did Jason.

  They did mention that they are trying to make Houdini more pleasant to
 use,
  and want animation (the user facing, artist oriented part of it) to
 receive
  more attention, and that they have a Softimage developer on board
  contributing to that. Both those statements are true. They are doing good
  work in those regards, and part of that work is done by an ex Softie.

 Maybe factually true, but meant to mislead IMHO, because they don't
 have a background UI/animation/modelling workflows, they come from
 XSI's mental ray integration and viewport HD.
 That makes these developers equal to just about any experienced
 developers starting into something new.  IMHO it's quite different
 when ADSK or Fabric says, ho, we're working on something procedural
 and we have these guys who worked on something similar before in XSI.




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


RE: Virtual Apps

2015-06-10 Thread Angus Davidson
Dear Peter

Thank you for the incredibly comprehensive response.

The crazy kindergarten accountancy at the university means that the lab 
computers need to be paid for by the schools from their operating budgets 
(which are not keeping up with inflation).

However things like VCA are expensive enough to be considered Major Capex and 
that amazingly enough they have funds for. So its mostly about reading the 
situation at the University and trying to plan around it.

Kind regards

Angus

From: pete...@skynet.be [pete...@skynet.be]
Sent: 10 June 2015 02:41 PM
To: softimage@listproc.autodesk.com
Subject: Re: Virtual Apps

if you mean using a thin client on the desk, to connect to a remote workstation 
(in the server room) – then yes – have used this at a former studio.

overall it worked quite well.

on the thin client you would launch an app, on which you chose the workstation 
to login to and then a full screen window opens on which you see the 
workstations’ desktop – and you work you session.
It’s very intuitive – apart from a few keyboard combos (ctrl-alt-del is on the 
thin client, so there’s a different combination to send that to the workstation)
You could use the thin client at any desk to log in to any equipped workstation 
– handy at times – chaotic when your team members end up all over the place.
The overhead on the workstation is pretty much zero. The added card handles the 
compression/communication – so you can push the workstation exactly as before.

there was hardware compression/decompression of all signals – so it meant 
adding a dedicated card in the workstation - all data (kb, mouse, usb as well 
as monitors) goes through network. afaik the screen refresh is done on the thin 
client – which reduces the amount of data to be sent (no screens full of 
pixels) but also makes sure that despite long cable length, image quality is 
high . (compared to all KVM extenders I ever saw)

To the very demanding artist there is a barely noticeable lag and some 
degradation – you can kind of make out the compression – but you do have to 
look for it. We decided on using the thin clients only for 3D artists, not for 
compositors. It would work for compositing most of the time, but when checking 
final images/shots, occasional little flicks or spots from the compression are 
disturbing. If you are the person who has 3 oversized monitors on his desk, and 
expects to have film quality visuals while modeling – this might not be for you.

image quality can suffer from network load – as compression adapts some – and 
at a few peak moments network was so taxed (not because of the thin clients) 
that connections between clients and stations were lost massively. That’s 
unfortunate and real disruptive – but once the load was balanced again you 
would just login and the workstation was right where you left off – preferable 
to crashes and shutdowns. But it’s something to be aware of - if you have a 
problematic network, thin clients will add to the frustration.

An added benefit was that there was much less heat generated and electricity 
used in the office rooms – in small cramped, badly ventilated and badly 
equipped offices that can be a tangible benefit. I have memories of humming 
workstations under desks, burning desklights and running ventilators everywhere 
(including on an opened workstation case which is a very bad idea) creating an 
unpleasant and unhealthy microclimate. The switch to thin clients was heavenly. 
As were LED desklights.

Hope it helps some.
It’s a big step – that you need to consider carefully with your supplier (ours 
was HP) – and ideally in a riskfree way, where you get the setup on test, with 
the option to return if unsatisfactory – because some consequences/constraints 
are unexpected and to a degree it’s a personal experience. I can very well see 
this working marvelously in one studio and being a total no-go in another.


Now, I’m not getting the financial angle – to me a thin client is an added cost 
– it would not replace any workstations or make them any less redundant.
The idea of a thin client is that the heavy lifting is done elsewhere – 
workstation, server, on the cloud,...

If you mean using a thin client (as in: a very low specced computer) instead of 
a workstation – that’s something else altogether.
Now, a thin client today might more powerful than a supercomputer of the past – 
so there might be cases where it would work.
But if you want to get bang for buck, I’d look elsewhere – as a thin client is 
not made to customize and beef up and ultimately to put decent specs in. I’d 
look at barebones rather.

From: Angus Davidsonmailto:angus.david...@wits.ac.za
Sent: Wednesday, June 10, 2015 8:29 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Virtual Apps

Hi Folks

Has anyone had any experience using 3d apps like Softimage, Maya, Unity (for 
our games side) via a thin client. Most of the marketing 

Re: ICE team went to Maya (2011)

2015-06-10 Thread Matt Lind
UmI'm assuming you're referring to Halfdan and Guillame?  I cannot say 
for sure, but I'm tempted to say Halfdan has some workflow and animation 
experience from his days at Pison prior to joining Softimage.


Matt




Date: Wed, 10 Jun 2015 13:57:42 -0400
From: Luc-Eric Rousseau luceri...@gmail.com
Subject: Re: ICE team went to Maya (2011)
To: softimage@listproc.autodesk.com

On 9 June 2015 at 23:07, Raffaele Fragapane raffsxsil...@googlemail.com 
wrote:

They never said anything involving ICE AFAIK.


Neither did Jason.

They did mention that they are trying to make Houdini more pleasant to 
use,
and want animation (the user facing, artist oriented part of it) to 
receive

more attention, and that they have a Softimage developer on board
contributing to that. Both those statements are true. They are doing good
work in those regards, and part of that work is done by an ex Softie.


Maybe factually true, but meant to mislead IMHO, because they don't
have a background UI/animation/modelling workflows, they come from
XSI's mental ray integration and viewport HD.
That makes these developers equal to just about any experienced
developers starting into something new.  IMHO it's quite different
when ADSK or Fabric says, ho, we're working on something procedural
and we have these guys who worked on something similar before in XSI.



Re: ICE team went to Maya (2011)

2015-06-10 Thread Raffaele Fragapane
You might be taking this a bit more personally and at heart than I thought
you would to be honest.
I don't consider myself the arbiter of anything, but I guess I'll get out
of this since it seems people get touchy easily.

On Thu, Jun 11, 2015 at 11:36 AM, Luc-Eric Rousseau luceri...@gmail.com
wrote:

  Of the lot probably only Fabric can lay a heritage claim of sorts I
 believe,
  not that it really matters though.
  All in all this is taking an odd turn, and I think part of it stems from
 a
  general misunderstanding of development by people who don't do it for a
  living.

 I like how you are the arbiter of who's a real ICE developer, from
 your perspective as a user in Australia and not involved with the
 development in Montreal. Anyway, the point was only about that
 animation workflow bit being a bit of a stretch imho.

 The Fabric or Bifrost/ICE heritage..  well that's a bit more nuanced
 discussion than claims laid over developers, because AFAIK neither
 group is trying to simply re-create ICE.

 Bifrost is a group of developers from various background, some knowing
 nothing of either ICE or Maya, but getting Oscars for their fluid work
 (http://tinyurl.com/o9vatz5), old people, new people, plus a group
 people from Softimage including ICE core developers,
 caching/SDK/modelling/etc, QA,doc,etc.

 But they're not really trying to re-create ICE or make a descendant of
 it, what they're saying is that the design of the graph workflows
 (still to come) will be informed by it.  There is not a single day at
 work where someone doesn't say we did this that way in ICE because
 ...  But there are also a lot of ideas coming from other places,
 background, and production experiences.


 On 10 June 2015 at 19:26, Raffaele Fragapane
 raffsxsil...@googlemail.com wrote:
  I wasn't implying Jason did :) I was just saying I don't know of SESI
 ever
  mentioning ICE developers coming on board.
 
  As for the rest, I don't think it was meant to be misleading, but sure,
  people will make some tenuous logical connections at times and might have
  misled themselves making them.
 
  By the same standards loosened only the tiniest bit then AD's claims
 about
  ICE dev are also somewhat weak, since the people who did the actual heavy
  lifting, design and architectural work are, AFAIK, not the ones that
 ended
  up staying 'til today (speaking of ICE, not Naiad). This is where it
 starts
  getting uncomfortable as it nears name dropping, and I'm not comfortable
  with that.
 
  There might have been 20 people tagged in relation to ICE, but at the
 heart
  of it there are what, 4 or 5 names that really made a difference? And of
  those one has left CG and one has left Software vendors (or had last
 time I
  checked, which was a while ago).
 




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