Re: nice to see soft still hitting big
sure is 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 29 June 2015 at 10:39, adrian wyer adrian.w...@fluid-pictures.com wrote: well done all at the embassy, great spot! https://vimeo.com/groups/vfx/videos/131935624 a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: nice to see soft still hitting big
Thanks! Sadly this was our last full project in Softimage and Arnold/sitoa. We've moved over to a mixed alembic pipeline of Maya for anim and any manual scene construction and Houdini/Arnold/Mantra for everything else. We're actually doing our first full commercial with this pipeline right now and I can say with confidence that Houdini is killing it. I tried lighting and enviro work in Maya for a couple weeks and quickly realized it wasn't going to work at all. Houdini is amazing and non destructive and I love it. Building your own tools is quite liberating, fun times. On Mon, Jun 29, 2015 at 2:39 AM, adrian wyer adrian.w...@fluid-pictures.com wrote: well done all at the embassy, great spot! https://vimeo.com/groups/vfx/videos/131935624 a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: nice to see soft still hitting big
Nice work!! On Mon, Jun 29, 2015 at 5:52 AM, Simon Reeves si...@simonreeves.com wrote: sure is 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 29 June 2015 at 10:39, adrian wyer adrian.w...@fluid-pictures.com wrote: well done all at the embassy, great spot! https://vimeo.com/groups/vfx/videos/131935624 a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com www.fluid-pictures.com Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
Re: OT: I know a lot has been said about MODO but this...!?!
Also keep in mind it is not part of modo but kit to buy.. like bunch of other kits there. Smells like max + plugins? :) On Tue, Jun 30, 2015 at 1:04 AM, Ed Schiffer edschif...@gmail.com wrote: I also loved these tools! Which studios are using modo for character animation? A obvious downside is that it is biped focused and not so generic, but it really got me hopeful for modo. On Mon, Jun 29, 2015 at 7:48 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: The issue for me is the performance of the app when playing back deformations on (even moderately) complex characters, or painting weights. They added an optional OpenSubDiv package(kinda like a property) that can be added to speed things up a little, but at best it's like a topical ointment rather than a real remedy. They need to try and hit at least 24fps during manipulation and playback on moderate characters. Thankfully, this is still very much a known issue at The Foundry. But Jordi's right the rigging options themselves are really quite powerful. They've got something that's quite unique, yet potent, compared to other commercial tools. It's just hampered by the fact that it's simply too easy to create a character that bogs the system down. And hey, now with Eric working on FE integration... -Tim C. On 6/29/2015 5:35 PM, Jordi Bares Dominguez wrote: I am very excited following Modo development, lately their drive for animation and rigging has been exceptional and if you are impressed by this when you look at the truly well done animation tools they published on 801 you should be very excited. look forward to work with it on a real animation project jb On 29 Jun 2015, at 21:01, Pierre Schiller activemotionpictu...@gmail.com wrote: https://vimeo.com/131766938 Jaw dropping. Now it looks like they nailed. Did everyone see the mesh retarget? and the FK/IK friendly switching? Opinions? Cheers. David. -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012 -- -- www.edschiffer.com
nice to see soft still hitting big
well done all at the embassy, great spot! https://vimeo.com/groups/vfx/videos/131935624 a Adrian Wyer Fluid Pictures 75-77 Margaret St. London W1W 8SY ++44(0) 207 580 0829 adrian.w...@fluid-pictures.com blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com www.fluid-pictures.com blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/ Fluid Pictures Limited is registered in England and Wales. Company number:5657815 VAT number: 872 6893 71
doritos revisited
I am doing the doritos method for the first time on a character and I am running into an issue with the clone and its weights. The initial mesh and bones have weights on them and then the clone has the weights for all the dorito deformers, I find using weights on the clone/deformers to be problematic. I have to select the weights for those deformers in the explorer to get them to show up in the weights/paint tools panel which is all fine and good, however it is hard to get those weights to stay up in the paint tools panel, it list clears frequently and changing the deformer in the panel does nothing, every time I paint it will use the same deformer. Any advice would be appreciated.
Re: OT: I know a lot has been said about MODO but this...!?!
I am very excited following Modo development, lately their drive for animation and rigging has been exceptional and if you are impressed by this when you look at the truly well done animation tools they published on 801 you should be very excited. look forward to work with it on a real animation project jb On 29 Jun 2015, at 21:01, Pierre Schiller activemotionpictu...@gmail.com wrote: https://vimeo.com/131766938 https://vimeo.com/131766938 Jaw dropping. Now it looks like they nailed. Did everyone see the mesh retarget? and the FK/IK friendly switching? Opinions? Cheers. David. -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012
Re: OT: I know a lot has been said about MODO but this...!?!
No, ACS has been out for a while now. ACS v2 has just been released, for 801 and 901. -Tim On 6/29/2015 5:26 PM, Sebastien Sterling wrote: is this in prevision on modo 1001 ? On 29 June 2015 at 21:01, Pierre Schiller activemotionpictu...@gmail.com mailto:activemotionpictu...@gmail.com wrote: https://vimeo.com/131766938 Jaw dropping. Now it looks like they nailed. Did everyone see the mesh retarget? and the FK/IK friendly switching? Opinions? Cheers. David. -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012 -- Signature
Re: OT: I know a lot has been said about MODO but this...!?!
The issue for me is the performance of the app when playing back deformations on (even moderately) complex characters, or painting weights. They added an optional OpenSubDiv package(kinda like a property) that can be added to speed things up a little, but at best it's like a topical ointment rather than a real remedy. They need to try and hit at least 24fps during manipulation and playback on moderate characters. Thankfully, this is still very much a known issue at The Foundry. But Jordi's right the rigging options themselves are really quite powerful. They've got something that's quite unique, yet potent, compared to other commercial tools. It's just hampered by the fact that it's simply too easy to create a character that bogs the system down. And hey, now with Eric working on FE integration... -Tim C. On 6/29/2015 5:35 PM, Jordi Bares Dominguez wrote: I am very excited following Modo development, lately their drive for animation and rigging has been exceptional and if you are impressed by this when you look at the truly well done animation tools they published on 801 you should be very excited. look forward to work with it on a real animation project jb On 29 Jun 2015, at 21:01, Pierre Schiller activemotionpictu...@gmail.com mailto:activemotionpictu...@gmail.com wrote: https://vimeo.com/131766938 Jaw dropping. Now it looks like they nailed. Did everyone see the mesh retarget? and the FK/IK friendly switching? Opinions? Cheers. David. -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012 -- Signature
Re: OT: I know a lot has been said about MODO but this...!?!
I also loved these tools! Which studios are using modo for character animation? A obvious downside is that it is biped focused and not so generic, but it really got me hopeful for modo. On Mon, Jun 29, 2015 at 7:48 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: The issue for me is the performance of the app when playing back deformations on (even moderately) complex characters, or painting weights. They added an optional OpenSubDiv package(kinda like a property) that can be added to speed things up a little, but at best it's like a topical ointment rather than a real remedy. They need to try and hit at least 24fps during manipulation and playback on moderate characters. Thankfully, this is still very much a known issue at The Foundry. But Jordi's right the rigging options themselves are really quite powerful. They've got something that's quite unique, yet potent, compared to other commercial tools. It's just hampered by the fact that it's simply too easy to create a character that bogs the system down. And hey, now with Eric working on FE integration... -Tim C. On 6/29/2015 5:35 PM, Jordi Bares Dominguez wrote: I am very excited following Modo development, lately their drive for animation and rigging has been exceptional and if you are impressed by this when you look at the truly well done animation tools they published on 801 you should be very excited. look forward to work with it on a real animation project jb On 29 Jun 2015, at 21:01, Pierre Schiller activemotionpictu...@gmail.com wrote: https://vimeo.com/131766938 Jaw dropping. Now it looks like they nailed. Did everyone see the mesh retarget? and the FK/IK friendly switching? Opinions? Cheers. David. -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012 -- -- www.edschiffer.com
OT: I know a lot has been said about MODO but this...!?!
https://vimeo.com/131766938 Jaw dropping. Now it looks like they nailed. Did everyone see the mesh retarget? and the FK/IK friendly switching? Opinions? Cheers. David. -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012
Re: proper render settings for redshift
+1 on the above. The gamma is just pumping the contrast back into the image, but that's artistic control, and a good one at that. On Mon, Jun 29, 2015 at 9:45 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: For lighting EXRs and HDRs should be interpeted as linear. That said, sometimes I'll cheat things a bit if I'm using a dome light that isn't visible to camera and bump up the gamma slightly, which can give some interesting results lighting wise. Just depends. On 6/29/2015 2:35 PM, Kris Rivel wrote: Thanks guys...some good stuff here! So what about environment lighting...hdr/exr stuff...linear or sRGB for that? On Fri, Jun 19, 2015 at 5:13 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: Weird... I have noticed that sometimes, the 'sRGB' option for image profiles doesn't actually work, and I have to set it to a custom gamma and use 2.2 for it to look correct. But I have to say that all my prefs for color mgt are off, and textures and colors look right. Of course I also render out to linear space... -Tim On 6/19/2015 3:19 PM, Byron Nash wrote: Tim, when I set all my Softimage Color Management Prefs to off the colors don't look correct in the region. I am interpreting all the input textures correctly as either sRGB or Linear as needed. I do not have Automatically Correct Color Inputs (Redshift Settings) or Apply Gamma Correction (Pass) enabled. It looks correct when I have all the boxes ticked in the Softimage Color Management prefs. On Fri, Jun 19, 2015 at 9:22 AM, Tim Crowson tim.crow...@magneticdreams.comtim.crow...@magneticdreams.com wrote: To echo Ognjen here... We have all our Soft Color Management Prefs unchecked, and we let Redshift handle everything. If you're rendering to a color space like sRGB, then in the 'Output' tab in the RS settings, under the Gamma section, set the File Output to either 'Use Display Gamma' or 'Use Custom Gamma' set to 2.2. If you're still seeing textures washed out, then their Color Profile may be defaulting to Linear, which would cause the wash-out (since you're rendering to sRGB 2.2). Back on the Output settings tab in RS, you might also want to enable 'Automatically Correct Color Inputs', depending on your workflow. Now, I almost always add a color correction node to all my color tetxures in my shader trees, but I leave the values at their defaults. This is just to give me controls later at the shot level. I certainly don't drop the gamma to 0.45 on all the color correct nodes. That's simply not necessary if RS is handling it anyway, and XSI's color management stuff is off. -Tim On 6/18/2015 2:54 PM, Kris Rivel wrote: Thanks Ognjen. I did what you suggested but I'm still getting a slightly washed out render that's a bit brighter. Must be something else I'm missing? On Thu, Jun 18, 2015 at 3:43 PM, Ognjen Vukovic ognj...@gmail.com ognj...@gmail.com wrote: Actually i dont think you should be color correcting your shader nodes, that doesnt sound like a very smart thing to do. All the native color managment settings in the softimage settings should be off by default, and then you leave redshift to correct everything for you, all you have to do is to make sure that your displacement images are set to linear in the image node, and color textures are set to srgb, and that you have Automatically correct color inputs switched on in the redshift settings to correct all your shader color parameters. Theres no need for anything else then that. In redshift your display gamma will be set to 2.2 and output will be linear for exr by default. On Thu, Jun 18, 2015 at 9:32 PM, Kris Rivel krisri...@gmail.com krisri...@gmail.com wrote: Great thanks...was hoping it was just a few settings and not tweaking each shader...but it is what it is. Is there another way via just exposure settings in Photoshop and render settings in Soft? On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller activemotionpictu...@gmail.comactivemotionpictu...@gmail.com wrote: Straight to the pie: 1. For shaders (so they don´t look washed out) place a Color correction node. And set their gama into 0.45 (that´s 1 divided by 2.2). The shaders will look nice again. 2. For the texture files (images), go to their adjust tab, find Color Profile (should be on linear) and there for you see it washed out. Set it to SRGB and you should see your textures in wondercolor. :) This is all assuming you already checked the boxes on FilePreferencesDisplayColor managment and ticked: Apply to: Render regions and viewports Render pass and preview Shader balls UI widgets FX Viewers. And of course checking all your gamma values are on 2.2 Hope this helps. David. On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel krisri...@gmail.com krisri...@gmail.com wrote: I'm a virgin to the whole linear/gamma lighting method. I'm old school and render out 8bit stuff mostly. I noticed in reshift, the default
Re: proper render settings for redshift
Thanks guys...some good stuff here! So what about environment lighting...hdr/exr stuff...linear or sRGB for that? On Fri, Jun 19, 2015 at 5:13 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: Weird... I have noticed that sometimes, the 'sRGB' option for image profiles doesn't actually work, and I have to set it to a custom gamma and use 2.2 for it to look correct. But I have to say that all my prefs for color mgt are off, and textures and colors look right. Of course I also render out to linear space... -Tim On 6/19/2015 3:19 PM, Byron Nash wrote: Tim, when I set all my Softimage Color Management Prefs to off the colors don't look correct in the region. I am interpreting all the input textures correctly as either sRGB or Linear as needed. I do not have Automatically Correct Color Inputs (Redshift Settings) or Apply Gamma Correction (Pass) enabled. It looks correct when I have all the boxes ticked in the Softimage Color Management prefs. On Fri, Jun 19, 2015 at 9:22 AM, Tim Crowson tim.crow...@magneticdreams.com wrote: To echo Ognjen here... We have all our Soft Color Management Prefs unchecked, and we let Redshift handle everything. If you're rendering to a color space like sRGB, then in the 'Output' tab in the RS settings, under the Gamma section, set the File Output to either 'Use Display Gamma' or 'Use Custom Gamma' set to 2.2. If you're still seeing textures washed out, then their Color Profile may be defaulting to Linear, which would cause the wash-out (since you're rendering to sRGB 2.2). Back on the Output settings tab in RS, you might also want to enable 'Automatically Correct Color Inputs', depending on your workflow. Now, I almost always add a color correction node to all my color tetxures in my shader trees, but I leave the values at their defaults. This is just to give me controls later at the shot level. I certainly don't drop the gamma to 0.45 on all the color correct nodes. That's simply not necessary if RS is handling it anyway, and XSI's color management stuff is off. -Tim On 6/18/2015 2:54 PM, Kris Rivel wrote: Thanks Ognjen. I did what you suggested but I'm still getting a slightly washed out render that's a bit brighter. Must be something else I'm missing? On Thu, Jun 18, 2015 at 3:43 PM, Ognjen Vukovic ognj...@gmail.com ognj...@gmail.com wrote: Actually i dont think you should be color correcting your shader nodes, that doesnt sound like a very smart thing to do. All the native color managment settings in the softimage settings should be off by default, and then you leave redshift to correct everything for you, all you have to do is to make sure that your displacement images are set to linear in the image node, and color textures are set to srgb, and that you have Automatically correct color inputs switched on in the redshift settings to correct all your shader color parameters. Theres no need for anything else then that. In redshift your display gamma will be set to 2.2 and output will be linear for exr by default. On Thu, Jun 18, 2015 at 9:32 PM, Kris Rivel krisri...@gmail.com krisri...@gmail.com wrote: Great thanks...was hoping it was just a few settings and not tweaking each shader...but it is what it is. Is there another way via just exposure settings in Photoshop and render settings in Soft? On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller activemotionpictu...@gmail.comactivemotionpictu...@gmail.com wrote: Straight to the pie: 1. For shaders (so they don´t look washed out) place a Color correction node. And set their gama into 0.45 (that´s 1 divided by 2.2). The shaders will look nice again. 2. For the texture files (images), go to their adjust tab, find Color Profile (should be on linear) and there for you see it washed out. Set it to SRGB and you should see your textures in wondercolor. :) This is all assuming you already checked the boxes on FilePreferencesDisplayColor managment and ticked: Apply to: Render regions and viewports Render pass and preview Shader balls UI widgets FX Viewers. And of course checking all your gamma values are on 2.2 Hope this helps. David. On Thu, Jun 18, 2015 at 12:53 PM, Kris Rivel krisri...@gmail.com krisri...@gmail.com wrote: I'm a virgin to the whole linear/gamma lighting method. I'm old school and render out 8bit stuff mostly. I noticed in reshift, the default gamma setting makes everything in the region, render, etc. look light and washed out. Changing it to 1 looks normal. But if I want to properly render out exr, what should I have these set to? After rendering and wanting to do some post work in photoshop...what should my space be set to so I'm seeing/working with the right thing? Kris -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012 -- --
Re: proper render settings for redshift
For lighting EXRs and HDRs should be interpeted as linear. That said, sometimes I'll cheat things a bit if I'm using a dome light that isn't visible to camera and bump up the gamma slightly, which can give some interesting results lighting wise. Just depends. On 6/29/2015 2:35 PM, Kris Rivel wrote: Thanks guys...some good stuff here! So what about environment lighting...hdr/exr stuff...linear or sRGB for that? On Fri, Jun 19, 2015 at 5:13 PM, Tim Crowson tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com wrote: Weird... I have noticed that sometimes, the 'sRGB' option for image profiles doesn't actually work, and I have to set it to a custom gamma and use 2.2 for it to look correct. But I have to say that all my prefs for color mgt are off, and textures and colors look right. Of course I also render out to linear space... -Tim On 6/19/2015 3:19 PM, Byron Nash wrote: Tim, when I set all my Softimage Color Management Prefs to off the colors don't look correct in the region. I am interpreting all the input textures correctly as either sRGB or Linear as needed. I do not have Automatically Correct Color Inputs (Redshift Settings) or Apply Gamma Correction (Pass) enabled. It looks correct when I have all the boxes ticked in the Softimage Color Management prefs. On Fri, Jun 19, 2015 at 9:22 AM, Tim Crowson tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com wrote: To echo Ognjen here... We have all our Soft Color Management Prefs unchecked, and we let Redshift handle everything. If you're rendering to a color space like sRGB, then in the 'Output' tab in the RS settings, under the Gamma section, set the File Output to either 'Use Display Gamma' or 'Use Custom Gamma' set to 2.2. If you're still seeing textures washed out, then their Color Profile may be defaulting to Linear, which would cause the wash-out (since you're rendering to sRGB 2.2). Back on the Output settings tab in RS, you might also want to enable 'Automatically Correct Color Inputs', depending on your workflow. Now, I almost always add a color correction node to all my color tetxures in my shader trees, but I leave the values at their defaults. This is just to give me controls later at the shot level. I certainly don't drop the gamma to 0.45 on all the color correct nodes. That's simply not necessary if RS is handling it anyway, and XSI's color management stuff is off. -Tim On 6/18/2015 2:54 PM, Kris Rivel wrote: Thanks Ognjen. I did what you suggested but I'm still getting a slightly washed out render that's a bit brighter. Must be something else I'm missing? On Thu, Jun 18, 2015 at 3:43 PM, Ognjen Vukovic ognj...@gmail.com mailto:ognj...@gmail.com wrote: Actually i dont think you should be color correcting your shader nodes, that doesnt sound like a very smart thing to do. All the native color managment settings in the softimage settings should be off by default, and then you leave redshift to correct everything for you, all you have to do is to make sure that your displacement images are set to linear in the image node, and color textures are set to srgb, and that you have Automatically correct color inputs switched on in the redshift settings to correct all your shader color parameters. Theres no need for anything else then that. In redshift your display gamma will be set to 2.2 and output will be linear for exr by default. On Thu, Jun 18, 2015 at 9:32 PM, Kris Rivel krisri...@gmail.com mailto:krisri...@gmail.com wrote: Great thanks...was hoping it was just a few settings and not tweaking each shader...but it is what it is. Is there another way via just exposure settings in Photoshop and render settings in Soft? On Thu, Jun 18, 2015 at 3:16 PM, Pierre Schiller activemotionpictu...@gmail.com mailto:activemotionpictu...@gmail.com wrote: Straight to the pie: 1. For shaders (so they don´t look washed out) place a Color correction node. And set their gama into 0.45 (that´s 1 divided by 2.2). The shaders will look nice again. 2. For the texture files (images), go to their adjust tab, find Color Profile (should be on linear) and there for you see it washed out. Set it to SRGB and you should see your textures in wondercolor. :)