RE: Substance designer for Softimage?

2017-03-15 Thread Jonathan Moore
But the preceding 45 minutes of Christopher was as charming and informative as 
ever he is I hope. 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pierre Schiller
Sent: 15 March 2017 16:15
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: Substance designer for Softimage?

 

Found it at minute 46 of the conference. Thanks! :D

 

On Wed, Mar 15, 2017 at 10:41 AM, Pierre Schiller 
 > wrote:

Thank you so much! I´ll check it out!

 

On Wed, Mar 15, 2017 at 2:34 AM, Jonathan Moore  > wrote:

Gnomon did a free workshop recently with Christopher Desse (Naughty Dog). It’s 
Redshift and Maya but the workflow is identical for Redshift and XSI.

 

https://goo.gl/pp9GYu

 

It’s a great example of Redshifts fluidity although when it comes to setting 
the GI Christopher does it old school V-Ray way (Irradiance Cache and MC) but 
the recommended way in most instances is Irradiance Point Cloud and MC. Other 
than that it’s a great workshop and the setting up of maps and such like is 
identical between Maya and XSI.

 

From: softimage-boun...@listproc.autodesk.com 
  
[mailto:softimage-boun...@listproc.autodesk.com 
 ] On Behalf Of Pierre Schiller
Sent: 15 March 2017 04:31
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
 >
Subject: Substance designer for Softimage?

 

Hi. Has anyone tried to tie up substance's glossiness/roughness either for 
arnold or redshift materials?

I'm looking for a way to setup the shader so that it will feed on the 
substance's maps for a mesh.

 

Is anyone doing a simmilar approach?

 

Thanks.

 

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Re: Substance designer for Softimage?

2017-03-15 Thread Pierre Schiller
Found it at minute 46 of the conference. Thanks! :D

On Wed, Mar 15, 2017 at 10:41 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Thank you so much! I´ll check it out!
>
> On Wed, Mar 15, 2017 at 2:34 AM, Jonathan Moore  > wrote:
>
>> Gnomon did a free workshop recently with Christopher Desse (Naughty Dog).
>> It’s Redshift and Maya but the workflow is identical for Redshift and XSI.
>>
>>
>>
>> https://goo.gl/pp9GYu
>>
>>
>>
>> It’s a great example of Redshifts fluidity although when it comes to
>> setting the GI Christopher does it old school V-Ray way (Irradiance Cache
>> and MC) but the recommended way in most instances is Irradiance Point Cloud
>> and MC. Other than that it’s a great workshop and the setting up of maps
>> and such like is identical between Maya and XSI.
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Pierre Schiller
>> *Sent:* 15 March 2017 04:31
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list <
>> softimage@listproc.autodesk.com>
>> *Subject:* Substance designer for Softimage?
>>
>>
>>
>> Hi. Has anyone tried to tie up substance's glossiness/roughness either
>> for arnold or redshift materials?
>>
>> I'm looking for a way to setup the shader so that it will feed on the
>> substance's maps for a mesh.
>>
>>
>>
>> Is anyone doing a simmilar approach?
>>
>>
>>
>> Thanks.
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>



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Re: Substance designer for Softimage?

2017-03-15 Thread Pierre Schiller
Thank you so much! I´ll check it out!

On Wed, Mar 15, 2017 at 2:34 AM, Jonathan Moore 
wrote:

> Gnomon did a free workshop recently with Christopher Desse (Naughty Dog).
> It’s Redshift and Maya but the workflow is identical for Redshift and XSI.
>
>
>
> https://goo.gl/pp9GYu
>
>
>
> It’s a great example of Redshifts fluidity although when it comes to
> setting the GI Christopher does it old school V-Ray way (Irradiance Cache
> and MC) but the recommended way in most instances is Irradiance Point Cloud
> and MC. Other than that it’s a great workshop and the setting up of maps
> and such like is identical between Maya and XSI.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Pierre Schiller
> *Sent:* 15 March 2017 04:31
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> *Subject:* Substance designer for Softimage?
>
>
>
> Hi. Has anyone tried to tie up substance's glossiness/roughness either for
> arnold or redshift materials?
>
> I'm looking for a way to setup the shader so that it will feed on the
> substance's maps for a mesh.
>
>
>
> Is anyone doing a simmilar approach?
>
>
>
> Thanks.
>
> --
> 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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Cinema & TV production
Video Reel 
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RE: houdini question (and where to ask)

2017-03-15 Thread Jonathan Moore
Thanks for the explanation Andy. I’ve got “Multithreading for VFX” and it
gave me more of an understanding of the complexities involved but much of it
went over my head. As I’ve mentioned before I’m comfortable with Python and
Processing but in no way would I describe myself as a programmer.
I’ll soak up your feedback and see if I can apply it to the HIP I shared.

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: 15 March 2017 12:00
To: Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list

Subject: Re: houdini question (and where to ask)

 

> The thing I don’t quite understand is why Detail Mode always has to run on
a single thread

There's a lot of complexity involved in threading. The way to better
understand is to ask a few questions. If detail ran multithreaded, how
should houdini split the threads? How would Houdini prevent you overwriting
data that you might also need to read from?

For example, imagine this VEX script running in detail mode:

//Copy position from (n-1)th point to nth point
for(int i=1;i =qs=9781482243574 

Cheers,
Andy




On 15/03/2017 11:00, Jonathan Moore wrote:

It’s definitely far more complicated than it should be. Especially in
comparison to ICE. 

 

The thing I don’t quite understand is why Detail Mode always has to run on a
single thread, especially for common stuff like Arrays. If I could get a
handle on Numbers Mode I’d be happier but it feels like another unnecessary
layer of complexity.

 

From: softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier
Jeannel
Sent: 15 March 2017 10:45
To: Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list
 
Subject: Re: houdini question (and where to ask)

 

This is terrible when you think of the ice logic that would be a no brainer.

I'm too having some issue with overal sorting stuff. I wish there was more
vop vex tool to do that kind of operation.

 



On Wednesday, March 15, 2017, Jonathan Moore  > wrote:

Nice find Oliver.

 

I managed to decipher what was going on in the speedy GIF (wish people would
share videos for this kind of stuff) and the technique does indeed work.
Here’s the HIP (Indie) for anybody that wants to check it out.

 

http://d.pr/f/FpMi.zip

 

The downside is that the Wrangles runs in Detail Mode so it’s single
threaded on those Wrangles, which slows the network down. I don’t know how
to set up the Wrangle in Numbers Mode, which breaks the job down for
multiple threads. If Andy Nicholas is still reading this thread (or anybody
else that understands Numbers Mode on Wrangles) I’d love to know how to get
this example to work that way. This example works fine because it’s only
processing 100,000 points. As the point count goes up it will get a lot
slower running in Details Mode.

 

From: softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com
 ]
On Behalf Of Olivier Jeannel
Sent: 14 March 2017 19:45
To: Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list

 >
Subject: Re: houdini question (and 

Re: houdini question (and where to ask)

2017-03-15 Thread Fabricio Chamon
oh that's nice, thanks for the link and hip file guys.

2017-03-15 12:59 GMT+01:00 Andy Nicholas :

> > The thing I don’t quite understand is why Detail Mode always has to run
> on a single thread
>
> There's a lot of complexity involved in threading. The way to better
> understand is to ask a few questions. If detail ran multithreaded, how
> should houdini split the threads? How would Houdini prevent you overwriting
> data that you might also need to read from?
>
> For example, imagine this VEX script running in detail mode:
>
> //Copy position from (n-1)th point to nth point
> for(int i=1;i {
> vector pos = point(0,"P",i-1);
> setpointattrib(geoself(),"P",i,pos);
> }
>
> Lets say you have 100 points and Houdini tried to split that loop by
> placing it into 10 threads. If the first thread finished before the second
> thread, and the second thread finished before the third, then you'd get the
> same correct result as if it wasn't threaded. But... if the order of
> finishing was changed at all, then you'll get a very different result.
>
> The problem is that there's no guaranteed order, so the result would
> change randomly depending on the machine load.
>
> Houdini can't be expected to understand what you're doing inside a loop to
> know if it's compatible with multithreading, which is why it gives you the
> Run Over Numbers mode instead. That way you have complete control over the
> threading optimisation. I'd recommend you try it out. It'll give you a good
> understanding on the issues involved with trying to multi thread code.
>
> If you want better insight into threading issues and specifically some of
> the challenges Houdini has to deal with in letting you use VEX in a user
> friendly way, I'd highly recommend having a read of this:
> https://www.amazon.co.uk/gp/search?index=books=
> qs=9781482243574
>
> Cheers,
> Andy
>
>
>
> On 15/03/2017 11:00, Jonathan Moore wrote:
>
> It’s definitely far more complicated than it should be. Especially in
> comparison to ICE.
>
>
>
> The thing I don’t quite understand is why Detail Mode always has to run on
> a single thread, especially for common stuff like Arrays. If I could get a
> handle on Numbers Mode I’d be happier but it feels like another unnecessary
> layer of complexity.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com ] *On
> Behalf Of *Olivier Jeannel
> *Sent:* 15 March 2017 10:45
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> 
> *Subject:* Re: houdini question (and where to ask)
>
>
>
> This is terrible when you think of the ice logic that would be a no
> brainer.
>
> I'm too having some issue with overal sorting stuff. I wish there was more
> vop vex tool to do that kind of operation.
>
>
>
>
>
> On Wednesday, March 15, 2017, Jonathan Moore 
> wrote:
>
> Nice find Oliver.
>
>
>
> I managed to decipher what was going on in the speedy GIF (wish people
> would share videos for this kind of stuff) and the technique does indeed
> work.  Here’s the HIP (Indie) for anybody that wants to check it out.
>
>
>
> http://d.pr/f/FpMi.zip
>
>
>
> The downside is that the Wrangles runs in Detail Mode so it’s single
> threaded on those Wrangles, which slows the network down. I don’t know how
> to set up the Wrangle in Numbers Mode, which breaks the job down for
> multiple threads. If Andy Nicholas is still reading this thread (or anybody
> else that understands Numbers Mode on Wrangles) I’d love to know how to get
> this example to work that way. This example works fine because it’s only
> processing 100,000 points. As the point count goes up it will get a lot
> slower running in Details Mode.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Olivier Jeannel
> *Sent:* 14 March 2017 19:45
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> *Subject:* Re: houdini question (and where to ask)
>
>
>
> Back to the Get MaximumInSet request, I found this (I haven't tested) :
>
> http://gifyu.com/image/SpJl
>
>
>
>
>
> 2017-03-07 13:20 GMT+01:00 Fabricio Chamon :
>
> thanks for all the insights guys, much appreciated!
>
>
>
> 2017-03-07 11:41 GMT+01:00 Andy Nicholas :
>
> That's good to know, thanks :)
>
>
>
> On 07/03/2017 10:06, Christopher Crouzet wrote:
>
> I naively compared the AttribPromote with an AttribWrangle in detail mode,
> and the results were much (much) faster with the AttribPromote, so I assume
> it is multi-threaded and would be hard to beat with any sort of wrangle
> trickery.
>
> I'm still stuck with H13 so I didn't know about the numbers mode, that's
> neat!
>
>
>
> On 7 

Re: Maya Noise Jitter Question?

2017-03-15 Thread Tom Kleinenberg
We covered Max at college and I really liked it for asset creation. I
didn't get to play with that specific Shader though.

I forgot to mention that the Noise node itself has an offset value you can
animate, so you don't need to offset UV's.

On 14 March 2017 at 19:58, Chris Johnson  wrote:

> hmm I'll have to try that.
>
> If you haven't used max before it's pretty impressive the scope of work
> you can do in that package with just a noise shader.
>
> On Tue, Mar 14, 2017 at 1:02 PM, Tom Kleinenberg 
> wrote:
>
>> Not sure if this is what you want but TextureDeformer (Maya 2016 its in
>> Rigging, not sure in 2017). Assigning a Noise/Checkerboard as the texture
>> and then animating the Offset in the place2DTexture (setting pre- and
>> post-infinity of course) works in simple form.
>>
>> On 14 March 2017 at 14:25, Chris Johnson 
>> wrote:
>>
>>> Sorry for the Maya question on here.
>>>
>>> I'm trying to do a simple jitter on a piece of geometry to add some
>>> animated noise. Can Maya not do this out of the box? This is the simplest
>>> of functions in Max and XSI. I'm finding a bunch of scripts but none
>>> supported for 2017!?
>>>
>>> Any direction would helpI can always fake it but this is a simple
>>> ask for any 3D ap.
>>>
>>> --
>>>
>>> Chris Johnson | www.someonescousin.com | 416.473.1624
>>>
>>>  
>>> 
>>> 
>>> 
>>>
>>>
>>>
>>> --
>>> 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.
>>
>
>
>
> --
>
> Chris Johnson | www.someonescousin.com | 416.473.1624
>
>  
> 
> 
>
>
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: houdini question (and where to ask)

2017-03-15 Thread Olivier Jeannel
Arrays are working in whatever context.
Mikael opened my eyes with this :
http://shortandsweet3d.blogspot.fr/2017/03/create-arrays-with-vertices-for-every.html?m=1

On Wednesday, March 15, 2017, Jonathan Moore 
wrote:

> It’s definitely far more complicated than it should be. Especially in
> comparison to ICE.
>
>
>
> The thing I don’t quite understand is why Detail Mode always has to run on
> a single thread, especially for common stuff like Arrays. If I could get a
> handle on Numbers Mode I’d be happier but it feels like another unnecessary
> layer of complexity.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com
> 
> [mailto:softimage-boun...@listproc.autodesk.com
> ]
> *On Behalf Of *Olivier Jeannel
> *Sent:* 15 March 2017 10:45
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list  >
> *Subject:* Re: houdini question (and where to ask)
>
>
>
> This is terrible when you think of the ice logic that would be a no
> brainer.
>
> I'm too having some issue with overal sorting stuff. I wish there was more
> vop vex tool to do that kind of operation.
>
>
>
>
>
> On Wednesday, March 15, 2017, Jonathan Moore  > wrote:
>
> Nice find Oliver.
>
>
>
> I managed to decipher what was going on in the speedy GIF (wish people
> would share videos for this kind of stuff) and the technique does indeed
> work.  Here’s the HIP (Indie) for anybody that wants to check it out.
>
>
>
> http://d.pr/f/FpMi.zip
>
>
>
> The downside is that the Wrangles runs in Detail Mode so it’s single
> threaded on those Wrangles, which slows the network down. I don’t know how
> to set up the Wrangle in Numbers Mode, which breaks the job down for
> multiple threads. If Andy Nicholas is still reading this thread (or anybody
> else that understands Numbers Mode on Wrangles) I’d love to know how to get
> this example to work that way. This example works fine because it’s only
> processing 100,000 points. As the point count goes up it will get a lot
> slower running in Details Mode.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Olivier Jeannel
> *Sent:* 14 March 2017 19:45
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> *Subject:* Re: houdini question (and where to ask)
>
>
>
> Back to the Get MaximumInSet request, I found this (I haven't tested) :
>
> http://gifyu.com/image/SpJl
>
>
>
>
>
> 2017-03-07 13:20 GMT+01:00 Fabricio Chamon :
>
> thanks for all the insights guys, much appreciated!
>
>
>
> 2017-03-07 11:41 GMT+01:00 Andy Nicholas :
>
> That's good to know, thanks :)
>
>
>
> On 07/03/2017 10:06, Christopher Crouzet wrote:
>
> I naively compared the AttribPromote with an AttribWrangle in detail mode,
> and the results were much (much) faster with the AttribPromote, so I assume
> it is multi-threaded and would be hard to beat with any sort of wrangle
> trickery.
>
> I'm still stuck with H13 so I didn't know about the numbers mode, that's
> neat!
>
>
>
> On 7 March 2017 at 16:43, Andy Nicholas  wrote:
>
> Andy, the O(N) thing got me thinking and realized that instead of running
> the attrib wrangle in detail mode, which uses only a single thread, it'd be
> possible to generate say 4 points and, in a point wrangle, let each of
> these points process 1/4th of the array, thus effectively running the same
> logic on 4 threads! Another attrib wrangle is then needed in post to sum up
> the result from each point. Well, in all honesty I don't think there'll
> ever be a use case for it :)
>
>
> Yes absolutely! Definitely a good approach if you're after performance.
> It'd be interesting to do a comparison between that and an Attribute
> Promote SOP to see which is faster. I suspect (i.e. hope) the Attribute
> Promote SOP is multithreaded, so probably no major advantage.
>
> BTW, you don't even need to generate the 4 points as you've got the Run
> Over "Numbers" mode which will do the same. You can save the result into a
> detail array attribute and analyse it in a Detail Wrangle. Just takes a bit
> more management to set it up.
>
>
>
> On 07/03/2017 01:35, Christopher Crouzet wrote:
>
> Wow, I shouldn't have wrote that late last night, I completely mixed
> things up in my previous post, sorry!
>
> I'll try again! With a ramp, you have the source (input) values on the X
> axis, and the target (output) values on the Y axis. If either your source
> or target values aren't in the range [0, 1], you can remap them using a
> 

RE: houdini question (and where to ask)

2017-03-15 Thread Jonathan Moore
It’s definitely far more complicated than it should be. Especially in 
comparison to ICE. 

 

The thing I don’t quite understand is why Detail Mode always has to run on a 
single thread, especially for common stuff like Arrays. If I could get a handle 
on Numbers Mode I’d be happier but it feels like another unnecessary layer of 
complexity.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier Jeannel
Sent: 15 March 2017 10:45
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: houdini question (and where to ask)

 

This is terrible when you think of the ice logic that would be a no brainer.

I'm too having some issue with overal sorting stuff. I wish there was more vop 
vex tool to do that kind of operation.

 



On Wednesday, March 15, 2017, Jonathan Moore  > wrote:

Nice find Oliver.

 

I managed to decipher what was going on in the speedy GIF (wish people would 
share videos for this kind of stuff) and the technique does indeed work.  
Here’s the HIP (Indie) for anybody that wants to check it out.

 

http://d.pr/f/FpMi.zip

 

The downside is that the Wrangles runs in Detail Mode so it’s single threaded 
on those Wrangles, which slows the network down. I don’t know how to set up the 
Wrangle in Numbers Mode, which breaks the job down for multiple threads. If 
Andy Nicholas is still reading this thread (or anybody else that understands 
Numbers Mode on Wrangles) I’d love to know how to get this example to work that 
way. This example works fine because it’s only processing 100,000 points. As 
the point count goes up it will get a lot slower running in Details Mode.

 

From: softimage-boun...@listproc.autodesk.com 
  
[mailto:softimage-boun...@listproc.autodesk.com 
 ] On 
Behalf Of Olivier Jeannel
Sent: 14 March 2017 19:45
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
 >
Subject: Re: houdini question (and where to ask)

 

Back to the Get MaximumInSet request, I found this (I haven't tested) :

http://gifyu.com/image/SpJl

 

 

2017-03-07 13:20 GMT+01:00 Fabricio Chamon  >:

thanks for all the insights guys, much appreciated! 

 

2017-03-07 11:41 GMT+01:00 Andy Nicholas  >:

That's good to know, thanks :)

 

On 07/03/2017 10:06, Christopher Crouzet wrote:

I naively compared the AttribPromote with an AttribWrangle in detail mode, and 
the results were much (much) faster with the AttribPromote, so I assume it is 
multi-threaded and would be hard to beat with any sort of wrangle trickery.

I'm still stuck with H13 so I didn't know about the numbers mode, that's neat!

 

On 7 March 2017 at 16:43, Andy Nicholas  > wrote:

Andy, the O(N) thing got me thinking and realized that instead of running the 
attrib wrangle in detail mode, which uses only a single thread, it'd be 
possible to generate say 4 points and, in a point wrangle, let each of these 
points process 1/4th of the array, thus effectively running the same logic on 4 
threads! Another attrib wrangle is then needed in post to sum up the result 
from each point. Well, in all honesty I don't think there'll ever be a use case 
for it :)


Yes absolutely! Definitely a good approach if you're after performance. It'd be 
interesting to do a comparison between that and an Attribute Promote SOP to see 
which is faster. I suspect (i.e. hope) the Attribute Promote SOP is 
multithreaded, so probably no major advantage.

BTW, you don't even need to generate the 4 points as you've got the Run Over 
"Numbers" mode which will do the same. You can save the result into a detail 
array attribute and analyse it in a Detail Wrangle. Just takes a bit more 
management to set it up. 





On 07/03/2017 01:35, Christopher Crouzet wrote:

Wow, I shouldn't have wrote that late last night, I completely mixed things up 
in my previous post, sorry!

I'll try again! With a ramp, you have the source (input) values on the X axis, 
and the target (output) values on the Y axis. If either your source or target 
values aren't in the range [0, 1], you can remap them using a simple float 
parameter (to use as a simple multiplier if your desired lower bound is 0), or 
a float2 parameter to precisely control the desired range.

It seems to be a standard practice in Houdini since they use it for some 
built-in nodes, such as the Pyro SHOP.

Andy, the 

Re: houdini question (and where to ask)

2017-03-15 Thread Olivier Jeannel
This is terrible when you think of the ice logic that would be a no brainer.
I'm too having some issue with overal sorting stuff. I wish there was more
vop vex tool to do that kind of operation.



On Wednesday, March 15, 2017, Jonathan Moore 
wrote:

> Nice find Oliver.
>
>
>
> I managed to decipher what was going on in the speedy GIF (wish people
> would share videos for this kind of stuff) and the technique does indeed
> work.  Here’s the HIP (Indie) for anybody that wants to check it out.
>
>
>
> http://d.pr/f/FpMi.zip
>
>
>
> The downside is that the Wrangles runs in Detail Mode so it’s single
> threaded on those Wrangles, which slows the network down. I don’t know how
> to set up the Wrangle in Numbers Mode, which breaks the job down for
> multiple threads. If Andy Nicholas is still reading this thread (or anybody
> else that understands Numbers Mode on Wrangles) I’d love to know how to get
> this example to work that way. This example works fine because it’s only
> processing 100,000 points. As the point count goes up it will get a lot
> slower running in Details Mode.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com
> 
> [mailto:softimage-boun...@listproc.autodesk.com
> ]
> *On Behalf Of *Olivier Jeannel
> *Sent:* 14 March 2017 19:45
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list  >
> *Subject:* Re: houdini question (and where to ask)
>
>
>
> Back to the Get MaximumInSet request, I found this (I haven't tested) :
>
> http://gifyu.com/image/SpJl
>
>
>
>
>
> 2017-03-07 13:20 GMT+01:00 Fabricio Chamon  >:
>
> thanks for all the insights guys, much appreciated!
>
>
>
> 2017-03-07 11:41 GMT+01:00 Andy Nicholas  >:
>
> That's good to know, thanks :)
>
>
>
> On 07/03/2017 10:06, Christopher Crouzet wrote:
>
> I naively compared the AttribPromote with an AttribWrangle in detail mode,
> and the results were much (much) faster with the AttribPromote, so I assume
> it is multi-threaded and would be hard to beat with any sort of wrangle
> trickery.
>
> I'm still stuck with H13 so I didn't know about the numbers mode, that's
> neat!
>
>
>
> On 7 March 2017 at 16:43, Andy Nicholas  > wrote:
>
> Andy, the O(N) thing got me thinking and realized that instead of running
> the attrib wrangle in detail mode, which uses only a single thread, it'd be
> possible to generate say 4 points and, in a point wrangle, let each of
> these points process 1/4th of the array, thus effectively running the same
> logic on 4 threads! Another attrib wrangle is then needed in post to sum up
> the result from each point. Well, in all honesty I don't think there'll
> ever be a use case for it :)
>
>
> Yes absolutely! Definitely a good approach if you're after performance.
> It'd be interesting to do a comparison between that and an Attribute
> Promote SOP to see which is faster. I suspect (i.e. hope) the Attribute
> Promote SOP is multithreaded, so probably no major advantage.
>
> BTW, you don't even need to generate the 4 points as you've got the Run
> Over "Numbers" mode which will do the same. You can save the result into a
> detail array attribute and analyse it in a Detail Wrangle. Just takes a bit
> more management to set it up.
>
>
>
>
> On 07/03/2017 01:35, Christopher Crouzet wrote:
>
> Wow, I shouldn't have wrote that late last night, I completely mixed
> things up in my previous post, sorry!
>
> I'll try again! With a ramp, you have the source (input) values on the X
> axis, and the target (output) values on the Y axis. If either your source
> or target values aren't in the range [0, 1], you can remap them using a
> simple float parameter (to use as a simple multiplier if your desired lower
> bound is 0), or a float2 parameter to precisely control the desired range.
>
> It seems to be a standard practice in Houdini since they use it for some
> built-in nodes, such as the Pyro SHOP.
>
> Andy, the O(N) thing got me thinking and realized that instead of running
> the attrib wrangle in detail mode, which uses only a single thread, it'd be
> possible to generate say 4 points and, in a point wrangle, let each of
> these points process 1/4th of the array, thus effectively running the same
> logic on 4 threads! Another attrib wrangle is then needed in post to sum up
> the result from each point. Well, in all honesty I don't think there'll
> ever be a use case for it :)
>
>
>
> On 7 March 2017 at 01:14, Olivier Jeannel  

RE: houdini question (and where to ask)

2017-03-15 Thread Jonathan Moore
Nice find Oliver.

 

I managed to decipher what was going on in the speedy GIF (wish people would 
share videos for this kind of stuff) and the technique does indeed work.  
Here’s the HIP (Indie) for anybody that wants to check it out.

 

http://d.pr/f/FpMi.zip

 

The downside is that the Wrangles runs in Detail Mode so it’s single threaded 
on those Wrangles, which slows the network down. I don’t know how to set up the 
Wrangle in Numbers Mode, which breaks the job down for multiple threads. If 
Andy Nicholas is still reading this thread (or anybody else that understands 
Numbers Mode on Wrangles) I’d love to know how to get this example to work that 
way. This example works fine because it’s only processing 100,000 points. As 
the point count goes up it will get a lot slower running in Details Mode.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier Jeannel
Sent: 14 March 2017 19:45
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: houdini question (and where to ask)

 

Back to the Get MaximumInSet request, I found this (I haven't tested) :

http://gifyu.com/image/SpJl

 

 

2017-03-07 13:20 GMT+01:00 Fabricio Chamon  >:

thanks for all the insights guys, much appreciated! 

 

2017-03-07 11:41 GMT+01:00 Andy Nicholas  >:

That's good to know, thanks :)

 

On 07/03/2017 10:06, Christopher Crouzet wrote:

I naively compared the AttribPromote with an AttribWrangle in detail mode, and 
the results were much (much) faster with the AttribPromote, so I assume it is 
multi-threaded and would be hard to beat with any sort of wrangle trickery.

I'm still stuck with H13 so I didn't know about the numbers mode, that's neat!

 

On 7 March 2017 at 16:43, Andy Nicholas  > wrote:

Andy, the O(N) thing got me thinking and realized that instead of running the 
attrib wrangle in detail mode, which uses only a single thread, it'd be 
possible to generate say 4 points and, in a point wrangle, let each of these 
points process 1/4th of the array, thus effectively running the same logic on 4 
threads! Another attrib wrangle is then needed in post to sum up the result 
from each point. Well, in all honesty I don't think there'll ever be a use case 
for it :)


Yes absolutely! Definitely a good approach if you're after performance. It'd be 
interesting to do a comparison between that and an Attribute Promote SOP to see 
which is faster. I suspect (i.e. hope) the Attribute Promote SOP is 
multithreaded, so probably no major advantage.

BTW, you don't even need to generate the 4 points as you've got the Run Over 
"Numbers" mode which will do the same. You can save the result into a detail 
array attribute and analyse it in a Detail Wrangle. Just takes a bit more 
management to set it up. 






On 07/03/2017 01:35, Christopher Crouzet wrote:

Wow, I shouldn't have wrote that late last night, I completely mixed things up 
in my previous post, sorry!

I'll try again! With a ramp, you have the source (input) values on the X axis, 
and the target (output) values on the Y axis. If either your source or target 
values aren't in the range [0, 1], you can remap them using a simple float 
parameter (to use as a simple multiplier if your desired lower bound is 0), or 
a float2 parameter to precisely control the desired range.

It seems to be a standard practice in Houdini since they use it for some 
built-in nodes, such as the Pyro SHOP.

Andy, the O(N) thing got me thinking and realized that instead of running the 
attrib wrangle in detail mode, which uses only a single thread, it'd be 
possible to generate say 4 points and, in a point wrangle, let each of these 
points process 1/4th of the array, thus effectively running the same logic on 4 
threads! Another attrib wrangle is then needed in post to sum up the result 
from each point. Well, in all honesty I don't think there'll ever be a use case 
for it :)

 

On 7 March 2017 at 01:14, Olivier Jeannel  > wrote:

Ok we agree. 



On Monday, March 6, 2017, Jonathan Moore  > wrote:

As far as I understood it Oliver, the spline version of the Houdini Ramp only 
operates in the zero to one range. You re-fit the values pre/post/ or both to 
suite your needs.

 

I get that this doesn’t match the UX of FCurves in XSI, but I’ve always 
understood Ramp’s in Houdini to be more of a lower level discrete element in 
visual programing terms.

 

From: softimage-boun...@listproc.autodesk.com 
  
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier Jeannel
Sent: 06 March 2017 17:31
To: Official 

RE: Substance designer for Softimage?

2017-03-15 Thread Jonathan Moore
Gnomon did a free workshop recently with Christopher Desse (Naughty Dog). It’s 
Redshift and Maya but the workflow is identical for Redshift and XSI.

 

https://goo.gl/pp9GYu

 

It’s a great example of Redshifts fluidity although when it comes to setting 
the GI Christopher does it old school V-Ray way (Irradiance Cache and MC) but 
the recommended way in most instances is Irradiance Point Cloud and MC. Other 
than that it’s a great workshop and the setting up of maps and such like is 
identical between Maya and XSI.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Pierre Schiller
Sent: 15 March 2017 04:31
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Substance designer for Softimage?

 

Hi. Has anyone tried to tie up substance's glossiness/roughness either for 
arnold or redshift materials?

I'm looking for a way to setup the shader so that it will feed on the 
substance's maps for a mesh.

 

Is anyone doing a simmilar approach?

 

Thanks.

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