Re: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

2016-04-09 Thread Francisco Criado
last year i made my suggestion on the wishlist, maybe i should insist a
little bit more ;)
Sorry for the OT, how did your perception suite go for you? we got two
broken pieces in three months...so no vr with mocap by now...
F.


2016-04-09 11:25 GMT-03:00 Mirko Jankovic :

> Makes sense.
> Time to bug Redshift team to add cube mappnig as well. SO far they were
> rather fast implementing requested things.
> They are busy with 2.0 features now but who knows :)
>
> On Sat, Apr 9, 2016 at 4:23 PM, Francisco Criado 
> wrote:
>
>> Hi Mirko,
>> with spherical format you have a limitation of 3480x1920 lines at 60 fps,
>> which is the standard framerate for vr. At least for us we never could get
>> fluid true 4096 lines at 60fps on our gearvr´s with s6. If you go Cubemap,
>> you will get 6 cubes faces of 1536x1536 lines that will give you a
>> 18432*1536 rendered image without distortion of the image at the poles. We
>> do a lot of point and click environments and we found that cubemap has a
>> lot better resolution than spherical even if we render shperical at 8k. The
>> only issue on this format is review in production and postproduction.
>> Mettle for AfterEffects or Nuke currently only have tools for spherical
>> format :S
>>
>> Greetings,
>> F.
>>
>>
>>
>> 2016-04-09 11:07 GMT-03:00 Mirko Jankovic :
>>
>>> And why going cube map over stereo spherical?
>>> Just curious, any particular reason?
>>> Most of content I run into actually was stereo spherical and not cube
>>> mapped
>>>
>>> On Sat, Apr 9, 2016 at 3:54 PM, Francisco Criado 
>>> wrote:
>>>
 Sorry for my english!
 list = least
 fetaures=features

 Have a nice  day ;)
 F.


 2016-04-09 10:52 GMT-03:00 Francisco Criado :

> It would be great if Redshift could render stereo cubemaps, that
> Octane already does, and Vray added last year. I have a Redshift license
> and a Octane one, but since Octane is getting more involved in vr
> production with their orbx format, that will go open source, we are 
> leaving
> aside Redshift at list in our vr projects.
> Some of the fetaures of Orbx format:
>
> *ORBX Media Format*
>
> OctaneRender 3 introduces the ORBX media format. The .ORBX file
> container format was first introduced in OctaneRender 1.5 to enable
> rock-solid exchanging of scenes, materials, lighting and more, that could
> be imported into any supported OctaneRender plugin. The new ORBX media
> format performs a similar function for rendered output, beyond EXR, with
> support for movies, audio, spectral render caching, light field caching,
> baked FBX caching, complete compositing and deep pixel metadata, and
> navigable scene controls without the need of sophisticated real-time
> engines. OTOY believes this will be a critical authoring format for VR and
> AR applications. Highlights of the new ORBX media format include:
>
>- *First-of-its-kind container:* The ORBX media format is the
>first of its kind, containing pre-rendered data in the form of  light
>field render target caching for VR, AR and portal materials, supporting
>movie and audio textures such as MP4 or HEVC for use natively inside of
>OctaneRender as a texture or a procedural, and storing node timelines.
>- *Fully navigable:* ORBX media files support web and mobile
>viewing of interactive content and texture baking directly from an 
> Octane
>scene node, without the need or mastery of real-time game engines. 
> Artists
>can bake their 3D scene for mobile, TV, VR, AR (light fields) and HTML5
>playback.
>- *Versatile rendering:* The ORBX media format stores spectral
>film buffers allowing artists to pause and resume renders from disk.
>- *Plans for open source:* OTOY intends to open source the ORBX
>media format. It will be available on GitHub when OctaneRender 3 is 
> made
>available. The format works in JavaScript and LUA – no native code is
>required.
>- *ORBX Media Viewer:* The first app that will support the ORBX
>media format will be the ORBX Media Viewer. The ORBX Media Player is
>already used for enjoying studio VR experiences such as the upcoming 
> *Batman:
>The Animated Series* project OTOY is building with Warner Bros.
>
> ,
>or live streamed VR events like the hockey game OTOY recently
>produced in cooperation with the NHL
>
> .
>The ORBX Media Player will work with the Samsung GALAXY Gear VR, as 
> well as
>Android-powered phones, tablets, and set-top boxes, with support for
>Microsoft HoloLens and HTML5 WebVR to come after launch.
>
>
> greeting

Re: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

2016-04-09 Thread Mirko Jankovic
Makes sense.
Time to bug Redshift team to add cube mappnig as well. SO far they were
rather fast implementing requested things.
They are busy with 2.0 features now but who knows :)

On Sat, Apr 9, 2016 at 4:23 PM, Francisco Criado 
wrote:

> Hi Mirko,
> with spherical format you have a limitation of 3480x1920 lines at 60 fps,
> which is the standard framerate for vr. At least for us we never could get
> fluid true 4096 lines at 60fps on our gearvr´s with s6. If you go Cubemap,
> you will get 6 cubes faces of 1536x1536 lines that will give you a
> 18432*1536 rendered image without distortion of the image at the poles. We
> do a lot of point and click environments and we found that cubemap has a
> lot better resolution than spherical even if we render shperical at 8k. The
> only issue on this format is review in production and postproduction.
> Mettle for AfterEffects or Nuke currently only have tools for spherical
> format :S
>
> Greetings,
> F.
>
>
>
> 2016-04-09 11:07 GMT-03:00 Mirko Jankovic :
>
>> And why going cube map over stereo spherical?
>> Just curious, any particular reason?
>> Most of content I run into actually was stereo spherical and not cube
>> mapped
>>
>> On Sat, Apr 9, 2016 at 3:54 PM, Francisco Criado 
>> wrote:
>>
>>> Sorry for my english!
>>> list = least
>>> fetaures=features
>>>
>>> Have a nice  day ;)
>>> F.
>>>
>>>
>>> 2016-04-09 10:52 GMT-03:00 Francisco Criado :
>>>
 It would be great if Redshift could render stereo cubemaps, that Octane
 already does, and Vray added last year. I have a Redshift license and a
 Octane one, but since Octane is getting more involved in vr production with
 their orbx format, that will go open source, we are leaving aside Redshift
 at list in our vr projects.
 Some of the fetaures of Orbx format:

 *ORBX Media Format*

 OctaneRender 3 introduces the ORBX media format. The .ORBX file
 container format was first introduced in OctaneRender 1.5 to enable
 rock-solid exchanging of scenes, materials, lighting and more, that could
 be imported into any supported OctaneRender plugin. The new ORBX media
 format performs a similar function for rendered output, beyond EXR, with
 support for movies, audio, spectral render caching, light field caching,
 baked FBX caching, complete compositing and deep pixel metadata, and
 navigable scene controls without the need of sophisticated real-time
 engines. OTOY believes this will be a critical authoring format for VR and
 AR applications. Highlights of the new ORBX media format include:

- *First-of-its-kind container:* The ORBX media format is the first
of its kind, containing pre-rendered data in the form of  light
field render target caching for VR, AR and portal materials, supporting
movie and audio textures such as MP4 or HEVC for use natively inside of
OctaneRender as a texture or a procedural, and storing node timelines.
- *Fully navigable:* ORBX media files support web and mobile
viewing of interactive content and texture baking directly from an 
 Octane
scene node, without the need or mastery of real-time game engines. 
 Artists
can bake their 3D scene for mobile, TV, VR, AR (light fields) and HTML5
playback.
- *Versatile rendering:* The ORBX media format stores spectral film
buffers allowing artists to pause and resume renders from disk.
- *Plans for open source:* OTOY intends to open source the ORBX
media format. It will be available on GitHub when OctaneRender 3 is made
available. The format works in JavaScript and LUA – no native code is
required.
- *ORBX Media Viewer:* The first app that will support the ORBX
media format will be the ORBX Media Viewer. The ORBX Media Player is
already used for enjoying studio VR experiences such as the upcoming 
 *Batman:
The Animated Series* project OTOY is building with Warner Bros.

 ,
or live streamed VR events like the hockey game OTOY recently
produced in cooperation with the NHL

 .
The ORBX Media Player will work with the Samsung GALAXY Gear VR, as 
 well as
Android-powered phones, tablets, and set-top boxes, with support for
Microsoft HoloLens and HTML5 WebVR to come after launch.


 greetings!

 F.




 2016-04-08 16:56 GMT-03:00 Artur W :

> No, I do redshift, since beta. I just need store color in channel node
> to work and I am complete. For now
>
> 2016-04-08 20:49 GMT+02:00 Jason S :
>
>>On 04/08/16 14:45, Artur W wrote:
>>If it's up to me I go redshift, although I am still waiting for
>> custom AOVs
>>

Re: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

2016-04-09 Thread Francisco Criado
Hi Mirko,
with spherical format you have a limitation of 3480x1920 lines at 60 fps,
which is the standard framerate for vr. At least for us we never could get
fluid true 4096 lines at 60fps on our gearvr´s with s6. If you go Cubemap,
you will get 6 cubes faces of 1536x1536 lines that will give you a
18432*1536 rendered image without distortion of the image at the poles. We
do a lot of point and click environments and we found that cubemap has a
lot better resolution than spherical even if we render shperical at 8k. The
only issue on this format is review in production and postproduction.
Mettle for AfterEffects or Nuke currently only have tools for spherical
format :S

Greetings,
F.



2016-04-09 11:07 GMT-03:00 Mirko Jankovic :

> And why going cube map over stereo spherical?
> Just curious, any particular reason?
> Most of content I run into actually was stereo spherical and not cube
> mapped
>
> On Sat, Apr 9, 2016 at 3:54 PM, Francisco Criado 
> wrote:
>
>> Sorry for my english!
>> list = least
>> fetaures=features
>>
>> Have a nice  day ;)
>> F.
>>
>>
>> 2016-04-09 10:52 GMT-03:00 Francisco Criado :
>>
>>> It would be great if Redshift could render stereo cubemaps, that Octane
>>> already does, and Vray added last year. I have a Redshift license and a
>>> Octane one, but since Octane is getting more involved in vr production with
>>> their orbx format, that will go open source, we are leaving aside Redshift
>>> at list in our vr projects.
>>> Some of the fetaures of Orbx format:
>>>
>>> *ORBX Media Format*
>>>
>>> OctaneRender 3 introduces the ORBX media format. The .ORBX file
>>> container format was first introduced in OctaneRender 1.5 to enable
>>> rock-solid exchanging of scenes, materials, lighting and more, that could
>>> be imported into any supported OctaneRender plugin. The new ORBX media
>>> format performs a similar function for rendered output, beyond EXR, with
>>> support for movies, audio, spectral render caching, light field caching,
>>> baked FBX caching, complete compositing and deep pixel metadata, and
>>> navigable scene controls without the need of sophisticated real-time
>>> engines. OTOY believes this will be a critical authoring format for VR and
>>> AR applications. Highlights of the new ORBX media format include:
>>>
>>>- *First-of-its-kind container:* The ORBX media format is the first
>>>of its kind, containing pre-rendered data in the form of  light
>>>field render target caching for VR, AR and portal materials, supporting
>>>movie and audio textures such as MP4 or HEVC for use natively inside of
>>>OctaneRender as a texture or a procedural, and storing node timelines.
>>>- *Fully navigable:* ORBX media files support web and mobile viewing
>>>of interactive content and texture baking directly from an Octane scene
>>>node, without the need or mastery of real-time game engines. Artists can
>>>bake their 3D scene for mobile, TV, VR, AR (light fields) and HTML5
>>>playback.
>>>- *Versatile rendering:* The ORBX media format stores spectral film
>>>buffers allowing artists to pause and resume renders from disk.
>>>- *Plans for open source:* OTOY intends to open source the ORBX
>>>media format. It will be available on GitHub when OctaneRender 3 is made
>>>available. The format works in JavaScript and LUA – no native code is
>>>required.
>>>- *ORBX Media Viewer:* The first app that will support the ORBX
>>>media format will be the ORBX Media Viewer. The ORBX Media Player is
>>>already used for enjoying studio VR experiences such as the upcoming 
>>> *Batman:
>>>The Animated Series* project OTOY is building with Warner Bros.
>>>
>>> ,
>>>or live streamed VR events like the hockey game OTOY recently
>>>produced in cooperation with the NHL
>>>
>>> .
>>>The ORBX Media Player will work with the Samsung GALAXY Gear VR, as well 
>>> as
>>>Android-powered phones, tablets, and set-top boxes, with support for
>>>Microsoft HoloLens and HTML5 WebVR to come after launch.
>>>
>>>
>>> greetings!
>>>
>>> F.
>>>
>>>
>>>
>>>
>>> 2016-04-08 16:56 GMT-03:00 Artur W :
>>>
 No, I do redshift, since beta. I just need store color in channel node
 to work and I am complete. For now

 2016-04-08 20:49 GMT+02:00 Jason S :

>On 04/08/16 14:45, Artur W wrote:
>If it's up to me I go redshift, although I am still waiting for
> custom AOVs
>
> I agree depending on the type of project, though I'm glad they are
> still making strides as it's definitely still an excellent renderer, but
> why wait for custom AOVs to get Redshift ? ;)
>
> On 04/08/16 14:45, Artur W wrote:
>
> I use Octane through C4D, which... oh my god.
> It's just a legacy project so this is why Octane.
>

Re: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

2016-04-09 Thread Mirko Jankovic
And why going cube map over stereo spherical?
Just curious, any particular reason?
Most of content I run into actually was stereo spherical and not cube mapped

On Sat, Apr 9, 2016 at 3:54 PM, Francisco Criado 
wrote:

> Sorry for my english!
> list = least
> fetaures=features
>
> Have a nice  day ;)
> F.
>
>
> 2016-04-09 10:52 GMT-03:00 Francisco Criado :
>
>> It would be great if Redshift could render stereo cubemaps, that Octane
>> already does, and Vray added last year. I have a Redshift license and a
>> Octane one, but since Octane is getting more involved in vr production with
>> their orbx format, that will go open source, we are leaving aside Redshift
>> at list in our vr projects.
>> Some of the fetaures of Orbx format:
>>
>> *ORBX Media Format*
>>
>> OctaneRender 3 introduces the ORBX media format. The .ORBX file container
>> format was first introduced in OctaneRender 1.5 to enable rock-solid
>> exchanging of scenes, materials, lighting and more, that could be imported
>> into any supported OctaneRender plugin. The new ORBX media format performs
>> a similar function for rendered output, beyond EXR, with support for
>> movies, audio, spectral render caching, light field caching, baked FBX
>> caching, complete compositing and deep pixel metadata, and navigable scene
>> controls without the need of sophisticated real-time engines. OTOY believes
>> this will be a critical authoring format for VR and AR applications.
>> Highlights of the new ORBX media format include:
>>
>>- *First-of-its-kind container:* The ORBX media format is the first
>>of its kind, containing pre-rendered data in the form of  light field
>>render target caching for VR, AR and portal materials, supporting movie 
>> and
>>audio textures such as MP4 or HEVC for use natively inside of OctaneRender
>>as a texture or a procedural, and storing node timelines.
>>- *Fully navigable:* ORBX media files support web and mobile viewing
>>of interactive content and texture baking directly from an Octane scene
>>node, without the need or mastery of real-time game engines. Artists can
>>bake their 3D scene for mobile, TV, VR, AR (light fields) and HTML5
>>playback.
>>- *Versatile rendering:* The ORBX media format stores spectral film
>>buffers allowing artists to pause and resume renders from disk.
>>- *Plans for open source:* OTOY intends to open source the ORBX media
>>format. It will be available on GitHub when OctaneRender 3 is made
>>available. The format works in JavaScript and LUA – no native code is
>>required.
>>- *ORBX Media Viewer:* The first app that will support the ORBX media
>>format will be the ORBX Media Viewer. The ORBX Media Player is already 
>> used
>>for enjoying studio VR experiences such as the upcoming *Batman: The
>>Animated Series* project OTOY is building with Warner Bros.
>>
>> ,
>>or live streamed VR events like the hockey game OTOY recently
>>produced in cooperation with the NHL
>>
>> .
>>The ORBX Media Player will work with the Samsung GALAXY Gear VR, as well 
>> as
>>Android-powered phones, tablets, and set-top boxes, with support for
>>Microsoft HoloLens and HTML5 WebVR to come after launch.
>>
>>
>> greetings!
>>
>> F.
>>
>>
>>
>>
>> 2016-04-08 16:56 GMT-03:00 Artur W :
>>
>>> No, I do redshift, since beta. I just need store color in channel node
>>> to work and I am complete. For now
>>>
>>> 2016-04-08 20:49 GMT+02:00 Jason S :
>>>
On 04/08/16 14:45, Artur W wrote:
If it's up to me I go redshift, although I am still waiting for
 custom AOVs

 I agree depending on the type of project, though I'm glad they are
 still making strides as it's definitely still an excellent renderer, but
 why wait for custom AOVs to get Redshift ? ;)

 On 04/08/16 14:45, Artur W wrote:

 I use Octane through C4D, which... oh my god.
 It's just a legacy project so this is why Octane.

 If it's up to me I go redshift, although I am still waiting for custom
 AOVs

 2016-04-08 20:02 GMT+02:00 Jason S :

> Don't know if you got the latest build (or if it's even out yet)
>
> But they (or Stephan) are ongoingly fixing/improving a bunch of things,
>
> Now supports sub (&sub-sub) compounds & shaderballs,  with -tons- of
> shaders/nodes that have been added,
> https://vimeo.com/158947144
>
> And also seemingly just very-recently got way snappier for translating
> geo and preprocessing.
> https://vimeo.com/161311690
>
>
>
>
> On 04/08/16 12:39, Artur W wrote:
>
> .. like I am trying to render previs and it has material overrides,
> but still generates materials with displacement that are overridden.
> So, render part is

Re: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

2016-04-09 Thread Francisco Criado
Sorry for my english!
list = least
fetaures=features

Have a nice  day ;)
F.


2016-04-09 10:52 GMT-03:00 Francisco Criado :

> It would be great if Redshift could render stereo cubemaps, that Octane
> already does, and Vray added last year. I have a Redshift license and a
> Octane one, but since Octane is getting more involved in vr production with
> their orbx format, that will go open source, we are leaving aside Redshift
> at list in our vr projects.
> Some of the fetaures of Orbx format:
>
> *ORBX Media Format*
>
> OctaneRender 3 introduces the ORBX media format. The .ORBX file container
> format was first introduced in OctaneRender 1.5 to enable rock-solid
> exchanging of scenes, materials, lighting and more, that could be imported
> into any supported OctaneRender plugin. The new ORBX media format performs
> a similar function for rendered output, beyond EXR, with support for
> movies, audio, spectral render caching, light field caching, baked FBX
> caching, complete compositing and deep pixel metadata, and navigable scene
> controls without the need of sophisticated real-time engines. OTOY believes
> this will be a critical authoring format for VR and AR applications.
> Highlights of the new ORBX media format include:
>
>- *First-of-its-kind container:* The ORBX media format is the first of
>its kind, containing pre-rendered data in the form of  light field
>render target caching for VR, AR and portal materials, supporting movie and
>audio textures such as MP4 or HEVC for use natively inside of OctaneRender
>as a texture or a procedural, and storing node timelines.
>- *Fully navigable:* ORBX media files support web and mobile viewing
>of interactive content and texture baking directly from an Octane scene
>node, without the need or mastery of real-time game engines. Artists can
>bake their 3D scene for mobile, TV, VR, AR (light fields) and HTML5
>playback.
>- *Versatile rendering:* The ORBX media format stores spectral film
>buffers allowing artists to pause and resume renders from disk.
>- *Plans for open source:* OTOY intends to open source the ORBX media
>format. It will be available on GitHub when OctaneRender 3 is made
>available. The format works in JavaScript and LUA – no native code is
>required.
>- *ORBX Media Viewer:* The first app that will support the ORBX media
>format will be the ORBX Media Viewer. The ORBX Media Player is already used
>for enjoying studio VR experiences such as the upcoming *Batman: The
>Animated Series* project OTOY is building with Warner Bros.
>
> ,
>or live streamed VR events like the hockey game OTOY recently produced
>in cooperation with the NHL
>
> .
>The ORBX Media Player will work with the Samsung GALAXY Gear VR, as well as
>Android-powered phones, tablets, and set-top boxes, with support for
>Microsoft HoloLens and HTML5 WebVR to come after launch.
>
>
> greetings!
>
> F.
>
>
>
>
> 2016-04-08 16:56 GMT-03:00 Artur W :
>
>> No, I do redshift, since beta. I just need store color in channel node to
>> work and I am complete. For now
>>
>> 2016-04-08 20:49 GMT+02:00 Jason S :
>>
>>>On 04/08/16 14:45, Artur W wrote:
>>>If it's up to me I go redshift, although I am still waiting for
>>> custom AOVs
>>>
>>> I agree depending on the type of project, though I'm glad they are still
>>> making strides as it's definitely still an excellent renderer, but why wait
>>> for custom AOVs to get Redshift ? ;)
>>>
>>> On 04/08/16 14:45, Artur W wrote:
>>>
>>> I use Octane through C4D, which... oh my god.
>>> It's just a legacy project so this is why Octane.
>>>
>>> If it's up to me I go redshift, although I am still waiting for custom
>>> AOVs
>>>
>>> 2016-04-08 20:02 GMT+02:00 Jason S :
>>>
 Don't know if you got the latest build (or if it's even out yet)

 But they (or Stephan) are ongoingly fixing/improving a bunch of things,

 Now supports sub (&sub-sub) compounds & shaderballs,  with -tons- of
 shaders/nodes that have been added,
 https://vimeo.com/158947144

 And also seemingly just very-recently got way snappier for translating
 geo and preprocessing.
 https://vimeo.com/161311690




 On 04/08/16 12:39, Artur W wrote:

 .. like I am trying to render previs and it has material overrides, but
 still generates materials with displacement that are overridden.
 So, render part is like 5 sec but frame takes 30 sec.
 and then suddenly stops rendering altogether...

 just doing it now

 2016-04-08 17:02 GMT+02:00 Artur W :

> They better fix all the shit that is still there since version 1.
> Redshift in alpha is more production ready than Octane v2.
>
> Artur
>
> 2016-04-08

Re: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

2016-04-09 Thread Francisco Criado
It would be great if Redshift could render stereo cubemaps, that Octane
already does, and Vray added last year. I have a Redshift license and a
Octane one, but since Octane is getting more involved in vr production with
their orbx format, that will go open source, we are leaving aside Redshift
at list in our vr projects.
Some of the fetaures of Orbx format:

*ORBX Media Format*

OctaneRender 3 introduces the ORBX media format. The .ORBX file container
format was first introduced in OctaneRender 1.5 to enable rock-solid
exchanging of scenes, materials, lighting and more, that could be imported
into any supported OctaneRender plugin. The new ORBX media format performs
a similar function for rendered output, beyond EXR, with support for
movies, audio, spectral render caching, light field caching, baked FBX
caching, complete compositing and deep pixel metadata, and navigable scene
controls without the need of sophisticated real-time engines. OTOY believes
this will be a critical authoring format for VR and AR applications.
Highlights of the new ORBX media format include:

   - *First-of-its-kind container:* The ORBX media format is the first of
   its kind, containing pre-rendered data in the form of  light field
   render target caching for VR, AR and portal materials, supporting movie and
   audio textures such as MP4 or HEVC for use natively inside of OctaneRender
   as a texture or a procedural, and storing node timelines.
   - *Fully navigable:* ORBX media files support web and mobile viewing of
   interactive content and texture baking directly from an Octane scene node,
   without the need or mastery of real-time game engines. Artists can bake
   their 3D scene for mobile, TV, VR, AR (light fields) and HTML5 playback.
   - *Versatile rendering:* The ORBX media format stores spectral film
   buffers allowing artists to pause and resume renders from disk.
   - *Plans for open source:* OTOY intends to open source the ORBX media
   format. It will be available on GitHub when OctaneRender 3 is made
   available. The format works in JavaScript and LUA – no native code is
   required.
   - *ORBX Media Viewer:* The first app that will support the ORBX media
   format will be the ORBX Media Viewer. The ORBX Media Player is already used
   for enjoying studio VR experiences such as the upcoming *Batman: The
   Animated Series* project OTOY is building with Warner Bros.
   
,
   or live streamed VR events like the hockey game OTOY recently produced
   in cooperation with the NHL
   
.
   The ORBX Media Player will work with the Samsung GALAXY Gear VR, as well as
   Android-powered phones, tablets, and set-top boxes, with support for
   Microsoft HoloLens and HTML5 WebVR to come after launch.


greetings!

F.




2016-04-08 16:56 GMT-03:00 Artur W :

> No, I do redshift, since beta. I just need store color in channel node to
> work and I am complete. For now
>
> 2016-04-08 20:49 GMT+02:00 Jason S :
>
>>On 04/08/16 14:45, Artur W wrote:
>>If it's up to me I go redshift, although I am still waiting for
>> custom AOVs
>>
>> I agree depending on the type of project, though I'm glad they are still
>> making strides as it's definitely still an excellent renderer, but why wait
>> for custom AOVs to get Redshift ? ;)
>>
>> On 04/08/16 14:45, Artur W wrote:
>>
>> I use Octane through C4D, which... oh my god.
>> It's just a legacy project so this is why Octane.
>>
>> If it's up to me I go redshift, although I am still waiting for custom
>> AOVs
>>
>> 2016-04-08 20:02 GMT+02:00 Jason S :
>>
>>> Don't know if you got the latest build (or if it's even out yet)
>>>
>>> But they (or Stephan) are ongoingly fixing/improving a bunch of things,
>>>
>>> Now supports sub (&sub-sub) compounds & shaderballs,  with -tons- of
>>> shaders/nodes that have been added,
>>> https://vimeo.com/158947144
>>>
>>> And also seemingly just very-recently got way snappier for translating
>>> geo and preprocessing.
>>> https://vimeo.com/161311690
>>>
>>>
>>>
>>>
>>> On 04/08/16 12:39, Artur W wrote:
>>>
>>> .. like I am trying to render previs and it has material overrides, but
>>> still generates materials with displacement that are overridden.
>>> So, render part is like 5 sec but frame takes 30 sec.
>>> and then suddenly stops rendering altogether...
>>>
>>> just doing it now
>>>
>>> 2016-04-08 17:02 GMT+02:00 Artur W :
>>>
 They better fix all the shit that is still there since version 1.
 Redshift in alpha is more production ready than Octane v2.

 Artur

 2016-04-08 16:57 GMT+02:00 Cristobal Infante :

> Wouldn't brigade be a better solution? Not sure exactly how it works,
> but it seems the octane shaders would transfer.
>
>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk

Re: Is rray still alive ?

2016-04-09 Thread Jason S

  
  
There shouldn't be any worry, RRay.de
  update intervals has always been around 3-4 months (and sometimes
  5-6 months), and last update was Nov.
  And Reinhard is frequently around Si Community, so you could
  perhaps send him a PM to inquire about next update?
  Cheers,
  -J
  
  On 04/09/16 5:23, Olivier Jeannel wrote:


  Just to be sure.
A few month ago I submitted my POLY set of ice nodes to rray.de but
it is still not appearing on the site.
Just wondering.
  
  
  
  
  --
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.


  

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Goodbyes (was this is the end...)

2016-04-09 Thread pedro santos
Suggestions sent :)

As for always being reachable, really depends on each person. Chats can be
very helpful but also a lot of distraction :)
I've been meddling with slacker for procedural things in general and for
Houdini in particular. People are welcome:
http://join-proceduraldojo.herokuapp.com
If you would like to know more about slack from an admin perspective join
Unreal's slack and ask Nick the admin there. He's a kind guy that gave me a
nice insight onto the platform! http://unrealslackers.herokuapp.com

Good luck :)

On Fri, Apr 8, 2016 at 7:57 PM, Mirko Jankovic 
wrote:

> Yes definitely feel free to request for adding them. We started with one
> list added already ton of them so feel free to request for more if we
> missed something.
> Best way is on email on contact page.
>
> We also have some new things planned, one of bigger is chat as well. I
> know that there is already ton of chat programs and everything but figured
> if someone need freelancer fast there is no faster way then to find him see
> he is online and say hello right there. Also freelancers that are really
> looking for work wont mind having one  page more opened and being available
> right? :)
>
> On Fri, Apr 8, 2016 at 7:37 PM, pedro santos  wrote:
>
>> Hey Mirko
>> Joined :)
>> I would suggest some softwares to add (unless you can add whatever, I
>> didn't seem to be able to do it). Let me know where's the best channel to
>> do that.
>> Good luck with the website.
>> Cheers
>>
>> On Fri, Apr 8, 2016 at 5:21 PM, Mirko Jankovic > > wrote:
>>
>>> Hey Pedro!
>>> Well we finaly finished that new page I was talking about
>>> It is at www.cgfolio.com
>>> Does the hob of trello but much much better!
>>> That is why we are closing trello board and moving there. So hope to see
>>> you as well :)
>>> Let em know of you have any other questions
>>>
>>> On Fri, Apr 8, 2016 at 6:10 PM, pedro santos  wrote:
>>>
 Hey Mirko
 I had the email service I used to join Trello down for two weeks and
 now I see many emails where I'm mentioned in Trello cards. I'll be honest I
 joined but didn't grasp it. I see the last message is saying you're closing
 the page. So it's to be disregarded completely, right?

 Thanks

 On Fri, Apr 1, 2016 at 9:25 AM, Morten Bartholdy 
 wrote:

> Excellent idea and good work Mirko and Peter :)
> I can see this becoming very useful.
>
> One suggestion - it might have been a good idea to start a new thread
> for this
> for searchability.
>
>
> Cheers
> Morten
>
>
>
> > Den 29. marts 2016 klokken 20:14 skrev Mirko Jankovic
> > :
> >
> >
> > Hey guys,
> >
> > Couple weeks ago I shared trello board for people to create their
> short
> > cards with contact info and portfolio.
> > As mentioned it was getting harder to find Softimage people this was
> fast
> > simple way to go and see fast who is available.
> >
> > As trello was temporary solution and after some work new page is
> ready.
> > It is a bit extended edition of course but still offers same fast
> search
> > into freelance data base.
> > Go in find who do you need and contact. The rest is all up to you.
> > But without freelancers that has no meaning at all ofc so I will use
> this
> > post as invite for guys to come check and join.
> > And also anyone that is looking  for help on project, and don;t have
> time
> > nor will to post on job boards, wait a week or two for posts, then
> spend
> > another week or two going over all applications...
> > Here is fast and simple way to filter out freelancers find exactly
> who you
> > need and get in contact as fast as possible.
> >
> > So anyone is interested check out new http://www.cgfolio.com/
> >
> > Always happy to receive critics and ideas for updates and
> improvements on
> > the page as after all it is ther eto help all of us in those
> deadline over
> > the head days... and nights :)
> > Hope it will help people to get contact for jobs and help others
> looking
> > for help to find right guys for the task at hand.
> >
> > Cheers!
> > Mirko
> >
> > On Fri, Mar 18, 2016 at 10:52 PM, pedro santos 
> wrote:
> >
> > > By the way Sven, found a problem with the compoud, but fixed it.
> > > http://www.si-community.com/community/viewtopic.php?p=54127#p54127
> > > Cheers
> > >
> > > On Wed, Mar 9, 2016 at 8:23 PM, Byron Nash 
> wrote:
> > >
> > >> I echo many of the thank you's expressed here. Without the
> expertise of
> > >> this list I would have never completed many of the jobs I have
> encountered
> > >> in my career. I especially cherish the times getting to meet many
> of you at
> > >> Matt's dinners at SIGGRAPH. Those are some of the best times in
> my career.
> > >> I know

Is rray still alive ?

2016-04-09 Thread Olivier Jeannel
Just to be sure.
A few month ago I submitted my POLY set of ice nodes to rray.de but it is
still not appearing on the site.
Just wondering.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Semi OT Softimage pic pluggin for mac ?

2016-04-09 Thread Olivier Jeannel
Thank's guys ! I'll do some conversion of what I already have, and will
choose a mainstream format for the next renders.
Le 9 avr. 2016 04:41, "Ed Manning"  a écrit :

> .pic is, I think, a deprecated "picture" filetype in Mac-OS-world. So
> Quicktime or Preview thinks it should be able to open it but fails. There
> once was a Quicktime 7 extension someone made for .pic maybe, but I doubt
> it's supported now.
>
> to avoid confusion, everyone I know sends jpegs, or if image quality is
> critical, .png or .tiff. If the client is super Web-centric, maybe .gif
>
> Of course, your client may be reviewing and making grading decisions about
> your 4K image on a smartphone in direct sunlight in a moving vehicle...
>
> have you checked rray.de/xsi/ ?
>
> On Fri, Apr 8, 2016 at 3:22 PM, Olivier Jeannel 
> wrote:
>
>> Hi guys,
>>
>> Is this possible to open on a Mac, in After Effects, a .pic picture ?
>>
>> Not very aware of the mac universe here, and i need to communicate with
>> "them" :/
>>
>> Thanks ! :)
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Weight Tools

2016-04-09 Thread Cesar Saez
Hi Martin,

That's great! here are a few relevant links on licensing.

tl;dr:Legal
- PySide (LGPL v2.1)

- PyQt (GPL v3)
.

There's also a License FAQ
 on PyQt's
website (the trickiest one).

Cheers!

On Sat, Apr 9, 2016 at 3:08 PM, Martin  wrote:

> Hi, I have my Weight tool almost finished and I'm thinking in releasing it
> once it's been tested on our current project.
>
> I'm using PySide for 2.6 (SI 2013) and 2.7 (2014 and 2015), and
> PyQTforSoftimage. Since its been a little tricky to get PySide working with
> Softimage, I'd like to release a "ready to use" workgroup version including
> those PySide module folders and PyQTfS.
>
> I have no idea about intellectual property licenses (I'm reading, but
> those legal terms and license types are kinda confusing), is there any
> legal issue I should be aware of? Can I include PySide ?
>
> Thanks
>
> Martin
> Sent from my iPhone
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.