Re: Xsi to Houdini Quick Start Tutorials

2016-12-28 Thread javier gonzalez
Good timing!!! Thanks

2016-12-28 17:19 GMT-05:00, nikaragua86 :
> great! thank you for sharing!
>
> 2016-12-29 0:58 GMT+03:00 :
>
>> Hi all,
>>
>> For the people who are switching to Houdini, I've created a tutorial blog
>> where I've posted some short quick start tutorials to get you going. Only
>> a
>> few so far, but more will come later.  I hope you'll find them useful.
>>
>> http://shortandsweet3d.blogspot.co.uk/?m=1
>>
>> Cheers
>> Mikael
>>
>>
>>
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Re: Xsi to Houdini Quick Start Tutorials

2016-12-28 Thread nikaragua86
great! thank you for sharing!

2016-12-29 0:58 GMT+03:00 :

> Hi all,
>
> For the people who are switching to Houdini, I've created a tutorial blog
> where I've posted some short quick start tutorials to get you going. Only a
> few so far, but more will come later.  I hope you'll find them useful.
>
> http://shortandsweet3d.blogspot.co.uk/?m=1
>
> Cheers
> Mikael
>
>
>
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> Softimage Mailing List.
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Xsi to Houdini Quick Start Tutorials

2016-12-28 Thread mikael . pettersen
Hi all,

For the people who are switching to Houdini, I've created a tutorial blog where 
I've posted some short quick start tutorials to get you going. Only a few so 
far, but more will come later.  I hope you'll find them useful. 

http://shortandsweet3d.blogspot.co.uk/?m=1 

Cheers
Mikael



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Re: render 360

2016-12-28 Thread Kris Rivel
You guys are the best! Thanks so much!

Kris

On Wed, Dec 28, 2016 at 7:45 AM, Francisco Criado 
wrote:

> I forgot to mention that if you want to go to youtube 360 or facebook you
> will have to use:
>
> https://github.com/google/spatial-media/releases
>
> Its quite simple to use!
>
> Greetings!
>
> Francisco
>
> On Dec 28, 2016 8:57 AM, "Kris Rivel"  wrote:
>
>> Thanks guys!! So what about the post/compositing side? What do I use for
>> final 3d output? What if I needed to output to facebook or something?
>>
>> Kris
>>
>> On Wed, Dec 28, 2016 at 6:39 AM,  wrote:
>>
>>> When I did a lot of them – what served me the most was a 6 camera rig.
>>>
>>> 6 camera’s at a 90 degree angle (including up and down), with square
>>> image ratio and 90 degree opening.
>>> You can render with any software, no need for special shaders.
>>>
>>> Remap the 6 renders on the planes of a cube, and re-render with whatever
>>> fancy panoramic or spherical or 360 shader you want for final output – or
>>> deliver as is.
>>> A 2 stage render workflow, with 6 camera’s has it’s own pitfalls – but I
>>> found it rather all rather straightforward and unproblematic.
>>> A bit frustrating that you can only have 4 viewports at once – but at
>>> least in a square viewport you can see very well what you are doing.
>>>
>>> Make sure to test volumics, displacement, particles, lens shaders, SSS
>>> and FG, even simply sampling...  before deciding on a method – there’s some
>>> bad surprises to be had.
>>> The 6 camera rig solves pretty much all of it since you are doing a
>>> totally regular render.
>>> Square renders (at 1k if you go for 4k total) fly like crazy, compared
>>> to a 360 view.
>>> They better since you need to render more of them, but I’d rather debug
>>> in one, quick render view – and render the other views when problems are
>>> solved.
>>> Rendering one angle at a time – there are plenty of opportunities for
>>> optimisation as well. Do not underestimate rendering a full 360 degree
>>> world to a single high res view at once.
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> *From:* Kris Rivel 
>>> *Sent:* Wednesday, December 28, 2016 3:57 AM
>>> *To:* Softimage List 
>>> *Subject:* render 360
>>>
>>> Anyone know if there's a setup or if its possible to render 360s in Soft
>>> with redshift or anything else? Never done it before so not sure where to
>>> start...is it just a camera rig/setup and a specific composite process?
>>>
>>> Kris
>>>
>>> --
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
>>> --
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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RE: Happy Holidays!

2016-12-28 Thread Andres Stephens
Likewise everyone. I will be using it all year next garunteed. Happy new 
year!!! May it be awesome, productive and creative!

-Draise

From: Pierre Schiller
Sent: 27 December 2016 17:26
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Happy Holidays!

"It will be an honor, to keep playing with you, band.", Let's keep on playing 
on 2017.

-Cheers!

On Dec 26, 2016 1:04 AM, "Eugene Flormata" 
mailto:eug...@flormata.com>> wrote:
Happy Holidays list!

On Sun, Dec 25, 2016 at 11:37 AM, Daniel Brassard 
mailto:dbrassar...@gmail.com>> wrote:

Merry Xmas and Happy New Year!

On Dec 25, 2016 10:27 AM, "Francisco Criado" 
mailto:malcriad...@gmail.com>> wrote:
Merry Christmas and Happy New Year! A complete honor to share this group with 
you guys! Long live Softimage!

Francisco.


2016-12-25 6:43 GMT-03:00 Olivier Jeannel 
mailto:facialdel...@gmail.com>>:
Merry Christmas guys :)

2016-12-25 3:53 GMT+01:00 Alok Gandhi 
mailto:alok.gandhi2...@gmail.com>>:
Have a great year ahead!

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Re: render 360

2016-12-28 Thread Francisco Criado
I forgot to mention that if you want to go to youtube 360 or facebook you
will have to use:

https://github.com/google/spatial-media/releases

Its quite simple to use!

Greetings!

Francisco

On Dec 28, 2016 8:57 AM, "Kris Rivel"  wrote:

> Thanks guys!! So what about the post/compositing side? What do I use for
> final 3d output? What if I needed to output to facebook or something?
>
> Kris
>
> On Wed, Dec 28, 2016 at 6:39 AM,  wrote:
>
>> When I did a lot of them – what served me the most was a 6 camera rig.
>>
>> 6 camera’s at a 90 degree angle (including up and down), with square
>> image ratio and 90 degree opening.
>> You can render with any software, no need for special shaders.
>>
>> Remap the 6 renders on the planes of a cube, and re-render with whatever
>> fancy panoramic or spherical or 360 shader you want for final output – or
>> deliver as is.
>> A 2 stage render workflow, with 6 camera’s has it’s own pitfalls – but I
>> found it rather all rather straightforward and unproblematic.
>> A bit frustrating that you can only have 4 viewports at once – but at
>> least in a square viewport you can see very well what you are doing.
>>
>> Make sure to test volumics, displacement, particles, lens shaders, SSS
>> and FG, even simply sampling...  before deciding on a method – there’s some
>> bad surprises to be had.
>> The 6 camera rig solves pretty much all of it since you are doing a
>> totally regular render.
>> Square renders (at 1k if you go for 4k total) fly like crazy, compared to
>> a 360 view.
>> They better since you need to render more of them, but I’d rather debug
>> in one, quick render view – and render the other views when problems are
>> solved.
>> Rendering one angle at a time – there are plenty of opportunities for
>> optimisation as well. Do not underestimate rendering a full 360 degree
>> world to a single high res view at once.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> *From:* Kris Rivel 
>> *Sent:* Wednesday, December 28, 2016 3:57 AM
>> *To:* Softimage List 
>> *Subject:* render 360
>>
>> Anyone know if there's a setup or if its possible to render 360s in Soft
>> with redshift or anything else? Never done it before so not sure where to
>> start...is it just a camera rig/setup and a specific composite process?
>>
>> Kris
>>
>> --
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: render 360

2016-12-28 Thread Francisco Criado
Hi Kris, i would recommend you 2160x3840 which is top/bottom format.
About compositing tools we use after effects and ScratchVR, in both of them
you can previsualize with an Oculus hmd without any troubles ;)
About encoding the mp4 should be at least 20 mbps and 30.
For example an 8 minute clip (the project we are working on) is about 1.3
gigas with that resolution and quality.

Francisco.


On Dec 28, 2016 9:22 AM, "Alok Gandhi"  wrote:


Thanks guys!! So what about the post/compositing side? What do I use for
> final 3d output? What if I needed to output to facebook or something?
>
> Maybe this will help:
Maybe this will help
https://www.youtube.com/watch?v=8CaA9oxH41M
This is for 3DMax > Facebook 360 but I guess it will work the same for
Softimage as well.

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Re: render 360

2016-12-28 Thread Alok Gandhi
> Thanks guys!! So what about the post/compositing side? What do I use for
> final 3d output? What if I needed to output to facebook or something?
>
> Maybe this will help:
Maybe this will help
https://www.youtube.com/watch?v=8CaA9oxH41M
This is for 3DMax > Facebook 360 but I guess it will work the same for
Softimage as well.
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Re: render 360

2016-12-28 Thread Kris Rivel
Thanks guys!! So what about the post/compositing side? What do I use for
final 3d output? What if I needed to output to facebook or something?

Kris

On Wed, Dec 28, 2016 at 6:39 AM,  wrote:

> When I did a lot of them – what served me the most was a 6 camera rig.
>
> 6 camera’s at a 90 degree angle (including up and down), with square image
> ratio and 90 degree opening.
> You can render with any software, no need for special shaders.
>
> Remap the 6 renders on the planes of a cube, and re-render with whatever
> fancy panoramic or spherical or 360 shader you want for final output – or
> deliver as is.
> A 2 stage render workflow, with 6 camera’s has it’s own pitfalls – but I
> found it rather all rather straightforward and unproblematic.
> A bit frustrating that you can only have 4 viewports at once – but at
> least in a square viewport you can see very well what you are doing.
>
> Make sure to test volumics, displacement, particles, lens shaders, SSS and
> FG, even simply sampling...  before deciding on a method – there’s some bad
> surprises to be had.
> The 6 camera rig solves pretty much all of it since you are doing a
> totally regular render.
> Square renders (at 1k if you go for 4k total) fly like crazy, compared to
> a 360 view.
> They better since you need to render more of them, but I’d rather debug in
> one, quick render view – and render the other views when problems are
> solved.
> Rendering one angle at a time – there are plenty of opportunities for
> optimisation as well. Do not underestimate rendering a full 360 degree
> world to a single high res view at once.
>
>
>
>
>
>
>
>
>
>
> *From:* Kris Rivel 
> *Sent:* Wednesday, December 28, 2016 3:57 AM
> *To:* Softimage List 
> *Subject:* render 360
>
> Anyone know if there's a setup or if its possible to render 360s in Soft
> with redshift or anything else? Never done it before so not sure where to
> start...is it just a camera rig/setup and a specific composite process?
>
> Kris
>
> --
> --
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> with "unsubscribe" in the subject, and reply to confirm.
>
>
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Re: render 360

2016-12-28 Thread Francisco Criado
Hi Kris,

In Redshift you can render mono spherical 360 images or stereo spherical
360 images (in all its flavors, top/bottom, side by side).
Its a lens shader.
You could also make a stereo rig or mono rig with 12 or 6 cameras. If you
need to render cubemap 360 mono and stereo.
I posted last year a softimage emdl in Redshift forum for rendering the
last ones i mentioned.
We are currently finishing a vr campaign in redshift so if you need to know
anything else just let me know!

Hope this helps a little bit!

Greetings,

Francisco.

On Dec 27, 2016 11:58 PM, "Kris Rivel"  wrote:

Anyone know if there's a setup or if its possible to render 360s in Soft
with redshift or anything else? Never done it before so not sure where to
start...is it just a camera rig/setup and a specific composite process?

Kris

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Re: render 360

2016-12-28 Thread peter_b
When I did a lot of them – what served me the most was a 6 camera rig.

6 camera’s at a 90 degree angle (including up and down), with square image 
ratio and 90 degree opening.
You can render with any software, no need for special shaders.

Remap the 6 renders on the planes of a cube, and re-render with whatever fancy 
panoramic or spherical or 360 shader you want for final output – or deliver as 
is.
A 2 stage render workflow, with 6 camera’s has it’s own pitfalls – but I found 
it rather all rather straightforward and unproblematic.
A bit frustrating that you can only have 4 viewports at once – but at least in 
a square viewport you can see very well what you are doing.

Make sure to test volumics, displacement, particles, lens shaders, SSS and FG, 
even simply sampling...  before deciding on a method – there’s some bad 
surprises to be had.
The 6 camera rig solves pretty much all of it since you are doing a totally 
regular render. 
Square renders (at 1k if you go for 4k total) fly like crazy, compared to a 360 
view.
They better since you need to render more of them, but I’d rather debug in one, 
quick render view – and render the other views when problems are solved.
Rendering one angle at a time – there are plenty of opportunities for 
optimisation as well. Do not underestimate rendering a full 360 degree world to 
a single high res view at once.










From: Kris Rivel 
Sent: Wednesday, December 28, 2016 3:57 AM
To: Softimage List 
Subject: render 360

Anyone know if there's a setup or if its possible to render 360s in Soft with 
redshift or anything else? Never done it before so not sure where to start...is 
it just a camera rig/setup and a specific composite process?


Kris




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Re: Wacom Cintiq 13

2016-12-28 Thread peter_b
My suggestion for the surface book as alternative to a Cintiq was *as a 
standalone with digitizer and a keyboard*.
If you want an input device for an existing workstation - replacing an intuos 
with a cintiq - then a Surface will do you no good.

The Cintiq Companion is interesting as it can do double service as ‘mobile 
studio’ and input device. (at least certain models can)
You pay for it of course, and they are very bulky tablets. One that almost made 
sense to me was the Companion Hybrid: reasonably priced (for a Wacom) - about 
the same as a Cintiq 13 – so its like you get the Android tablet part for free. 
Also rather outdated now - and drawing in an app is too gimmicky for real work.

If you swear by Wacom as a brand, the pen in the surface hasn’t been Wacom 
since the surface 2 – it’s N-trig now (bought by microsoft).
Wacom remains superior for drawing, but when considering the complete picture, 
with display quality, form factor, performance, storage, price, battery life – 
it certainly doesn’t come without its flaws.

Bottom line: input device and/or mobile studio – it’s an ongoing quest.



From: Martin Yara 
Sent: Tuesday, December 27, 2016 3:39 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Wacom Cintiq 13

If you can live with a stencil with useless buttons that can't be changed, no 
nibs options, lower sensitivity, no tilt feature and generally less precision, 
then a Surface Book isn't bad. 

The buttons were a deal breaker for me. I'm not really sure if you can use it 
as a tablet in another PC. I know that you can do that with a Wacom Companion 
but not sure about Surface.

I'd choose a new Cintiq 16" that will be available next year.





On Tue, Dec 27, 2016 at 7:34 PM, Olivier Jeannel  wrote:

  Can the Surface Book screen replace a Cintiq on a regular" workstation ?

  2016-12-27 11:20 GMT+01:00 Rob Wuijster :

Surface Studio?? ;)


Rob
\/-\/\/On 25-12-2016 22:10, pete...@skynet.be wrote:

  A bit late to get one under the tree.

  If I had that kind of money, I’d much rather get a Surface Book. 
  Cintiq keyboard options are underwhelming - that’s a dealbreaker for 3D I 
think.



  From: Olivier Jeannel 
  Sent: Sunday, December 25, 2016 3:17 PM
  To: sidefx-houdini-l...@sidefx.com ; softimage@listproc.autodesk.com 
  Subject: Wacom Cintiq 13

  Is anyone using a Cintiq for 3D work (Houdini/XSI) ? 

  Just wondering, my intuos is slowly dying...

  Cheers and Mery Christmas

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