Re: What were they thinking....

2017-08-28 Thread Jason S

  
  
Hum. Just noticed I double posted, and
  had an incomplete first phrase... what was I thinking! :P
  
  
  On 08/28/17 12:27, Jason S wrote:


  
  Hum, didn't know that these
differences.

Also maybe another quite important way Maya probably wont come
close to XSI 
could be represented by that highlighted arrow .

From this vid at around 9min.
Pipeline
  Basics


  

In Maya, once something is rigged (for instance), even changing
UV's (or materials?) is like 'dangerous' or risky.

Having the character refrerenced seems to at least help with
*some* model changes.


While In XSI, you  can literally make tweaks to modeling while
the envelope is active, 
add (topo) details, or change whatever on the fly, freeze the
changes or not, no worries.

Because that highlighted arrow  quite often needs to be repeated
over and over a couple of times.
and it's a great level of freedom, to just go and change things,
and not have it be the end of the world in terms of time
requirements.

That of course goes for rigging, but it also goes for
practically every kind of setup, or sequence of operations to
perform.

like Subdividing ... shrinkwrapping... the list goes on ...

To change things you don't -have- to redo things, or need to
have scripts that redo things.


The stack has it's share of wonkyness,
 I personally have had to have a couple of muted Push operators
just as placeholders that help position things at the very top
or very bottom of the stack, and it took forever to realize how
"disable from here" helped reorder or insert otherwise
unreorderable things,
but once over these few things, there is no stage that has
things that become inaccessible, inedtable, or non-deletable,
and that includes ICE operators.

That of course doesn't in any way reduce Maya's definite
strengths in different areas.

Maybe in the best of worlds, Maya and Houdini would be merged
into one thing (and owned by sideFX), 
but thinking of a Maya/Houdini merger, it's hard to not think
about XSI, because that is what it essentially is 
(except with also tons of c4d straight forwardness, 
because a straight Maya/Houdini hybrid would be as much of a
pain to use as either one of them on their own :P  )

Anyhoo,
Cheers!


On 08/25/17 16:36, Matt Lind wrote:
  
  
The Maya SDK is no better.

Excruciating teeth-pulling experience to do really basic things as concepts 
are not explained, or explained well.  Every node is purpose-built and has 
it's own secret handshakes to use making it difficult to write generalized 
and reusable code to perform common tasks.  Using the SDK basically involves 
studying the graph as seen in the node editor, dissecting how it was built, 
then repeating it in your code...only to find out even if you replicate the 
exact same setup it doesn't behave the same.  There are additional hidden 
tricks you must know to get those last pieces to drop into place.  You can 
very easily fall into the trap of attempting to write your own abstraction 
layer just to make the pieces less cumbersome to use, but just when you 
think you've wrapped everything nicely, Maya throws you one of it's endless 
supply of idiosyncratic surprises.

Example:  constraints

In softimage, each constraint is a separate operator that lives in an 
object's construction history.  Every time you add a constraint, it is added 
to the construction history in the order which it was applied.  A lot more 
may be going on under the hood, but to the end user it's very straight 
forward.

In Maya, if you attempt to add more than one of the same type of constraint 
to an object (e.g. two point constraints), instead of making two distinct 
constraint operator nodes like in Softimage, Maya consolidates them into a 
single constraint node with multiple inputs blended internally - but you 
have to supply your own blendweight slider to do that (they don't mention 
that in the SDK docs).  Since each constraint type has slightly different 
inputs and outputs, you write your own abstraction layer to handle the 
differences, only to discover that if two different types of constraints 
affecting the same attribute of an object are applied (e.g. point and parent 
constraint competing for the 'position' attribute), Maya throws the curve 
ball of inserting a 'pairBlend' node, which is like mix2colors node, but for 
transforms instead of colors.  Great.  Now you must revise your logic in 
your 

Animated booleans now and then

2017-08-28 Thread Sven Constable
Hi list,

 

I had several projects lately  that involved animated booleans with CAD
data, which is problematic sometimes. I used the old BoolTrace shader by
Alan Jones but it has its drawbacks: With many objects, using different
materials, it's hard to  keep track of the shaders. Another problem was,
that there is a limitation in the shader with reflections. Let's say you
have a box and a sphere and the box is cutting the sphere in half. If
another objects that is reflective, intersects the cutting volume (the box)
it will reflect the box by it's primary rays. I assume that is because the
shader interchanges primary and secondary rays under the hood. I could
potentially get it solved by using passes/partition trickery or another
shader to get selective reflections on object basis. However, this becomes
quite complicated with a handful ob objects, all using different materials.

 

On some projects I switched back to real (geo) booleans and fixed the
"popping" of meshes by slighty adjusting the fcurves or cleaning the
topology a bit, but its a hack. On another project I got away with slightly
incorrect reflections using render time booleans. At the end it worked
somehow but it was almost never elegant or straight forward.

 

Is there an alternative to the (rather old) booltrace shader for XSI?
Anything for redshift in that area? Last, not least, how do you approach
animated booleans with complicated/heavy meshes nowadays?

 

Thanks,

Sven 

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Re: What were they thinking....

2017-08-28 Thread Jason S

  
  
Hum, didn't know that these
  differences.
  
  Also maybe another quite important way Maya probably wont come
  close to XSI 
  could be represented by that highlighted arrow .
  
  From this vid at around 9min.
  Pipeline Basics
  
  
    
  
  In Maya, once something is rigged (for instance), even changing
  UV's (or materials?) is like 'dangerous' or risky.
  
  Having the character refrerenced seems to at least help with
  *some* model changes.
  
  
  While In XSI, you  can literally make tweaks to modeling while the
  envelope is active, 
  add (topo) details, or change whatever on the fly, freeze the
  changes or not, no worries.
  
  Because that highlighted arrow  quite often needs to be repeated
  over and over a couple of times.
  and it's a great level of freedom, to just go and change things,
  and not have it be the end of the world in terms of time
  requirements.
  
  That of course goes for rigging, but it also goes for practically
  every kind of setup, or sequence of operations to perform.
  
  like Subdividing ... shrinkwrapping... the list goes on ...
  
  To change things you don't -have- to redo things, or need to have
  scripts that redo things.
  
  
  The stack has it's share of wonkyness,
   I personally have had to have a couple of muted Push operators
  just as placeholders that help position things at the very top or
  very bottom of the stack, and it took forever to realize how
  "disable from here" helped reorder or insert otherwise
  unreorderable things,
  but once over these few things, there is no stage that has things
  that become inaccessible, inedtable, or non-deletable, and that
  includes ICE operators.
  
  That of course doesn't in any way reduce Maya's definite strengths
  in different areas.
  
  Maybe in the best of worlds, Maya and Houdini would be merged into
  one thing (and owned by sideFX), 
  but thinking of a Maya/Houdini merger, it's hard to not think
  about XSI, because that is what it essentially is 
  (except with also tons of c4d straight forwardness, 
  because a straight Maya/Houdini hybrid would be as much of a pain
  to use as either one of them on their own :P  )
  
  Anyhoo,
  Cheers!
  
  
  On 08/25/17 16:36, Matt Lind wrote:


  The Maya SDK is no better.

Excruciating teeth-pulling experience to do really basic things as concepts 
are not explained, or explained well.  Every node is purpose-built and has 
it's own secret handshakes to use making it difficult to write generalized 
and reusable code to perform common tasks.  Using the SDK basically involves 
studying the graph as seen in the node editor, dissecting how it was built, 
then repeating it in your code...only to find out even if you replicate the 
exact same setup it doesn't behave the same.  There are additional hidden 
tricks you must know to get those last pieces to drop into place.  You can 
very easily fall into the trap of attempting to write your own abstraction 
layer just to make the pieces less cumbersome to use, but just when you 
think you've wrapped everything nicely, Maya throws you one of it's endless 
supply of idiosyncratic surprises.

Example:  constraints

In softimage, each constraint is a separate operator that lives in an 
object's construction history.  Every time you add a constraint, it is added 
to the construction history in the order which it was applied.  A lot more 
may be going on under the hood, but to the end user it's very straight 
forward.

In Maya, if you attempt to add more than one of the same type of constraint 
to an object (e.g. two point constraints), instead of making two distinct 
constraint operator nodes like in Softimage, Maya consolidates them into a 
single constraint node with multiple inputs blended internally - but you 
have to supply your own blendweight slider to do that (they don't mention 
that in the SDK docs).  Since each constraint type has slightly different 
inputs and outputs, you write your own abstraction layer to handle the 
differences, only to discover that if two different types of constraints 
affecting the same attribute of an object are applied (e.g. point and parent 
constraint competing for the 'position' attribute), Maya throws the curve 
ball of inserting a 'pairBlend' node, which is like mix2colors node, but for 
transforms instead of colors.  Great.  Now you must revise your logic in 
your abstraction layer to account for that.  Then you start testing again 
applying a point constraint, then a parent constraint, then another type of 
constraint which also competes for the position attributeonly to 
discover Maya now removes the pairBlend node and rearranges the constraints 
into an entirely different arrangement 

Re: What were they thinking....

2017-08-28 Thread Jason S

  
  
Interesting, didnt knwo that about
  constraints!
  
  Also maybe another quite important way Maya probably wont come
  close to XSI 
  could be represented by that highlighted arrow .
  
  From this vid at around 9min.
  Pipeline Basics
  
  
    
  
  In Maya, once something is rigged (for instance), even changing
  UV's (or materials?) is like 'dangerous' or risky.
  
  Having the character refrerenced seems to at least help with
  *some* model changes.
  
  
  While In XSI, you  can litterally make tweaks to modeling while
  the envolope is active, 
  add (topo) details, or change whatever on the fly, freeze the
  changes or not, no worries.
  
  Because that highlighted arrow  quite often needs to be repeated
  over and over a couple of times.
  and it's a great level of freedom, to just go and change things,
  and not have it be the end of the world in terms of time
  requirements.
  
  That of course goes for rigging, but it also goes for practically
  every kind of setup, or sequence of operations to perform.
  
  To change things you don't -have- to redo things, or need to have
  scripts that redo things.
  
  
  The stack has it's share of wonkyness,
   I personally have had to have a couple of muted Push operators
  just as placeholders that help position things at the very top or
  very bottom of the stack, and it took forever to realise how
  "disable from here" helped reorder or insert otherwise
  unreorderable things,
  but once over these few things, there is no stage that has things
  that become inaccessible, inedtable, or non-deletable, and that
  includes ICE operators.
  
  That of course doesn't in any way reduce Maya's definite strenghts
  in different areas.
  
  Maybe in the best of worlds, Maya and Houdini would be merged into
  one thing (and owned by sideFX), 
  but thinking of a Maya/Houdini merger, it's hard to not think
  about XSI, because that is what it essentially is 
  (except with also tons of c4d straight forwardness, 
  because a straight Maya/Houdini hybrid would be as much of a pain
  to use as either one of them on their own :P  )
  
  Cheers!
  
  
  On 08/25/17 16:36, Matt Lind wrote:


  The Maya SDK is no better.

Excruciating teeth-pulling experience to do really basic things as concepts 
are not explained, or explained well.  Every node is purpose-built and has 
it's own secret handshakes to use making it difficult to write generalized 
and reusable code to perform common tasks.  Using the SDK basically involves 
studying the graph as seen in the node editor, dissecting how it was built, 
then repeating it in your code...only to find out even if you replicate the 
exact same setup it doesn't behave the same.  There are additional hidden 
tricks you must know to get those last pieces to drop into place.  You can 
very easily fall into the trap of attempting to write your own abstraction 
layer just to make the pieces less cumbersome to use, but just when you 
think you've wrapped everything nicely, Maya throws you one of it's endless 
supply of idiosyncratic surprises.

Example:  constraints

In softimage, each constraint is a separate operator that lives in an 
object's construction history.  Every time you add a constraint, it is added 
to the construction history in the order which it was applied.  A lot more 
may be going on under the hood, but to the end user it's very straight 
forward.

In Maya, if you attempt to add more than one of the same type of constraint 
to an object (e.g. two point constraints), instead of making two distinct 
constraint operator nodes like in Softimage, Maya consolidates them into a 
single constraint node with multiple inputs blended internally - but you 
have to supply your own blendweight slider to do that (they don't mention 
that in the SDK docs).  Since each constraint type has slightly different 
inputs and outputs, you write your own abstraction layer to handle the 
differences, only to discover that if two different types of constraints 
affecting the same attribute of an object are applied (e.g. point and parent 
constraint competing for the 'position' attribute), Maya throws the curve 
ball of inserting a 'pairBlend' node, which is like mix2colors node, but for 
transforms instead of colors.  Great.  Now you must revise your logic in 
your abstraction layer to account for that.  Then you start testing again 
applying a point constraint, then a parent constraint, then another type of 
constraint which also competes for the position attributeonly to 
discover Maya now removes the pairBlend node and rearranges the constraints 
into an entirely different arrangement you cannot predict.  This is why Maya 
will always suck.  Probably also explains