Re: Robinsons drink effect

2016-12-01 Thread Morten Bartholdy
If you have the time, the fluids in Blender are not that hard to set up, export 
vdb files, get Redshift and render in Soft. A bit rough going forth and back, 
but cheap (if you have Soft) and really fast volume rendering.

Morten


> Den 30. november 2016 klokken 22:35 skrev Chris Marshall 
> :
> 
> 
> Tremendous. Thanks. I have Slipstream which I haven't played with for a
> while so might give that a go.
> I don't currently own EMFluid.
> 
> Cheers
> 
> 
> On 30 November 2016 at 17:56, Jordi Bares  wrote:
> 
> > Very true..
> >
> > Plus there is one particular thing (if I remember well about emFluid) that
> > I really loved.. the fact that Houdini fluids are incompressible makes them
> > look in a particular way and for certain things, specially graphical
> > things, I prefer emFluid…
> >
> > jb
> >
> >
> > On 30 Nov 2016, at 17:45, Jonathan Moore 
> > wrote:
> >
> > Going back to how to create the advection effect. A major advantage of
> > emFluid4 is the simplicity of the setup and that you can use a Fluid Box
> > model which is automatic and requires no Fluid Box at all (it automatically
> > scales the size of the voxel grid). In testing I found that breaking the
> > sim up into 2 million particle chunks kept ram usage within the confines of
> > the 32Gb ram on my test workstation. You can duplicate the Point Cloud
> > setup as many times as you need for final render quality and everything
> > chunks along nicely. Whatever you do, avoid Cache on File as it will single
> > thread your whole setup and Eric's plugin is wonderfully multithreaded
> > (that's why I use the built in Alembic exporter from the File menu after
> > first selecting the Point Clouds for export - it's so damn fast!). You'll
> > see in the screen grab that I've allocated plenty of ram to the emfluid4
> > solver (Eric's defaults are something like 2Gb).
> >
> >
> > If you don't own an emFluid license you can pick up emFluid4 for a shade
> > over €100. emFluid4 of course works with an emFluid5 license if you have
> > one of those. Much as emFluid4 is nowhere near as advanced a fluid sim as
> > emFluid5, Oleg's Explosia or of course the Pyro stuff in Houdini, it's
> > perfect for particle advection effects. In this instance I'd say it's
> > simplicity is a winning feature over the increased complexity of the other
> > options. One of the things it's really good for is thin voxel grids, where
> > you can get that Robinson's mograph look with ease (and with far less
> > memory overhead).
> >
> > Food for thought anyway.
> >
> > On 30 November 2016 at 16:56, Jordi Bares  wrote:
> >
> >> Really? That is going to be really fun to play with… these guys are on
> >> fire!
> >>
> >> :-)
> >>
> >> jb
> >>
> >> On 30 Nov 2016, at 16:35, Jonathan Moore 
> >> wrote:
> >>
> >> It's also worth noting that the Redshift team are working on true point
> >> rendering within Redshift (rather than instanced geometry). Can't wait to
> >> see how that turns out.
> >>
> >> On 30 November 2016 at 16:28, Jordi Bares  wrote:
> >>
> >>> That could be excellent look treatment… look forward to see it!
> >>>
> >>> On 30 Nov 2016, at 16:25, Chris Marshall 
> >>> wrote:
> >>>
> >>> OK It's less character based, more like motion graphics with a whispy
> >>> stylee.
> >>> I shall be sure to show you the end result, when my client is happy with
> >>> it.
> >>> :-/
> >>>
> >>>
> >>> On 30 November 2016 at 16:13, Jordi Bares  wrote:
> >>>
>  What I love from the original Aardman version is that the animation of
>  the characters is clearly 2D, they nailed it and it shows… but looks too
>  flat although is not displeasing at all… really prefer their approach 
>  than
>  the full 3D character one.
> 
>  Look forward to see what you are up to.  :-)
>  Jb
> 
>  On 30 Nov 2016, at 15:44, Rob Chapman  wrote:
> 
>  I would not go with trying to render particles with this effect , think
>  the original
> 
>  https://vimeo.com/44743579 was by aardman animation and used a 2d Maya
>  fluid grid for advecting the stuff off the character.
> 
>  There is this also,
>  https://vimeo.com/47181969 similar effect a thin slice of fluid is
>  simulating the advection movements
> 
>  If you have it as a volume should render in mental ray or Arnold ok,
>  also redshift now 😀
> 
>  On Nov 30, 2016 12:39 PM, "Chris Marshall" 
>  wrote:
> 
> > I might have guessed that. ;-)
> > Any thoughts on the rendering?
> >
> >
> > On 30 November 2016 at 12:29, Rob Chapman 
> > wrote:
> >
> >> That's a fluid sim driven by animated characters imo
> >>
> >> On Nov 30, 2016 11:56 AM, "Chris Marshall" 
> >> wrote:
> >>
> >>> Hi All,
> >>> I'm looking to create an effect similar to the Robinsons Squash
> >>> Advert from a couple of years ago.
> >>> https://www.youtube.com/watch?v=Y6l47atGxa4
> >>> This isn't the exact effect I'm after, but w

Alembic sticky memory properties

2016-12-01 Thread Morten Bartholdy
I am setting up some passes with imported alembic geometry and experience while 
overriding visibility and switching passes that if an alembic file had a 
raytype or visibility overridden to off in the previous pass, it stays that way 
in the alembics own visibility property even if the override is no longer 
present.

Have anyone here run into something like this, and is there a particular 
workflow or way to fix this?

Currently I have resorted to adding overrides to ensure visibility is on where 
needed, but it doubles the override workload which kind of sucks.

Thanks.

Morten
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Re: Arnold future support for Softimage

2016-12-01 Thread Jens Lindgren
I just submitted a ticket for SItoA and saw that Stefano made #1952 Update
to Arnold 5.0  a couple of
days ago. That gave me a little smile :)

/Jens

On Wed, Nov 30, 2016 at 6:22 AM, Steven Caron  wrote:

> Don't hold you're breath, there is interest but no roadmap.
>
> *written with my thumbs
>
> On Nov 29, 2016 7:53 PM, "Pierre Schiller" 
> wrote:
>
>> Thanks ,team. So at one point Arnold will evolve to gpu render
>> powerright?
>>
>> On Nov 29, 2016 5:11 PM, "Stephen Blair"  wrote:
>>
>>> And SItoA 3.15 was released on 18 Nov
>>>
>>> On Tue, Nov 29, 2016 at 4:02 PM, Pierre Schiller <
>>> activemotionpictu...@gmail.com> wrote:
>>>
 Hi, I just got news that Arnold 1.4.1 is out for maya:
 https://support.solidangle.com/display/AFMUG/1.4.1

 I wondered if Arnold will continue to support softimage?
 Thanks.

 --
 Portfolio 2013 
 Cinema & TV production
 Video Reel 

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VFX Supervisor & Lead TD
Magoo 3D Studios 
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Re: Arnold future support for Softimage

2016-12-01 Thread Pierre Schiller
Could you please share the news for anyone who doesn't have an arnold
account? If possible? We all want that little smile on our own. Hehehe.

On Dec 1, 2016 5:25 AM, "Jens Lindgren"  wrote:

> I just submitted a ticket for SItoA and saw that Stefano made #1952
> Update to Arnold 5.0  a
> couple of days ago. That gave me a little smile :)
>
> /Jens
>
> On Wed, Nov 30, 2016 at 6:22 AM, Steven Caron  wrote:
>
>> Don't hold you're breath, there is interest but no roadmap.
>>
>> *written with my thumbs
>>
>> On Nov 29, 2016 7:53 PM, "Pierre Schiller" > m> wrote:
>>
>>> Thanks ,team. So at one point Arnold will evolve to gpu render
>>> powerright?
>>>
>>> On Nov 29, 2016 5:11 PM, "Stephen Blair" 
>>> wrote:
>>>
 And SItoA 3.15 was released on 18 Nov

 On Tue, Nov 29, 2016 at 4:02 PM, Pierre Schiller <
 activemotionpictu...@gmail.com> wrote:

> Hi, I just got news that Arnold 1.4.1 is out for maya:
> https://support.solidangle.com/display/AFMUG/1.4.1
>
> I wondered if Arnold will continue to support softimage?
> Thanks.
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
> --
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> with "unsubscribe" in the subject, and reply to confirm.
>


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>
>
>
> --
> Jens Lindgren
> 
> VFX Supervisor & Lead TD
> Magoo 3D Studios 
>
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Re: Arnold future support for Softimage

2016-12-01 Thread Steven Caron
The news is that SItoA will work with Arnold 5.0... so it isn't dead.

On Thu, Dec 1, 2016 at 9:42 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Could you please share the news for anyone who doesn't have an arnold
> account? If possible? We all want that little smile on our own. Hehehe.
>
> On Dec 1, 2016 5:25 AM, "Jens Lindgren" 
> wrote:
>
>> I just submitted a ticket for SItoA and saw that Stefano made #1952
>> Update to Arnold 5.0  a
>> couple of days ago. That gave me a little smile :)
>>
>> /Jens
>>
>> On Wed, Nov 30, 2016 at 6:22 AM, Steven Caron  wrote:
>>
>>> Don't hold you're breath, there is interest but no roadmap.
>>>
>>> *written with my thumbs
>>>
>>> On Nov 29, 2016 7:53 PM, "Pierre Schiller" <
>>> activemotionpictu...@gmail.com> wrote:
>>>
 Thanks ,team. So at one point Arnold will evolve to gpu render
 powerright?

 On Nov 29, 2016 5:11 PM, "Stephen Blair" 
 wrote:

> And SItoA 3.15 was released on 18 Nov
>
> On Tue, Nov 29, 2016 at 4:02 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> Hi, I just got news that Arnold 1.4.1 is out for maya:
>> https://support.solidangle.com/display/AFMUG/1.4.1
>>
>> I wondered if Arnold will continue to support softimage?
>> Thanks.
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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>>
>>
>>
>> --
>> Jens Lindgren
>> 
>> VFX Supervisor & Lead TD
>> Magoo 3D Studios 
>>
>> --
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Re: Preserve UV methods after PolygonMesh.Set()

2016-12-01 Thread Gescort
Hi, Matt!
I wrote simple testing topo operator and have same problem as Andrew.
Cluster properties not updated. Testing UV operator create new edge as
split tool. I tested this operator on simple plane with 4 vertices. This
code is not universal and does not generate the algorithms, but shows the
general principle, which I was guided.
The problem occurs when I try set UV array and I have not found a solution how
to solve it:

#update new uv positions
#!!!uv not updated, since cluster properies not updated
output.Elements.Array = positionUV

If topology not changed (increase or decrease vertices) or change only UV
(operator for UV modify), it works well.

In attach my plugin.
Thanks!
import win32com.client
from win32com.client import constants

null = None
false = 0
true = 1
app = Application
log = app.LogMessage

def XSILoadPlugin( in_reg ):
	in_reg.Author = "Gescort"
	in_reg.Name = "UVOperatorPlugin"
	in_reg.Major = 1
	in_reg.Minor = 0

	in_reg.RegisterOperator("UVOperator")
	in_reg.RegisterCommand("ApplyUVOperator","ApplyUVOperator")
	return true

def XSIUnloadPlugin( in_reg ):
	strPluginName = in_reg.Name
	Application.LogMessage(str(strPluginName) + str(" has been unloaded."),constants.siVerbose)
	return true

def ApplyUVOperator_Init( in_ctxt ):
	oCmd = in_ctxt.Source
	oCmd.Description = "Create an instance of UVOperator operator"
	oCmd.SetFlag(constants.siNoLogging,false)
	return true

def ApplyUVOperator_Execute(  ):

	Application.LogMessage("ApplyUVOperator_Execute called",constants.siVerbose)
	newOp = XSIFactory.CreateObject("UVOperator")

	select = app.Selection[0]
	newOp.AddOutputPort(select.ActivePrimitive)
	newOp.AddInputPort(select.ActivePrimitive)
	cls = select.ActivePrimitive.Geometry.Clusters
	uv = None
	for cl in cls:
		if str(cl.Type) == 'sample':
			props = cl.Properties
			for prop in props:
if str(prop.Type) == 'uvspace':
	uv = prop
	if uv != None:
		newOp.AddInputPort(uv)
		newOp.AddOutputPort(uv)
	newOp.Connect()
	return newOp

def UVOperator_Define( in_ctxt ):
	oCustomOperator = in_ctxt.Source
	oCustomOperator.AlwaysEvaluate = false
	oCustomOperator.Debug = 0
	return true

def UVOperator_Init( in_ctxt ):
	Application.LogMessage("UVOperator_Init called",constants.siVerboseMsg)
	return true

def UVOperator_Term( in_ctxt ):
	Application.LogMessage("UVOperator_Term called",constants.siVerboseMsg)
	return true

def UVOperator_Update( in_ctxt ):
	Application.LogMessage("UVOperator_Update called",constants.siVerboseMsg)
#get inputs
	input0 = in_ctxt.GetInputValue(0)
	input1 = in_ctxt.GetInputValue(1)
#get topo data
	data = input0.Geometry.Get2()
#convert data to list
	ndata = [[list(data[0][0]), list(data[0][1]), list(data[0][2])], list(data[1])]
	#build custom geometry
	#as example add 2 points (split edges)
#here should be custom algorithme
	#first point
	ndata[0][0].append(-2.52)
	ndata[0][1].append(0.0)
	ndata[0][2].append(4.0)
	#second point
	ndata[0][0].append(1.5)
	ndata[0][1].append(0.0)
	ndata[0][2].append(-4.0)
	#modify polygon build data
	#here should be custom algorithme
	ndata[1] = [4, 0, 1, 4, 5, 4, 3, 2, 5, 4]
	#get position UV
	positionUV = input1.Elements.Array
	positionUV = [list(positionUV[0]), list(positionUV[1]), list(positionUV[2])]
	#add new sample positions, as example u = 0.0, v = 0.0, w = 0.0
	#here should be custom algorithme
	positionUV[0].append(0.0)
	positionUV[0].append(0.0)
	positionUV[0].append(0.0)
	positionUV[0].append(0.0)
	positionUV[1].append(0.0)
	positionUV[1].append(0.0)
	positionUV[1].append(0.0)
	positionUV[1].append(0.0)
	positionUV[2].append(0.0)
	positionUV[2].append(0.0)
	positionUV[2].append(0.0)
	positionUV[2].append(0.0)
	#output data
	output = in_ctxt.OutputTarget
	if str(output.Type) == 'polymsh':
		#update new geometry
		output.Geometry.Set(ndata[0], ndata[1])
	elif str(output.Type) == 'uvspace':
		#update new uv positions
		#!!!uv not updated, since cluster properies not updated
		output.Elements.Array = positionUV
	return true
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Re: Alembic sticky memory properties

2016-12-01 Thread Steven Caron
Are there alembic_visibility operators on the Visibility property?

On Thu, Dec 1, 2016 at 1:07 AM, Morten Bartholdy 
wrote:

> I am setting up some passes with imported alembic geometry and experience
> while overriding visibility and switching passes that if an alembic file
> had a raytype or visibility overridden to off in the previous pass, it
> stays that way in the alembics own visibility property even if the override
> is no longer present.
>
> Have anyone here run into something like this, and is there a particular
> workflow or way to fix this?
>
> Currently I have resorted to adding overrides to ensure visibility is on
> where needed, but it doubles the override workload which kind of sucks.
>
> Thanks.
>
> Morten
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