Re: Latest Houdini Wrangle Masterclass

2017-03-20 Thread Eugene Flormata
so this hasn't changed much since in the 16 update? I just started some
tutorials on game tutors
and bought https://vimeo.com/195580569, it got into vex pretty quickly.
coding in general is pretty outside my skillset, so I'm looking for basics
in houdini to pick up.
https://www.pluralsight.com/courses/houdini-practical-math-tips I even
bought a month of pluralsight to learn this, which I think Jordi posted in
a thread a while back?


I'm trying to find more things to learn houdini and upgrade my skillset
thanks for the post!

On Mon, Mar 20, 2017 at 4:02 AM, Jonathan Moore 
wrote:

> Something for those of you that are trying to get to grips with VEX
> Wrangles in Houdini
>
>
>
> https://vimeo.com/173658697
>
>
>
> It’s a Jeff Wagner 2hr session so it has plenty of (valuable) digressions,
> and on that basis it’s one that you’ll want to watch a few times. Be sure
> to download the deck and example files too (I’d download the Vimeo video as
> well so you can setup bookmarks in VLC). Jeff has been with SideFX since
> the very beginning so his webinars are always full of great insights into
> Houdini’s mysterious ways. 
>
>
>
> This was released soon after 15.5 was introduced so it’s the most up to
> date VEX Wrangles material available from SideFX.
>
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Re: ramp up motion blur

2017-03-20 Thread Chris Marshall
Thanks guys. I'll try both of those



On Monday, 20 March 2017, Andy Nicholas  wrote:

> How about a OnBeginFrame event in your workgroup and set the values from
> there? Just make sure you do a pattern match for your scene filename so it
> doesn't affect everyone else.
> A
>
> On 20/03/2017 17:42, Chris Marshall wrote:
>
> If it was a one-off, I'd just render each of the 10 frames separately with
> different settings. it's just a slight pain. Maybe 10 passes could do it.
> Thanks
>
>
> On 20 March 2017 at 17:40, patrick nethercoat  > wrote:
>
>> Hi Chris,
>> Brute force with separate passes is the first thing to come to mind.
>> Can't think of a smart way.
>>
>> On 20 March 2017 at 17:34, Chris Marshall > > wrote:
>>
>>> Hi there,
>>> I have a motion graphic animation which suddenly speeds up over the last
>>> 30 frames. So I'd like to not have motion blur switched on up to that
>>> point, then ramp it in over eg 10 frames. There's no animation divot on the
>>> motion blur property, so I was wondering if anyone knows of a solution to
>>> this?
>>> Thanks
>>> Chris
>>>
>>>
>>> --
>>> Chris Marshall
>>> Mint Motion Limited
>>> 029 20 37 27 57
>>> 07730 533 115
>>> www.mintmotion.co.uk
>>> www.dot3d.com
>>>
>>>
>>>
>>> --
>>> 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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>> www.brandtanim.co.uk
>> 020 7734 0196
>> 07717 38 39 40
>>
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>
>
>
> --
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> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
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Maya Time Editor

2017-03-20 Thread Sofronis Efstathiou
Hi everyone,

I hope you are well. I had a quick question about Maya's Time Editor, I was 
hoping someone maybe can help, or push me in the right direction.

When storing animation in Softimage's Animation Mixer we had the option of 
isolation which channel we wanted to store. However, in Maya's Time Editor I 
can't seem to save a particular channel marked in the Channel box as a clip, it 
will instead remove all of the animated parameters that belong to the object. 
i.e. if the position of a sphere was animated, how do I just pull the y channel 
and leave the other two channels x and z on the object? The same for rotations 
vs position vs scale, or even the size or colour of an object etc. The same for 
constraints - how do I separate a point cns properties vs a rotation cns? I 
want to be specific about which channels are stored.

Does anyone know? I can't seem to find any reference to it in the help files or 
online. It just rips off everything - even the options in the Time Editor> 
File>Add Animation from Scene Selection don't facilitate this. I'm sure I'm 
missing something - maybe its connected to Character Sets? Or channels that are 
marked?

Thanks again.

Sofronis (Saf) Efstathiou

Principal Lecturer and BFX Competition & Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

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Tel: +44 (0) 1202 965805

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Re: ramp up motion blur

2017-03-20 Thread Andy Nicholas
How about a OnBeginFrame event in your workgroup and set the values from 
there? Just make sure you do a pattern match for your scene filename so 
it doesn't affect everyone else.

A

On 20/03/2017 17:42, Chris Marshall wrote:
If it was a one-off, I'd just render each of the 10 frames separately 
with different settings. it's just a slight pain. Maybe 10 passes 
could do it.

Thanks


On 20 March 2017 at 17:40, patrick nethercoat 
> wrote:


Hi Chris,
Brute force with separate passes is the first thing to come to
mind. Can't think of a smart way.

On 20 March 2017 at 17:34, Chris Marshall
> wrote:

Hi there,
I have a motion graphic animation which suddenly speeds up
over the last 30 frames. So I'd like to not have motion blur
switched on up to that point, then ramp it in over eg 10
frames. There's no animation divot on the motion blur
property, so I was wondering if anyone knows of a solution to
this?
Thanks
Chris


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Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk 
www.dot3d.com 



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Re: ramp up motion blur

2017-03-20 Thread Sandy Sutherland
Not touched Softimage for a few years now, but can you not use ICE to add a
multiplier to PointVelocity and AngularVeocilty?

S.

On Mon, Mar 20, 2017 at 5:42 PM, Chris Marshall 
wrote:

> If it was a one-off, I'd just render each of the 10 frames separately with
> different settings. it's just a slight pain. Maybe 10 passes could do it.
> Thanks
>
>
> On 20 March 2017 at 17:40, patrick nethercoat 
> wrote:
>
>> Hi Chris,
>> Brute force with separate passes is the first thing to come to mind.
>> Can't think of a smart way.
>>
>> On 20 March 2017 at 17:34, Chris Marshall 
>> wrote:
>>
>>> Hi there,
>>> I have a motion graphic animation which suddenly speeds up over the last
>>> 30 frames. So I'd like to not have motion blur switched on up to that
>>> point, then ramp it in over eg 10 frames. There's no animation divot on the
>>> motion blur property, so I was wondering if anyone knows of a solution to
>>> this?
>>> Thanks
>>> Chris
>>>
>>>
>>> --
>>> Chris Marshall
>>> Mint Motion Limited
>>> 029 20 37 27 57
>>> 07730 533 115
>>> www.mintmotion.co.uk
>>> www.dot3d.com
>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Brandt Animation
>> www.brandtanim.co.uk
>> 020 7734 0196
>> 07717 38 39 40
>>
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
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Re: ramp up motion blur

2017-03-20 Thread Chris Marshall
If it was a one-off, I'd just render each of the 10 frames separately with
different settings. it's just a slight pain. Maybe 10 passes could do it.
Thanks


On 20 March 2017 at 17:40, patrick nethercoat 
wrote:

> Hi Chris,
> Brute force with separate passes is the first thing to come to mind. Can't
> think of a smart way.
>
> On 20 March 2017 at 17:34, Chris Marshall 
> wrote:
>
>> Hi there,
>> I have a motion graphic animation which suddenly speeds up over the last
>> 30 frames. So I'd like to not have motion blur switched on up to that
>> point, then ramp it in over eg 10 frames. There's no animation divot on the
>> motion blur property, so I was wondering if anyone knows of a solution to
>> this?
>> Thanks
>> Chris
>>
>>
>> --
>> Chris Marshall
>> Mint Motion Limited
>> 029 20 37 27 57
>> 07730 533 115
>> www.mintmotion.co.uk
>> www.dot3d.com
>>
>>
>>
>> --
>> 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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> www.brandtanim.co.uk
> 020 7734 0196
> 07717 38 39 40
>
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Re: ICE - generating particles at lowest points on geometry

2017-03-20 Thread Bradley Gabe
Sounds like a fun challenge. I recall a similar situation and was able to 
resolve it by having each vertex find neighbor points by edge or vertex, and 
selecting the lowest point in the group. Once you have that point set, you can 
use that to generate a second cloud from the source geometry. 
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ramp up motion blur

2017-03-20 Thread Chris Marshall
Hi there,
I have a motion graphic animation which suddenly speeds up over the last 30
frames. So I'd like to not have motion blur switched on up to that point,
then ramp it in over eg 10 frames. There's no animation divot on the motion
blur property, so I was wondering if anyone knows of a solution to this?
Thanks
Chris


-- 
Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk
www.dot3d.com
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RE: ICE - generating particles at lowest points on geometry

2017-03-20 Thread Morten Bartholdy
Thanks. These are pretty good for getting through the whole thing. I have seen 
a lot of his videos but have missed these.

MB



> Den 20. marts 2017 klokken 11:34 skrev Jonathan Moore 
> :
> 
> 
> There was an old 'certified training' tutorial that might help as it's midway 
> between a simulation and art directable implementation of raindrops dripping 
> off a leaf (only once the water droplets have accumulated).
> 
> Having a flick through might inspire an new approach at the very least.
> 
> https://www.youtube.com/watch?v=lZP_N8L-m7Y=PLDE23C84F4009F519
> 
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
> Sent: 20 March 2017 10:28
> To: p...@bustykelp.com; Official Softimage Users Mailing List. 
> https://groups.google.com/forum/#!forum/xsi_list 
> 
> Subject: Re: ICE - generating particles at lowest points on geometry
> 
> Much like this.
> 
> MB
> 
> 
> > Den 20. marts 2017 klokken 11:03 skrev p...@bustykelp.com:
> > 
> > 
> > 
> > 
> > Doing a simulated one will more accurately reflect where drips would 
> > actually gather, but there are a number of ways you could generate 
> > points on the underside or lowest point of twigs.
> > 
> > Are all the twigs separate and are they rotated/translated etc ? Do 
> > you want each twig to only have 1 drip each?
> > 
> > 
> > -Original Message-
> > From: Morten Bartholdy
> > Sent: Monday, March 20, 2017 9:52 AM
> > To: Userlist, Softimage
> > Subject: ICE - generating particles at lowest points on geometry
> > 
> > I need to create raindrops hanging from the lowest parts of twigs on a 
> > branch. I have a setup where I use slide on surface to emit drops and 
> > simulate them until the reach the lowest point on any given twig and 
> > set it up so they don't drip, but thought it might be possible to do a 
> > quicker and more stable nonsimulated emission from the lowest point of 
> > local parts of the geometry. Local because there are several connected 
> > twigs and I need drops at the lowest point on each. Is there a way to 
> > evaluate geometry for this kind of selection?
> > 
> > Cheers
> > Morten
> > --
> > 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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Re: Question about the latest release of MentalRay for Maya

2017-03-20 Thread Matt Lind
Generally speaking, mental ray is fairly finicky about versioning and 
compatibility.  Usually shaders need to be re-compiled for each version of 
mental ray, and only on rare occasion does an older compiled shader work on 
a newer version of the renderer because of all the subtle changes to the 
code.

Taking a .dll from a newer version of mental ray (Maya) and trying to use it 
in an older version (Softimage) is not likely to work.  Just after Softimage 
was EOL'd, mental ray went through some significant core changes to greatly 
improve performance.  I doubt what you're asking will work.

Matt





Date: Sun, 19 Mar 2017 15:55:24 -0500
From: Pierre Schiller 
Subject: Question about the latest release of MentalRay for Maya
To: "Official Softimage Users Mailing List.

Hello, I?ve got a naive question about MR for Maya:
Can Softimage read those .dll and work with them? Like, point softimage to
a specific
folder in preferences and will it pick up the Mental Ray code to use as
renderer?
Thanks.

-- 
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Cinema & TV production
Video Reel  


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Latest Houdini Wrangle Masterclass

2017-03-20 Thread Jonathan Moore
Something for those of you that are trying to get to grips with VEX Wrangles in 
Houdini

 

https://vimeo.com/173658697

 

It’s a Jeff Wagner 2hr session so it has plenty of (valuable) digressions, and 
on that basis it’s one that you’ll want to watch a few times. Be sure to 
download the deck and example files too (I’d download the Vimeo video as well 
so you can setup bookmarks in VLC). Jeff has been with SideFX since the very 
beginning so his webinars are always full of great insights into Houdini’s 
mysterious ways. 

 

This was released soon after 15.5 was introduced so it’s the most up to date 
VEX Wrangles material available from SideFX.

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Re: ICE - generating particles at lowest points on geometry

2017-03-20 Thread paul
If you send me a section of your Twig Geo, I'll take a look at the best 
approach

-Original Message- 
From: Morten Bartholdy
Sent: Monday, March 20, 2017 10:19 AM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: ICE - generating particles at lowest points on geometry

Ideally the small branch has twigs which are all merged into one geometry, 
so no SRT info per twig, but if it would make it easier I could cut it up.

There will be smaller twigs and buds which will all create low points where 
drops should gather. It would of course be nice if I could introduce some 
randomness so not all twigs have drops as some would have dripped off. I 
don't need animation though - it is a short clip.

Morten



> Den 20. marts 2017 klokken 11:03 skrev p...@bustykelp.com:
>
>
>
>
> Doing a simulated one will more accurately reflect where drips would
> actually gather, but there are a number of ways you could generate points 
> on
> the underside or lowest point of twigs.
>
> Are all the twigs separate and are they rotated/translated etc ? Do you 
> want
> each twig to only have 1 drip each?
>
>
> -Original Message- 
> From: Morten Bartholdy
> Sent: Monday, March 20, 2017 9:52 AM
> To: Userlist, Softimage
> Subject: ICE - generating particles at lowest points on geometry
>
> I need to create raindrops hanging from the lowest parts of twigs on a
> branch. I have a setup where I use slide on surface to emit drops and
> simulate them until the reach the lowest point on any given twig and set 
> it
> up so they don't drip, but thought it might be possible to do a quicker 
> and
> more stable nonsimulated emission from the lowest point of local parts of
> the geometry. Local because there are several connected twigs and I need
> drops at the lowest point on each. Is there a way to evaluate geometry for
> this kind of selection?
>
> Cheers
> Morten
> --
> Softimage Mailing List.
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> "unsubscribe" in the subject, and reply to confirm.
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RE: ICE - generating particles at lowest points on geometry

2017-03-20 Thread Jonathan Moore
There was an old 'certified training' tutorial that might help as it's midway 
between a simulation and art directable implementation of raindrops dripping 
off a leaf (only once the water droplets have accumulated).

Having a flick through might inspire an new approach at the very least.

https://www.youtube.com/watch?v=lZP_N8L-m7Y=PLDE23C84F4009F519


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy
Sent: 20 March 2017 10:28
To: p...@bustykelp.com; Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: ICE - generating particles at lowest points on geometry

Much like this.

MB


> Den 20. marts 2017 klokken 11:03 skrev p...@bustykelp.com:
> 
> 
> 
> 
> Doing a simulated one will more accurately reflect where drips would 
> actually gather, but there are a number of ways you could generate 
> points on the underside or lowest point of twigs.
> 
> Are all the twigs separate and are they rotated/translated etc ? Do 
> you want each twig to only have 1 drip each?
> 
> 
> -Original Message-
> From: Morten Bartholdy
> Sent: Monday, March 20, 2017 9:52 AM
> To: Userlist, Softimage
> Subject: ICE - generating particles at lowest points on geometry
> 
> I need to create raindrops hanging from the lowest parts of twigs on a 
> branch. I have a setup where I use slide on surface to emit drops and 
> simulate them until the reach the lowest point on any given twig and 
> set it up so they don't drip, but thought it might be possible to do a 
> quicker and more stable nonsimulated emission from the lowest point of 
> local parts of the geometry. Local because there are several connected 
> twigs and I need drops at the lowest point on each. Is there a way to 
> evaluate geometry for this kind of selection?
> 
> Cheers
> Morten
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: ICE - generating particles at lowest points on geometry

2017-03-20 Thread Morten Bartholdy
Ideally the small branch has twigs which are all merged into one geometry, so 
no SRT info per twig, but if it would make it easier I could cut it up.

There will be smaller twigs and buds which will all create low points where 
drops should gather. It would of course be nice if I could introduce some 
randomness so not all twigs have drops as some would have dripped off. I don't 
need animation though - it is a short clip.

Morten



> Den 20. marts 2017 klokken 11:03 skrev p...@bustykelp.com:
> 
> 
> 
> 
> Doing a simulated one will more accurately reflect where drips would 
> actually gather, but there are a number of ways you could generate points on 
> the underside or lowest point of twigs.
> 
> Are all the twigs separate and are they rotated/translated etc ? Do you want 
> each twig to only have 1 drip each?
> 
> 
> -Original Message- 
> From: Morten Bartholdy
> Sent: Monday, March 20, 2017 9:52 AM
> To: Userlist, Softimage
> Subject: ICE - generating particles at lowest points on geometry
> 
> I need to create raindrops hanging from the lowest parts of twigs on a 
> branch. I have a setup where I use slide on surface to emit drops and 
> simulate them until the reach the lowest point on any given twig and set it 
> up so they don't drip, but thought it might be possible to do a quicker and 
> more stable nonsimulated emission from the lowest point of local parts of 
> the geometry. Local because there are several connected twigs and I need 
> drops at the lowest point on each. Is there a way to evaluate geometry for 
> this kind of selection?
> 
> Cheers
> Morten
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Re: ICE - generating particles at lowest points on geometry

2017-03-20 Thread paul


Doing a simulated one will more accurately reflect where drips would 
actually gather, but there are a number of ways you could generate points on 
the underside or lowest point of twigs.

Are all the twigs separate and are they rotated/translated etc ? Do you want 
each twig to only have 1 drip each?


-Original Message- 
From: Morten Bartholdy
Sent: Monday, March 20, 2017 9:52 AM
To: Userlist, Softimage
Subject: ICE - generating particles at lowest points on geometry

I need to create raindrops hanging from the lowest parts of twigs on a 
branch. I have a setup where I use slide on surface to emit drops and 
simulate them until the reach the lowest point on any given twig and set it 
up so they don't drip, but thought it might be possible to do a quicker and 
more stable nonsimulated emission from the lowest point of local parts of 
the geometry. Local because there are several connected twigs and I need 
drops at the lowest point on each. Is there a way to evaluate geometry for 
this kind of selection?

Cheers
Morten
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Re: ICE - generating particles at lowest points on geometry

2017-03-20 Thread Thomas Volkmann
Try to find the parts where the normals point straight downward... that might
work if you are lucky.
 
cheers,
Thomas

> Morten Bartholdy  hat am 20. März 2017 um 10:52
> geschrieben:
>
>
> I need to create raindrops hanging from the lowest parts of twigs on a branch.
> I have a setup where I use slide on surface to emit drops and simulate them
> until the reach the lowest point on any given twig and set it up so they don't
> drip, but thought it might be possible to do a quicker and more stable
> nonsimulated emission from the lowest point of local parts of the geometry.
> Local because there are several connected twigs and I need drops at the lowest
> point on each. Is there a way to evaluate geometry for this kind of selection?
>
> Cheers
> Morten
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ICE - generating particles at lowest points on geometry

2017-03-20 Thread Morten Bartholdy
I need to create raindrops hanging from the lowest parts of twigs on a branch. 
I have a setup where I use slide on surface to emit drops and simulate them 
until the reach the lowest point on any given twig and set it up so they don't 
drip, but thought it might be possible to do a quicker and more stable 
nonsimulated emission from the lowest point of local parts of the geometry. 
Local because there are several connected twigs and I need drops at the lowest 
point on each. Is there a way to evaluate geometry for this kind of selection?

Cheers
Morten
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