Re: Group of curves to strands?

2015-09-10 Thread Thomas Volkmann
Ouch...I guess this is never going to be fixed :/
Thanks, I'll take a look at your compounds, but depending on how many curves I
have I will rather do an extrusion script...
 

> Leonard Koch  hat am 10. September 2015 um 08:47
> geschrieben:
> 
> 
>  Yep there is just no convenient way of doing that.
>  The only possible way is to connect each individual curve into the icetree
> and give it its own uv to location node. You can take a look at the curve data
> gatherers in LK Fabric to see an example of that.
> 
>  A rather annoying limitation.
> 
>  On Sep 10, 2015 08:35, "Thomas Volkmann"   > wrote:
>> >Yo!
> >I wan't to populate my scene with some cables by laying out some curves.
> > Instead of extruding them for rendering (you can't render curves directly in
> > Arnold, can you?) I thought it would be quick and easy to turn them into
> > strands by putting them into a group and turn this group into strands.
> >I didn't manage because one or more of the following reasons (tell me
> > which):
> > 
> >A: I'm too stupid
> >B: It's really complicated and A 
> >C: It's not doable. And A because I even tried.
> > 
> >So which one is it? I figured so much that A applies in every case.
> >If the answer is not C, can someone please give me a hint or two on how
> > to do it?
> >In the meantime extruding all these curves by script is simple and fast
> > even for me, but I really want to know what I got wrong here :/
> > 
> >thx,
> >Thomas
> >  > 

 

Softimage job!

2015-09-10 Thread Lawrence Pankhurst
Hi,

We are are currently looking for someone to join our team here at Sky to
specifically work on sports content CG.  The job is permanent and the work
has historically been done in Softimage, there are no plans to change from
Soft for this project in the near future!

Link to job description below,

https://bskyb.taleo.net/careersection/bskyb_external/jobdetail.ftl?job=27031&src=JB-10900

or on linkedin

https://www.linkedin.com/jobs2/view/71892520?trk=vsrp_jobs_res_name&trkInfo=VSRPsearchId%3A1588063191441792169371%2CVSRPtargetId%3A71892520%2CVSRPcmpt%3Aprimary


anyone interested please apply online.

Cheers

Lawrence


Re: Knowing if you are front-face or back-face of a polygon.

2015-09-10 Thread Oscar Juarez
Get closest location to the grid, subtract this location position from the
particle position, dot product to the location normal, depending on the
value you can know if it's back face or front face.
On Sep 10, 2015 8:58 AM, "Olivier Jeannel"  wrote:

> That's something I've wondered for while and since I'm waiting in a
> starbuck...
> Let's say you have a fied of particles. In the middle of the field you put
> a grid.
> How do I recognize the particles that are on the front side and the
> particles that are on the back side of the grid ?
>
> :)
>


Re: Softimage job!

2015-09-10 Thread Tenshi .
Does Sky offers relocation package or some kind of help for international
artists?

On Thu, Sep 10, 2015 at 2:17 AM, Lawrence Pankhurst 
wrote:

> Hi,
>
> We are are currently looking for someone to join our team here at Sky to
> specifically work on sports content CG.  The job is permanent and the work
> has historically been done in Softimage, there are no plans to change from
> Soft for this project in the near future!
>
> Link to job description below,
>
>
> https://bskyb.taleo.net/careersection/bskyb_external/jobdetail.ftl?job=27031&src=JB-10900
>
> or on linkedin
>
>
> https://www.linkedin.com/jobs2/view/71892520?trk=vsrp_jobs_res_name&trkInfo=VSRPsearchId%3A1588063191441792169371%2CVSRPtargetId%3A71892520%2CVSRPcmpt%3Aprimary
>
>
> anyone interested please apply online.
>
> Cheers
>
> Lawrence
>


Re: Group of curves to strands?

2015-09-10 Thread Juan Brockhaus
well, yeah, that's unfortunatly how it is... curves in groups in ICE are
quite annoying... (and guess what, it's not going to change anymore...)

there's a nice compound from Dan Yargici on rray.exe (Create Strands from
Curves) where here basically rebuilds the curves in a group either as
linear or bspline.
that could help, if your curves are all uniform parametrized... and you are
not using mixed curve types...
the compound takes the points and rebuilds the curves. nice little
workaround. but depending on your scenario it might work?

else... well, yes, you have to connect each curve individually
(I've once written a script to help with this. could dig it out. but was
project specific, so may need a bit of rewrite)

cheers,

Juan


On Thu, Sep 10, 2015 at 9:04 AM, Thomas Volkmann 
wrote:

> Ouch...I guess this is never going to be fixed :/
> Thanks, I'll take a look at your compounds, but depending on how many
> curves I have I will rather do an extrusion script...
>
>
> Leonard Koch  hat am 10. September 2015 um
> 08:47 geschrieben:
>
>
> Yep there is just no convenient way of doing that.
> The only possible way is to connect each individual curve into the icetree
> and give it its own uv to location node. You can take a look at the curve
> data gatherers in LK Fabric to see an example of that.
>
> A rather annoying limitation.
> On Sep 10, 2015 08:35, "Thomas Volkmann"  wrote:
>
> Yo!
> I wan't to populate my scene with some cables by laying out some curves.
> Instead of extruding them for rendering (you can't render curves directly
> in Arnold, can you?) I thought it would be quick and easy to turn them into
> strands by putting them into a group and turn this group into strands.
> I didn't manage because one or more of the following reasons (tell me
> which):
>
> A: I'm too stupid
> B: It's really complicated and A
> C: It's not doable. And A because I even tried.
>
> So which one is it? I figured so much that A applies in every case.
> If the answer is not C, can someone please give me a hint or two on how to
> do it?
> In the meantime extruding all these curves by script is simple and fast
> even for me, but I really want to know what I got wrong here :/
>
> thx,
> Thomas
>
>
>
>


Re: Group of curves to strands?

2015-09-10 Thread Thomas Volkmann
Thanks Juan, no need to dig out the script, I have finished it by now. But I'll
take a look at Dan's compound.
Thx
 

> Juan Brockhaus  hat am 10. September 2015 um 09:56
> geschrieben:
> 
>  well, yeah, that's unfortunatly how it is... curves in groups in ICE are
> quite annoying... (and guess what, it's not going to change anymore...)
> 
>  there's a nice compound from Dan Yargici on rray.exe (Create Strands from
> Curves) where here basically rebuilds the curves in a group either as linear
> or bspline.
>  that could help, if your curves are all uniform parametrized... and you are
> not using mixed curve types...
>  the compound takes the points and rebuilds the curves. nice little
> workaround. but depending on your scenario it might work?
> 
>  else... well, yes, you have to connect each curve individually
>  (I've once written a script to help with this. could dig it out. but was
> project specific, so may need a bit of rewrite)
> 
>  cheers,
> 
>  Juan
> 
> 
>  On Thu, Sep 10, 2015 at 9:04 AM, Thomas Volkmann   > wrote:
>> >Ouch...I guess this is never going to be fixed :/
> >Thanks, I'll take a look at your compounds, but depending on how many
> > curves I have I will rather do an extrusion script...
> > 
> > 
> > > > > Leonard Koch  > > > >  > hat am 10. September 2015 um
> > > > > 08:47 geschrieben:
> > > 
> > > 
> > > 
> > > Yep there is just no convenient way of doing that.
> > > The only possible way is to connect each individual curve into the
> > > icetree and give it its own uv to location node. You can take a look at
> > > the curve data gatherers in LK Fabric to see an example of that.
> > > 
> > > A rather annoying limitation.
> > > 
> > > On Sep 10, 2015 08:35, "Thomas Volkmann"  > >  > wrote:
> > >   > > > >   Yo!
> > > >   I wan't to populate my scene with some cables by laying out some
> > > > curves. Instead of extruding them for rendering (you can't render curves
> > > > directly in Arnold, can you?) I thought it would be quick and easy to
> > > > turn them into strands by putting them into a group and turn this group
> > > > into strands.
> > > >   I didn't manage because one or more of the following reasons (tell
> > > > me which):
> > > >
> > > >   A: I'm too stupid
> > > >   B: It's really complicated and A 
> > > >   C: It's not doable. And A because I even tried.
> > > >
> > > >   So which one is it? I figured so much that A applies in every
> > > > case.
> > > >   If the answer is not C, can someone please give me a hint or two
> > > > on how to do it?
> > > >   In the meantime extruding all these curves by script is simple and
> > > > fast even for me, but I really want to know what I got wrong here :/
> > > >
> > > >   thx,
> > > >   Thomas
> > > > > > > 
> > >> > 
> > 
> >  > 

 

Use closest frame in image sequence on texture map

2015-09-10 Thread Leonard Koch
Hi List,

if you have an image sequence that only contains for example every fourth
frame and you want to use it in a texture map, is there a way to use the
nearest frame on the frames where the sequence is empty?

Unfortunately the time control of a texture map can't pick up ice
attributes from the object it is on.

Any thoughts?


Re: Knowing if you are front-face or back-face of a polygon.

2015-09-10 Thread Olivier Jeannel
Brillant !

On Thu, Sep 10, 2015 at 9:22 AM, Oscar Juarez 
wrote:

> Get closest location to the grid, subtract this location position from the
> particle position, dot product to the location normal, depending on the
> value you can know if it's back face or front face.
> On Sep 10, 2015 8:58 AM, "Olivier Jeannel"  wrote:
>
>> That's something I've wondered for while and since I'm waiting in a
>> starbuck...
>> Let's say you have a fied of particles. In the middle of the field you
>> put a grid.
>> How do I recognize the particles that are on the front side and the
>> particles that are on the back side of the grid ?
>>
>> :)
>>
>


Re: Knowing if you are front-face or back-face of a polygon.

2015-09-10 Thread Tom Kleinenberg
The Filter by Volume node has this set up already, if you wanted to steal
it from somewhere. I may have done this :)

On 10 September 2015 at 12:24, Olivier Jeannel 
wrote:

> Brillant !
>
> On Thu, Sep 10, 2015 at 9:22 AM, Oscar Juarez 
> wrote:
>
>> Get closest location to the grid, subtract this location position from
>> the particle position, dot product to the location normal, depending on the
>> value you can know if it's back face or front face.
>> On Sep 10, 2015 8:58 AM, "Olivier Jeannel" 
>> wrote:
>>
>>> That's something I've wondered for while and since I'm waiting in a
>>> starbuck...
>>> Let's say you have a fied of particles. In the middle of the field you
>>> put a grid.
>>> How do I recognize the particles that are on the front side and the
>>> particles that are on the back side of the grid ?
>>>
>>> :)
>>>
>>
>


Re: Use closest frame in image sequence on texture map

2015-09-10 Thread Matt Lind
Probably one of the last time's I'll be able to use my certified knowledge 
;-)


Option A - Rename the sequence so the image filenames are contiguous, then 
change the step value from 1 to 4 in the image clip to fill the void.


Option B - Use a text file to define the sequence, then choose 'script' as 
the image clip type when creating the image clip.  Each line of the script 
represents a frame in the sequence and should contain full path and file 
name to the image for that frame.  Using this option, each frame can have 
unique image resolution, file format, and so on.  You can reuse images as 
much as you like simply by re-entering the file path and name on a new line 
later in the file.


Cannot remember for sure, but I think the text file might require a '.scr' 
file extension (consult manuals as it's been literally 10+ years since I've 
checked).  The timing of the images in the script are relative to the 
start/end of the image clip on the global timeline.  i.e; image defined on 
first line of script is displayed on first frame of image clip.  Image 
defined on 2nd line of script is displayed on 2nd frame of image clip, etc.. 
You can scale the image clip's timing and repeat values using clip FX just 
like with other image clips.  You can also view the image clip in the 
animation mixer and manipulate using standard clip operations (scale, 
extrapolation, hold, etc...).


Matt





Date: Thu, 10 Sep 2015 11:33:05 +0200
From: Leonard Koch 
Subject: Use closest frame in image sequence on texture map
To: "softimage@listproc.autodesk.com"


Hi List,

if you have an image sequence that only contains for example every fourth
frame and you want to use it in a texture map, is there a way to use the
nearest frame on the frames where the sequence is empty?

Unfortunately the time control of a texture map can't pick up ice
attributes from the object it is on.

Any thoughts? 



Re: Use closest frame in image sequence on texture map

2015-09-10 Thread Leonard Koch
Thank you Matt. Unfortunately I've already just created the in-between
files.
Crude, but works.

Option A would have been a decent choice on a smaller project, but I think
it would be too confusing for everybody working on it. So I'm kinda glad
that I'm not tempted by it anymore.

The script source is a really interesting nugget of information that I was
not aware of. This would have come in handy in quite a few places in the
past.

Thanks for sharing your ancient knowledge, old sensai :)

On Thu, Sep 10, 2015 at 4:33 PM, Matt Lind  wrote:

> Probably one of the last time's I'll be able to use my certified knowledge
> ;-)
>
> Option A - Rename the sequence so the image filenames are contiguous, then
> change the step value from 1 to 4 in the image clip to fill the void.
>
> Option B - Use a text file to define the sequence, then choose 'script' as
> the image clip type when creating the image clip.  Each line of the script
> represents a frame in the sequence and should contain full path and file
> name to the image for that frame.  Using this option, each frame can have
> unique image resolution, file format, and so on.  You can reuse images as
> much as you like simply by re-entering the file path and name on a new line
> later in the file.
>
> Cannot remember for sure, but I think the text file might require a '.scr'
> file extension (consult manuals as it's been literally 10+ years since I've
> checked).  The timing of the images in the script are relative to the
> start/end of the image clip on the global timeline.  i.e; image defined on
> first line of script is displayed on first frame of image clip.  Image
> defined on 2nd line of script is displayed on 2nd frame of image clip,
> etc.. You can scale the image clip's timing and repeat values using clip FX
> just like with other image clips.  You can also view the image clip in the
> animation mixer and manipulate using standard clip operations (scale,
> extrapolation, hold, etc...).
>
> Matt
>
>
>
>
>
> Date: Thu, 10 Sep 2015 11:33:05 +0200
> From: Leonard Koch 
> Subject: Use closest frame in image sequence on texture map
> To: "softimage@listproc.autodesk.com"
> 
>
>
> Hi List,
>
> if you have an image sequence that only contains for example every fourth
> frame and you want to use it in a texture map, is there a way to use the
> nearest frame on the frames where the sequence is empty?
>
> Unfortunately the time control of a texture map can't pick up ice
> attributes from the object it is on.
>
> Any thoughts?
>


Re: Softimage job!

2015-09-10 Thread Softimage
Hi,

We can offer advice regarding a move but there is no relocation package with 
this job!

The job is for a staff in house position only, we are not looking to outsource.

Cheers

Lawrence 

> On 10 Sep 2015, at 08:52, Tenshi .  wrote:
> 
> Does Sky offers relocation package or some kind of help for international 
> artists?
> 
>> On Thu, Sep 10, 2015 at 2:17 AM, Lawrence Pankhurst  
>> wrote:
>> Hi,
>> 
>> We are are currently looking for someone to join our team here at Sky to 
>> specifically work on sports content CG.  The job is permanent and the work 
>> has historically been done in Softimage, there are no plans to change from 
>> Soft for this project in the near future!
>> 
>> Link to job description below, 
>> 
>> https://bskyb.taleo.net/careersection/bskyb_external/jobdetail.ftl?job=27031&src=JB-10900
>> 
>> or on linkedin
>> 
>> https://www.linkedin.com/jobs2/view/71892520?trk=vsrp_jobs_res_name&trkInfo=VSRPsearchId%3A1588063191441792169371%2CVSRPtargetId%3A71892520%2CVSRPcmpt%3Aprimary
>> 
>> 
>> 
>> anyone interested please apply online.
>> 
>> Cheers
>> 
>> Lawrence
> 


RE: wispy sprite in ice

2015-09-10 Thread gareth bell
Eric's comment below that video brought a tear to my eye...

Date: Thu, 10 Sep 2015 13:07:05 -0400
From: ra...@rarebrush.com
To: softimage@listproc.autodesk.com
Subject: Re: wispy sprite in ice





 Thanks for the great suggestions Olivier. Slipstream was my first solution but 
I'm waiting on support to resolve activation issues so it may have to be 
emFluid for now. I do have a good machine to work with (xeon e5-2643 w/2x 
quadro k5200's) so I'm not worried about performance. 



For the setup, I'm thinking of a simple rigged sphere and some strands for the 
tendrils with emFluid waste emanating from the ball and strands for the effect. 
I haven't seen any of the emFluid 5 demo scenes using strands so I'm not sure 
how the ice tree would look yet. I'm flying by the seat of my pants here :0}.


Thanks,



-Rares
On September 10, 2015 at 2:37 AM Olivier Jeannel  wrote:

Playing a cache from an emfluid sim seems the good heavy way.
 In sim i'd play with exocortex slipstream which produces nice blobby curvy 
smokes and cigarette smoke very easily.
 Maybe less realistic, but I liked the control.
 Also now you could try Oleg's ExplosiaFX.
Le 10 sept. 2015 00:03, "Rares Halmagean"  a écrit :
Hello Fellow Softies, 

I'm tasked with look developing a spirit like creature with soft wispy smoke 
like characteristics. It's tear shaped and consists of a spherical body and an 
articulating tail.


Here's the reference:


http://24.media.tumblr.com/3ca8ee434398d1b116c6b359c49ff0e8/tumblr_mibkykKjmP1qf2zyko6_250.gif


This seems like a simple enough challenge except my ice knowledge is basic. 
This would be for a non commercial job and  I have by friday to come up with a 
look. I'm currently looking into emFluids (this look is right on), but a native 
ice solution is welcome. The result would probably need to be cached out and 
rendered with max and mr/vray, although there's a limited 10 softimage render 
nodes available. I'm working to reverse engineer some of the great work done on 
the cuddly photonic explosions linked above, only I need t applied in a 
controlled fashion to an animated character. Thanks in advance for any ideas on 
what an ice solution would look here. 

 

Regards,
 

-Rares
 


 
  

OT: "All your asset are belong to us!"?

2015-09-10 Thread pedro santos
Google cloud rendering
http://www.creativebloq.com/3d/google-aims-speed-3d-workflows-91516584

-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*


Re: Softimage job!

2015-09-10 Thread Tenshi .
I'm so damn interested in that job, but i'm from southamerica and right now
i don't have the possibilities $ to do a trip to london and stablished
myself there, but i'm crying for that job, it's ideal i think.. :(

On Thu, Sep 10, 2015 at 11:41 AM, Softimage  wrote:

> Hi,
>
> We can offer advice regarding a move but there is no relocation package
> with this job!
>
> The job is for a staff in house position only, we are not looking to
> outsource.
>
> Cheers
>
> Lawrence
>
> On 10 Sep 2015, at 08:52, Tenshi .  wrote:
>
> Does Sky offers relocation package or some kind of help for international
> artists?
>
> On Thu, Sep 10, 2015 at 2:17 AM, Lawrence Pankhurst 
> wrote:
>
>> Hi,
>>
>> We are are currently looking for someone to join our team here at Sky to
>> specifically work on sports content CG.  The job is permanent and the work
>> has historically been done in Softimage, there are no plans to change from
>> Soft for this project in the near future!
>>
>> Link to job description below,
>>
>>
>> https://bskyb.taleo.net/careersection/bskyb_external/jobdetail.ftl?job=27031&src=JB-10900
>>
>> or on linkedin
>>
>>
>> https://www.linkedin.com/jobs2/view/71892520?trk=vsrp_jobs_res_name&trkInfo=VSRPsearchId%3A1588063191441792169371%2CVSRPtargetId%3A71892520%2CVSRPcmpt%3Aprimary
>>
>>
>> anyone interested please apply online.
>>
>> Cheers
>>
>> Lawrence
>>
>
>


Re: OT: a funny one

2015-09-10 Thread Pierre Schiller
https://youtu.be/iIRbHgRUiQg
Upload on the demo of Spine. DIdn´t know about it, until I read you guys
this morning. This is some powerful bone sys!
Cheers.

On Wed, Sep 9, 2015 at 4:47 AM, Sven Constable 
wrote:

> Doh! Thanks for clarification.  Its from a german job board. You have to
> register and pay. I don't like those websites but heres the link:
>
> https://www.twago.com/project/spine+animator/77207/
>
> sven
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
> Sent: Wednesday, September 09, 2015 3:35 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: OT: a funny one
>
> Spine is a 2D animation program which competes with Adobe Flash
> (http://esotericsoftware.com/).
>
> The post is asking for somebody to convert an Adobe flash file (.fla) to
> Spine Animation format (.json) as a test.  It's not any different than
> asking somebody to convert Softimage to Maya or another 3D package.
>
> If you have the link, I'd like a crack at it.
>
>
>
> Matt
>
>
>
>
> Date: Tue, 8 Sep 2015 23:53:15 +0200
> From: "Sven Constable" 
> Subject: OT:  a funny one
> To: 
>
> quoted from a freelance job portal:
>
>
>
> "I am looking for an animator that can take an existing flash animation and
> copy it in spine animation (with skeleton/bones) and send me the resulting
> spine animation file. This is a very quick project and should take a good
> spine animator less than 1 hour.
>
> BUT if the work is good then there is potential for a very large freelance
> job following converting an entire back catalogue of software titles from
> fla animation to spine animation."
>
>
>
> The job description got everything: A goofy term used by a clueless person.
> An assumption by the same person how long it takes. AND the opportunity to
> get a bigger job after this one.  Any spine animators on the list?
>
>
>
> regards,
>
> sven
>
>


-- 
Portfolio 2013 
Cinema & TV production
Video Reel 


1000 words in messages.

2015-09-10 Thread Jason S

  
  
Hi,

Just to post a little tip, if you want to post images on the list,
rather than doing things like erasing ICE views background grids to
gain a few K's on your resized 10% quality jpgs, :]
(The apparently ever-reducing image weight limit of this list is the
worst i've seen anywhere, and what's up with that?) 


However, you can insert referenced images in e-mails including most
email apps, or gmail:

  

  

  
Click the picture icon 
at the bottom.
You'll see a box pop up with
tabs for all the ways you can add photos. You can
add photos from Google+, your computer,  or
the web.
Click Insert.
  

  

  


Or in something like Thunderbird, you can untick 'attach images' in
the insert image dialog where you enter the image address.


There are a number of image hosting sites out there, I personally
found www.postimage.org the most basic and straight
forward one, where images basically never get deleted unlike the
many ImageShack frog placeholders we see all over, and doesn't
involve any 'captcha' or logins.

When you get there, there is a browse button that brings-up a
standard windows open dialog where you can pick one or a bunch of
images at a time (using shift or ctrl click) and uplaod.
(also it's still good to resize images to reasonable sizes to not
involve lots of scrolling.)



The next page shows a bunch of paths to your jpgs as autoselected
text that you can copy and use that as remote image paths in your
posts here or anywhere.

There is usually an 'allow remote images' to be clicked for
images to be seen in emails, so people can show images from say
perhaps one of Matt's Latest Digests (almost a knowledge-base on
it's own, and more to come I hope :]  ),  and not from say from  ad...@doubleclick.net  
which there isn't much of that here anyways if at all.

Cheers!