Re: ADSK *can* be very helpful :)

2018-03-15 Thread Dan Yargici
Hey guys and gals,

I stayed subscribed to the list over these last few years since I moved
over to Houdini (haven't touched Softimage in 2 years now!) as occasionally
a little nugget of useful, non-Softimage specific information would still
surface through the Autodesk-hating noise (I should add that I also
massively dislike Autodesk, I just don't see any point in expending as much
energy in stating it as some people).

I think the time has now come to pull the plug and sign off.

Not trying to be dramatic, just felt I should acknowledge the last 18 years
that I've been on the list interacting with so many people I respect so
much who generously took the time to share so much of their knowledge with
a 'bye and thanks for the memories!' post.

So, bye and thanks for the memories!

It's been a great pleasure.  Good luck with whatever the future holds!

DAN



On Thu, Mar 15, 2018 at 11:25 AM, Nicole Beeckmans-Jacqmain <
arc.ann...@gmail.com> wrote:

>
> i don't understand why so many users of softimage have , it seems from
> your posts here,
> turned to Maya, which, if less easy to understand, is yet positively
> evolving it's tools, that's why i say AD is good
>
> AD is something like a gentle farmer of the 3d tools.
>
> yet it is a US farmer, which means it is an industry.
>
> if users turn to Maya, it's from being 'encouraged' to do so by their
> bosses in the 3d industry
>
> now why has the industry faltered during the years 2000 between XSI and
> Maya, and finally chosen Maya,
> i might be given counter-argument to that, but I think ''Disney'' (who
> creates the standards, who is the most creative, being a big industrial
> farmer)
> got threatened by the upheaval from the underground which came along with
> non-''Disney'' actors, like the music video scenes and popularisation of
> nodes and mudboxes
> all over the planet, just in a time where it has been decided the Marvel
> DC comic should change the way Hollywood targets the whole planet.
>
> about Nasa, the Nazi scientists from defeated Germany went hired by Nasa
> in the rocket launchers competition against Stalin etc.
>
> (there is a famous underground cult-book by Thomas Pynchon who elaborates
> on the tight (sexual?)  relation between US and Nazi, 'Gravity Rainbow.
> Laurie Anderson wanted to turn this book into an opera)
>
> given the destruction in Syria at this time, or for example in Vietnam
> before, and the industrial farms, and the roles of narratives and images in
> advertising and colonization of non-US realities, and arts,
> i think it is fair to say that i, poor individual, alone, not  charismatic
> leader not wanting to influence anyone into my views, think that AD is a
> mix of good, and evil.
>
> it is good, because they can be helpful, and can be innovative, if your on
> the right side of their story, and even if not, because, at least up to
> this moment,
> Maya can be rented by middle class directors doing research in digital
> painting and 3D. yet, if nothing changes, if Trump gets re-elected in 2020,
> soon the best tools will only be available for those hired by the "Disney"
> farms,
> while poor individuals, non charismatic, will be given a text-to-speech
> processor and a facebook page to post memes.
>
>
>
>
>
> 2018-03-15 10:55 GMT+01:00 Morten Bartholdy :
>
>> How is Nasa evil?
>>
>> AD is US corporate greed, perhaps not at its worst, but bad as they come.
>>
>> Morten
>>
>>
>>
>> > Den 14. marts 2018 klokken 12:47 skrev Nicole Beeckmans-Jacqmain <
>> arc.ann...@gmail.com>:
>> >
>> >
>> > I see AD a bit like the Nasa, it's a mix of good,  and evil
>> >
>> > 2018-03-14 10:13 GMT+01:00 Mirko Jankovic :
>> >
>> > > well once they take your money and lock you up in subscription and
>> push
>> > > you to buy software that they think you need, then sure support is
>> there to
>> > > help you.
>> > > but just you try resisting.. ;)
>> > >
>> > > On Wed, Mar 14, 2018 at 10:11 AM, Morten Bartholdy <
>> x...@colorshopvfx.dk>
>> > > wrote:
>> > >
>> > >> I have absolutely!! no love for AD but I will chime in on this. We
>> had
>> > >> stupid issues with getting our new Maya licenses working after
>> upgrading
>> > >> FlexLM (the pile of crap) which was required for running newer Maya
>> > >> versions.
>> > >>
>> > >> I reported the issue and the next day a AD license support person
>> > >> actually called me on the phone and resolved the issue via remote
>> support.
>> > >>
>> > >> The solution was horribly stupid and involved fixing windows
>> files(!) but
>> > >> eventually it worked. A negative sideeffect was that now Softimage
>> takes
>> > >> ages to start up (probably because it takes a long time to get licens
>> > >> granted) G
>> > >>
>> > >> I was surprised and pleased about the call, and it goes to show that
>> not
>> > >> everything is bad at AD. It doesn't change my dislike of their
>> corporate
>> > >> policies and software offerings though. Maya is still crap.
>> > 

Re: Multiple objects copy

2017-09-29 Thread Dan Yargici
I haven't, but I've done other very similar setups with compiled foreach
block and found the performance to be fantastic.



On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Have you tried his setup  ?
> I'm talking about that one :
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=gDHl3OSSwW6TMLnKhZEV2fB7oQcfqz8R-gXFxo_4PTY=4JnyygYKoY7C3KNCXTG5CxNIOoy8lWJSlBxNrZ-BBtk=
>  
> part8_compiled.png
> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_part8-5Fcompiled.png=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=X3jUNTpd_yay0EWyazkRT8iIUdx9ddwwjFHRFeLYZ40=n_3UBEFLkytkZJbe3GWp_KDLcZF62K46L26sRotCYY0=>
>
> 2017-09-29 11:12 GMT+02:00 Dan Yargici <danyarg...@gmail.com>:
>
>> I'm very surprised by this result then!
>>
>> Unless you're running Houdini on a laptop from 2005 and not telling us...
>> :)
>>
>>
>>
>> On Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> Yes I did remember :D
>>>
>>> 2017-09-29 10:25 GMT+02:00 Dan Yargici <danyarg...@gmail.com>:
>>>
>>>> Did you remember to tick "Multihread when compiled" on your foreach_end?
>>>>
>>>>
>>>> On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel <
>>>> facialdel...@gmail.com> wrote:
>>>>
>>>>> Mmm, unless I made a mistake replicating his copy + switch + compile,
>>>>> I'm getting a rough 33s to copy 10 object other 35 points.
>>>>>
>>>>> 2017-09-29 8:34 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:
>>>>>
>>>>>> Nice read. I'll try to replicate the last setup to compare specs.
>>>>>> I really wonder how much a compile block speeds up the computation.
>>>>>>
>>>>>>
>>>>>> On Thursday, September 28, 2017, Jonathan Moore <
>>>>>> jonathan.moo...@gmail.com> wrote:
>>>>>>
>>>>>>> Just came across this great blog post from Toadstorm entitled "A
>>>>>>> Long-Winded Guide to Houdini Instancing" I'd label it "everything you
>>>>>>> wanted to know about Houdini instancing but were afraid to ask!" myself.
>>>>>>> It's a damn fine read, and great for those just starting out in Houdini 
>>>>>>> too.
>>>>>>>
>>>>>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=gDHl3OSSwW6TMLnKhZEV2fB7oQcfqz8R-gXFxo_4PTY=PMhhA1d6CIexPs521SJf0GzO9d2B20_jXXVx9tifYQg=
>>>>>>>  
>>>>>>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NIPJF89o1z2Sf-yJSnls9v63QFl5b0y4nhmUBf8UWkg=h4hreQntQUMdMiO3LeMrJyHXHEyKLnKAKoxAMLdA0yo=>
>>>>>>>
>>>>>>> Enjoy.
>>>>>>>
>>>>>>>
>>>>>>> On 25 September 2017 at 16:22, Olivier Jeannel <
>>>>>>> facialdel...@gmail.com> wrote:
>>>>>>>
>>>>>>>> Kind of rooky question that I already asked but...
>>>>>>>>
>>>>>>>> So I have that "problem" with the copy sop (copy to point,
>>>>>>>> whatever) when I have to do a copy with multiple input objects.
>>>>>>>> It was something really easy within ice with high performances.
>>>>>>>>
>>>>>>>> I watched the sidefx tutorial, and so far I undertstood they
>>>>>>>> deprecated the stamp method for a copy within a loop.It's rather slow.
>>>>>>>>
>>>>>>>> I also saw a method where it copies all the multiple objects on
>>>>>>>> each point and then delete according to the ptnum the undesired 
>>>>>>>> copies. it
>>>>>>>> gets very slow when you have many different objects to copy and it eats
>>>>>>>> memory.
>>>>>>>>
>>>>>>>> So I made my "

Re: Multiple objects copy

2017-09-29 Thread Dan Yargici
I'm very surprised by this result then!

Unless you're running Houdini on a laptop from 2005 and not telling us... :)



On Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Yes I did remember :D
>
> 2017-09-29 10:25 GMT+02:00 Dan Yargici <danyarg...@gmail.com>:
>
>> Did you remember to tick "Multihread when compiled" on your foreach_end?
>>
>>
>> On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> Mmm, unless I made a mistake replicating his copy + switch + compile,
>>> I'm getting a rough 33s to copy 10 object other 35 points.
>>>
>>> 2017-09-29 8:34 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:
>>>
>>>> Nice read. I'll try to replicate the last setup to compare specs.
>>>> I really wonder how much a compile block speeds up the computation.
>>>>
>>>>
>>>> On Thursday, September 28, 2017, Jonathan Moore <
>>>> jonathan.moo...@gmail.com> wrote:
>>>>
>>>>> Just came across this great blog post from Toadstorm entitled "A
>>>>> Long-Winded Guide to Houdini Instancing" I'd label it "everything you
>>>>> wanted to know about Houdini instancing but were afraid to ask!" myself.
>>>>> It's a damn fine read, and great for those just starting out in Houdini 
>>>>> too.
>>>>>
>>>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Q7EaqzC1mCtHh7uEnE59tVEVThTtRO0Y483E6n4_4ps=aIlIQubUj6ooUVE7BdAp4r09Ez7idS4Co8byhkTIiD0=
>>>>>  
>>>>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NIPJF89o1z2Sf-yJSnls9v63QFl5b0y4nhmUBf8UWkg=h4hreQntQUMdMiO3LeMrJyHXHEyKLnKAKoxAMLdA0yo=>
>>>>>
>>>>> Enjoy.
>>>>>
>>>>>
>>>>> On 25 September 2017 at 16:22, Olivier Jeannel <facialdel...@gmail.com
>>>>> > wrote:
>>>>>
>>>>>> Kind of rooky question that I already asked but...
>>>>>>
>>>>>> So I have that "problem" with the copy sop (copy to point, whatever)
>>>>>> when I have to do a copy with multiple input objects.
>>>>>> It was something really easy within ice with high performances.
>>>>>>
>>>>>> I watched the sidefx tutorial, and so far I undertstood they
>>>>>> deprecated the stamp method for a copy within a loop.It's rather slow.
>>>>>>
>>>>>> I also saw a method where it copies all the multiple objects on each
>>>>>> point and then delete according to the ptnum the undesired copies. it 
>>>>>> gets
>>>>>> very slow when you have many different objects to copy and it eats 
>>>>>> memory.
>>>>>>
>>>>>> So I made my "own" method
>>>>>> The scenario was
>>>>>> working with packed
>>>>>> 10 different objects(platonic, torus, sphere, etc)
>>>>>> I have some scattered point
>>>>>> I have a noise (float) on the scattered points
>>>>>> I want to distribute my 10 objects according to the values of that
>>>>>> noise
>>>>>>
>>>>>> so I divided my noise in 10 zones (based on grey float values)
>>>>>> I counted howmany of each object there was per zone(@numbperzone)
>>>>>> I copied each object the good amount
>>>>>> I placed each copy at its corresponding scattered point
>>>>>>
>>>>>> et voilà
>>>>>>
>>>>>> now for 10 objects distributed on 35 points it takes under 10s.
>>>>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Q7EaqzC1mCtHh7uEnE59tVEVThTtRO0Y483E6n4_4ps=NarCs_LJ-dKi6defLnnwpfNai4ofmYzcNMEW961Hw7s=
>>>>>>  
>>>>>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NIPJF89o1z2Sf-yJSnls9v63QFl5b0y4nhmUBf8UWkg=ObZ8gSpC-gUJkqCl3yDXGzsY0smzMBKUfJXxB92qo80=>
>>>>>>
>>>>>> That's my best method for now, but I have now idea if it's worth
>>>>>> something.
>>>>>>
>>>>>> So how do you guys usually do ?
>>>>>>
>>>>>> --
>>>>>> Softimage Mailing List.
>>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>>>>> odesk.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.
>>>
>>
>>
>> --
>> 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.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Multiple objects copy

2017-09-29 Thread Dan Yargici
Did you remember to tick "Multihread when compiled" on your foreach_end?


On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel 
wrote:

> Mmm, unless I made a mistake replicating his copy + switch + compile, I'm
> getting a rough 33s to copy 10 object other 35 points.
>
> 2017-09-29 8:34 GMT+02:00 Olivier Jeannel :
>
>> Nice read. I'll try to replicate the last setup to compare specs.
>> I really wonder how much a compile block speeds up the computation.
>>
>>
>> On Thursday, September 28, 2017, Jonathan Moore <
>> jonathan.moo...@gmail.com> wrote:
>>
>>> Just came across this great blog post from Toadstorm entitled "A
>>> Long-Winded Guide to Houdini Instancing" I'd label it "everything you
>>> wanted to know about Houdini instancing but were afraid to ask!" myself.
>>> It's a damn fine read, and great for those just starting out in Houdini too.
>>>
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=k8MCxZEChDRtBGvXdCRk_HmdVGK1a30LXgOQGyhTYgI=S9411b8N8tFRfnSRoDX8731qeS3bcybypqX9DHJItBE=
>>>  
>>> 
>>>
>>> Enjoy.
>>>
>>>
>>> On 25 September 2017 at 16:22, Olivier Jeannel 
>>> wrote:
>>>
 Kind of rooky question that I already asked but...

 So I have that "problem" with the copy sop (copy to point, whatever)
 when I have to do a copy with multiple input objects.
 It was something really easy within ice with high performances.

 I watched the sidefx tutorial, and so far I undertstood they deprecated
 the stamp method for a copy within a loop.It's rather slow.

 I also saw a method where it copies all the multiple objects on each
 point and then delete according to the ptnum the undesired copies. it gets
 very slow when you have many different objects to copy and it eats memory.

 So I made my "own" method
 The scenario was
 working with packed
 10 different objects(platonic, torus, sphere, etc)
 I have some scattered point
 I have a noise (float) on the scattered points
 I want to distribute my 10 objects according to the values of that noise

 so I divided my noise in 10 zones (based on grey float values)
 I counted howmany of each object there was per zone(@numbperzone)
 I copied each object the good amount
 I placed each copy at its corresponding scattered point

 et voilà

 now for 10 objects distributed on 35 points it takes under 10s.
 https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qVnBqMVhKeWl0dnc=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=k8MCxZEChDRtBGvXdCRk_HmdVGK1a30LXgOQGyhTYgI=6EPPq-cyeVsxce5iw5TO_anr6T52RUXppsKCPhLx0GA=
  
 

 That's my best method for now, but I have now idea if it's worth
 something.

 So how do you guys usually do ?

 --
 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.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

OT: 13inch laptop for occasional noodling in Houdini...

2017-07-14 Thread Dan Yargici
Hello Softimage peoples.

I've been waiting for the new HP Envy range of 13inch laptops to arrive
since the announcement in May so I can finally replace my current, ancient,
(2006 - eeek!) machine.

The new Envy range seemed to have all the boxes ticked for my needs, with
modern ports (no Thunderbolt 3 though), dedicated graphics (the new Nvidia
MX150 with 2gb of vram), fingerprint reader, webcam in the correct place
(looking at you, Dell) etc.  However, since it's release I've been told to
my amazement that HP have no plans for a 16gb model, only 8gb.

Now, the machine will mostly be for casual use, but I may want to
occasionally do some noodling in Houdini at home so I just thought I'd do a
quick poll here to gauge people's opinions.  Obviously the kind of Houdini
work I'd be doing would be pretty lightweight geometry experiments and
simple sims due to the obvious constraints also thrown up by using a mobile
CPU.

So what do you think?  I'm not going to be able to wait for the inevitable
follow up version and like I say it's got pretty much every other box
ticked.  Aside from the RAM issue, for this price no other machine comes
close in the 13inch segment imo.

Here are the specs:

http://store.hp.com/UKStore/Merch/Product.aspx?id=2GE75EA=ABU=NTB

Thanks.

Dan.

(Also posted to the Houdini list.)
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Houdini Digital Assets for Softies

2017-03-31 Thread Dan Yargici
I think people need to accept that just as they understandably expect
SideFX to push the software to be more approachable for themselves they
really ought to try and push themselves in the opposite direction also.

If there was a theoretical race to DCC dominance, I'd really favour Houdini
right now.  I think starting with so many of the hard things solved and
working 'creative' workflows into the software is a far more enviable
position to be in than having to go in the opposite direction.

Really exciting times ahead as far as I'm concerned!

DAN


On Thu, Mar 30, 2017 at 8:34 PM, Jonathan Moore 
wrote:

> I hate to sound inflexible in my views but Houdini is such a powerful
> application because of its technical approach.
>
>
>
> Just because Softimage is no longer available and Maya is ‘problematic’
> (to say the least) shouldn’t mean that SideFX should have to change their
> development strategy.
>
>
>
> I believe that SideFX have in fact done a fantastic job of listening to
> customers that have moved to Houdini from other packages including
> Softimage. The speed with which they implemented a suggested change ref
> dropping VOP nodes over wires the other day is a fine example of that. But
> there‘s a danger of allowing the ‘tail to wag the dog’ so that Houdini
> gets changed for the worse rather than the better. I think SideFX have the
> balance of things pretty much spot on. There’s still huge improvements that
> can be made to the approachability of certain aspects of the user
> experience but I it’s never going to transform into something radically
> different to what’s available today. If anything, with so much of Houdini
> moving away from Hscript style expressions to VEX expressions (for very
> good reason - multithreaded performance) certain aspects of the Houdini
> user experience are in fact getting more technical.
>
>
>
> The best way to learn how to adapt to Houdini is first to accept it for
> what it is. And part of the Houdini user experience has always been
> scripting and programming. That’s why it’s so often described as a 3d
> operating system rather than a DCC.
>
>
>
> Apologies for spelling things out so bluntly but I can’t see Houdini
> evolving into something less technical.
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Nicole Beeckmans-Jacqmain
> *Sent:* 30 March 2017 19:57
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> *Subject:* Re: Houdini Digital Assets for Softies
>
>
>
> hi. yes, was forced to stop following this week's entagma taurus tutorial.
>
> again, these monthes i spend most of my time to write & storyboard.
>
> got recently interested by _computer_  2d possibilities, new for me.
>
> but as discussion advances here, i am getting discouraged to be able to
> talk in the future,  about a project with a Houdinist.
>
> (i don't want to just supervize) because i am foremost a visual artist,
> isn't it that Houdini should evolve upside down,
>
> so that Visual controls Math Thinking, and not the other way around.
>
> Procedural Innovation looked nice, so far,  i guess?
>
> so, in a way i donot opt if a new community shift occurs between
>
> Maya artists and Houdini vop sop artists. or do you think it necessary,
> and why?
>
> thanks
>
> Nicole.
>
>
>
> 2017-03-30 18:04 GMT+02:00 Morten Bartholdy :
>
>
>
> I just also wish Houdini would be made more accessible for less
> technically inclined artists like myself.
>
>
> --
> 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.

Re: Latest Houdini Wrangle Masterclass

2017-03-28 Thread Dan Yargici
Packed Primitives are so ace that it's hard to put into words.  Polysoups
are awesome also...

The only corner case niggle I've encountered with Packed Primitives so far
is that you if you simulate them with a Pop Solver you need to manually
update the primitive Transform intrinsic to reflect the changes to Orient
etc.  It's really trivial to fix, but it'd be nice if there was a toggle on
the Pop solver to handle this for you.

DAN


On Tue, Mar 28, 2017 at 10:41 AM, Fabricio Chamon 
wrote:

> thank you all. The packed prim route looks like exactly what I wanted.
> cheers.
>
> 2017-03-28 0:24 GMT+02:00 Andy Nicholas :
>
>> It’s actually a special seed that causes the rand() function to cycle its
>> value every 100 frames ;)
>>
>>
>> On 27 Mar 2017, at 22:50, Jonathan Moore 
>> wrote:
>>
>> I was waiting for ‘who at all the pies?’
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:softim
>> age-boun...@listproc.autodesk.com
>> ] *On Behalf Of *Jordi Bares
>> *Sent:* 27 March 2017 22:48
>> *To:* Official Softimage Users Mailing List. https://groups.google.co
>> m/forum/#!forum/xsi_list 
>> *Subject:* Re: Latest Houdini Wrangle Masterclass
>>
>> Nice seed
>>
>> Sent from my iPhone
>>
>>
>> On 27 Mar 2017, at 22:36, Andy Nicholas  wrote:
>>
>> Here’s a variant that doesn’t require you to type any names, plus you get
>> super efficient packed primitives.
>>
>> Basically, you just pack each set of primitives (i.e. one for each
>> sphere, torus, etc) first, then merge them all together in a Merge SOP. Now
>> you can just grab them as individual primitives inside VEX which is
>> incredibly convenient. It works because each packed primitive has the @path
>> attribute to indicate where it came from that you can use directly in the
>> @instancepath attribute.
>>
>> Hopefully the attached image should show up below.
>>
>> A
>>
>>
>> 
>>
>>
>>
>> On 27 Mar 2017, at 18:47, Fabricio Chamon  wrote:
>>
>> hijacking the thread, while staying on topic =) :
>>
>> I'd like to instance randomly between 3 objects on the resulting points
>> of a scatter node. Here`s my take at it:
>>
>> 
>>
>> now the question: while this works I don't like the idea of typing in
>> object names on the string array..I'd prefer something like wiring inputs
>> to a merge node and querying the connected nodes from that merge node from
>> inside attrib wrangle. Is that possible, or are there more clever ways to
>> accomplish the same task?
>>
>> thanks!
>>
>>
>> 2017-03-21 10:13 GMT+01:00 Fabricio Chamon :
>>
>> thanks for the link Jonathan. It is so informative! And it clearly points
>> a beginner to the right direction performance-wise, as there are many ways
>> to do the same thing in vex.
>>
>> 2017-03-21 0:42 GMT+01:00 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 <
>> jonathan.moo...@gmail.com> 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.
>>
>> --
>> 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.
>>
>>
>>
>>
>> --
>> 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
>> 

Re: Random Thoughts about H.

2017-03-25 Thread Dan Yargici
I just wish you could disable drop on line per context. I would hate to
work in the network editor without it, but I hate it ferociously in VOPs...

Sent from my phone...

On 24 Mar 2017 5:52 pm, "Andy Nicholas"  wrote:

> +1. Literally found that happening to me too today inside an overcrowded
> shader. It's incredibly easy to accidentally hook up stuff without noticing.
>
> On 24/03/2017 17:02, p...@bustykelp.com wrote:
>
> All they’d need is to have an option to hold down ALT or something when
> moving nodes to prevent them connecting. It doesn’t have to be drastic
> redesign. I’ll do a video next week showing how annoying it can be. Often
> because I don’t notice its happened until my tool stops working
>
> *From:* Olivier Jeannel 
> *Sent:* Friday, March 24, 2017 4:32 PM
> *To:* Official Softimage Users Mailing List.https://groups.google.
> com/forum/#!forum/xsi_list 
> *Subject:* Re: Random Thoughts about H.
>
> Paul, yes when you freshly arrive from ice, I had that same feeling. I'm
> twice more focused in vop than I was in Ice because of that vicious habit
> it has to connect nodes when you just drag another node near it.
> It has also a crude tendency to autocorupt vop nodes when they turn red
> sometime they just don't come back. No big deal, a copy/ paste of the
> corrupted node often bring  things back.
> And when you are in some for each nodes, when dealing with arrays (which
> are far from friendly) it can get really annoying.
> But a part from that bad design, houdini really well worth the efforts and
> the patience.
>
> On Friday, March 24, 2017, Jonathan Moore 
> wrote:
>
>> I’m confident SideFX will sort out any teething problems ref the VOP’s
>> and network editor interaction model. I would however suggest that you send
>> a bug report in with a video. SideFX are pretty good on this stuff
>> especially when it involves new features.
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *
>> javascript:_e(%7B%7D,'cvml','p...@bustykelp.com');
>> *Sent:* 24 March 2017 13:05
>> *To:* Official Softimage Users Mailing List.https://groups.google.com
>> /forum/#!forum/xsi_list 
>> *Subject:* Re: Random Thoughts about H.
>>
>>
>>
>> I understand that when it works as planned its a good feature and it*
>> would* be really useful if I could control when it does and when it
>> doesn’t happen. (by holding a key down for example)
>>
>>
>>
>> In ICE, it works fine because it happens when you place a new node. NOT
>> when you re-organise the tree. But in Houdini, it happens just when you
>> move nodes a bit.  So I  have the choice of either having my nodes spread
>> apart SO far that they are tiny and I can’t read them, but the risk is
>> reduced a bit. Or having them naturally close, but constantly auto
>> connecting and messsing up my work.
>>
>>
>>
>> *From:* Simon Reeves
>>
>> *Sent:* Friday, March 24, 2017 12:04 PM
>>
>> *To:* Official Softimage Users Mailing List.https://groups.google.com
>> /forum/#!forum/xsi_list
>>
>> *Subject:* Re: Random Thoughts about H.
>>
>>
>>
>> I feel like if you disabled 'auto connecting dropping nodes onto wires'
>> youd disable a really useful feature, can you not just be more careful ;)
>> and regards to copy + paste, alt+drag to copy is very useful because you
>> can place them
>>
>>
>>
>> On Fri, 24 Mar 2017 at 11:46 Jonathan Moore <
>> javascript:_e(%7B%7D,'cvml','jonathan.moo...@gmail.com');> wrote:
>>
>> The improvements to the network editor in Houdini 16 is probably my
>> favourite aspect of the release. It answers many of the complaints you
>> mention Oliver.
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Olivier Jeannel
>> *Sent:* 24 March 2017 09:46
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list <
>> softimage@listproc.autodesk.com>
>>
>>
>> *Subject:* Re: Random Thoughts about H.
>>
>>
>>
>> Getting back to the subject of organisation, I still consider myself as a
>> houdini beginner.
>>
>> The thing is, it so open that you quickly import the ice science into vop
>> and you get comfident enough quickly.
>>
>> My experience is with the 15.5, and probably not the latest release.
>>
>> I found the stiky notes not that handy ( clicking on it sometimes close
>> it, or it gets in the way), naming a node or an area. was a pain, you enter
>> the name hit "enter" and it bounces back to its previous name. Having to
>> retype 3 or 4 times until it catches it correctly.
>>
>> The surrounding colored area that you can draw around your network were
>> buggy as well. Once the network surrounded it was mostly unworkable...
>>
>> So finally I just relied on colored nodes...
>>
>> I also found the node editor to be a bit 

Re: Soft to Houdini custom shelf / scripts.

2017-02-23 Thread Dan Yargici
Quick tip, Jason.

You can middle click on any node in SOPs and at the bottom it will tell you
if it's a time dependent cook or not.  If it's not, the result is cached
and the branch is only reevaluated on a change upstream.

DAN

Sent from my phone...

On 22 Feb 2017 8:09 pm, "Jason S"  wrote:

>
> Okay that's reassuring, was wondering because there didn't seem to be a
> point to locking elements that didn't change over time,
> if it wasn't for performance reason, if all operations remained anyways
> while just increasing filesize.
>
> Thanks
>
> On 02/22/17 2:46, Jordi Bares wrote:
>
> No, cooking is evaluated in a very optimised way so no dumb cooking.
>
> If a network is not needed for display or as a result of other network it
> won't be evaluated.
>
> Jb
>
> Sent from my iPhone
>
> On 22 Feb 2017, at 03:08, Jason S  wrote:
>
>
> So things are cooked every frame unless explicitly specified not to?  Even
> if nothing changes except perhaps regular transforms?
> (with no deforms)
>
> Also is there a command log to easily script things such as in this case,
> an export/import button?
>
>
>
>
> --
> 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.

Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Dan Yargici
Hey Tim,

No, you could just stick a null at the end, lock it and delete everything
that lead up to it.  You'd still have the geo 'frozen' in your scene.

I think it's a psychological thing really.  I still find myself feeling the
way you describe, and it does feel kind of wrong, but you have the exact
same outcome...  Only now you have more choice in that you can have your
speed gains but still unlock and tweak if you wanted, or just throw it all
away.

DAN


On Wed, Feb 22, 2017 at 4:00 PM, Tim Bolland 
wrote:

> I'm going to echo that sentiment, if I'm just building a mesh or character
> like I would in say Softimage by pulling points and editing topology. At
> some point I don't want these edits to be live and I would freeze it down
> to the raw point data. Much faster to work with and there's no messy
> construction history. Heck I sometimes even freeze ICE clouds if I really
> just need point positions. I realise that you can lock in Houdini, but does
> this just cache the whole tree above with all it's inputs still
> theoretically available? If so then is the only way to recreate the
> Softimage freeze is to export then import the geo? Surely they can add
> functionality for this without having to write a script.
>
>
> Tim
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Paulo Cesar Duarte <
> paulocdua...@gmail.com>
> *Sent:* 22 February 2017 15:44
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: Soft to Houdini custom shelf / scripts.
>
> Yes, I perfectly understand the procedural approach, but over the last
> years Houdini is getting better and better in interface and modeling tools,
> they are trying to make a complete 3d tool set in all areas, so the idea is
> use Houdini for all tasks, not only import things from Maya and make
> simulations, lets say that I want modeling a complete character or vehicle
> inside Houdini, I would end up with a hundred of SOP nodes.
> Houdini is an amazing software, I just don't understand why I can't
> collapse nodes, I think every DCC can do that, simplify things when
> necessary.
>
> For now I'm going to lock the node and delete the network upstream when
> necessary, thanks for the tip.
>
> 2017-02-22 7:00 GMT-03:00 Jordi Bares :
>
>> You don’t really want to, it is one of those things that will challenge
>> you at first and the you will see how much better is this appraoch.
>>
>> Regardless of my opinion, if you want to collapse in the sense of
>> Softimage, lock the node and delete the network upstream.. that is
>> effectively the same.
>>
>> jb
>>
>> On 20 Feb 2017, at 21:44, Paulo Cesar Duarte 
>> wrote:
>>
>> Hi Olivier and Andy, nice tip.
>> So there is no other way to just collapse everything? I find it's a
>> little strange that I can't do a true modeling collapse, the better way I
>> find is export .obj and import again.
>>
>>
>>
>> 2017-02-20 18:36 GMT-03:00 Andy Goehler :
>>
>>> Be advised, this will increase your file size. A lock on a node is
>>> essentially caching at that node.
>>> If you must, I’d advised to collapse to subnets.
>>>
>>> Andy
>>>
>>>
>>> On Feb 20, 2017, at 10:30 PM, Olivier Jeannel 
>>> wrote:
>>>
>>> Ctrl click on the red (left side of the node (not the yellow) ) This
>>> will lock the node like a "freeze". Everything above is computed and
>>> "locked".
>>>
>>> 2017-02-20 22:19 GMT+01:00 Paulo Cesar Duarte :
>>>
 Hey Pierre and Ed...
 I'm starting with Houdini too, just studying SOP for now.
 There is a simple way to freeze modeling like XSI? Without the need of
 caching geometry, just freezing or collapse?

 Cheers.

 2017-02-10 19:48 GMT-02:00 Jordi Bares :

> A few thoughts of mine.. hope you don’t mind poking at those
> suggestions…
>
> On 3 Feb 2017, at 20:11, Ed Schiffer  wrote:
> hi Tim
> I am just starting in Houdini as well and would be interested in a XSI
> Shelf tools.
>
>
> Good idea
>
> for these particular issues you mentioned, you could match the
> Translate, Rotate, Scale and or Pivot using the icons on the right of 
> these
> parameters. very useful!
>
>
> You have matching of transformations but may be I could put together a
> few Softimage friendly ones too…
>
> and on the Modify shelft tab you have the Center Pivot button as well.
>
>
> You may not want that, I rather suggest you install qLib and you will
> have a bunch of presets installed on normal translation nodes that allow
> you to do the centroid quickly, also placing in the center of the world, 
> on
> the floor, etc...
>
> also, under the 

Re: Xsi to Houdini Quick Start Tutorials

2017-01-28 Thread Dan Yargici
Yes, I also wondered this.

Also, POP Wrangle and POP VOP nodes have already been setup to use the
opstreamname expression internally which enable nodes to respect streams
themselves.  The sop solver itself will not limit itself to the stream it
resides in afaik.



On Sat, Jan 28, 2017 at 3:12 PM, Jonathan Moore 
wrote:

> Mikael, I think it's also worth noting that you can do the exact same
> thing whilst remaining in the POP dynamics context if you use POP Wrangles
> and POP VOPs.
>
> Do you have any specific reason for using the SOP Solver or is it just
> personal preference? I was warned against using SOP Solvers with POP's
> unless it's absolutely necessary (the logic was that it's computationally
> more expensive, which matters on larger sims).
>
> This is the why I've always approached particle states in Houdini (the
> separate POP VOPs rather than subnets in a single POP VOP is personal
> preference for readability).The logic in the VOPs is identical to yours.
>
> Not a criticism, I just want to know if I'm missing something by not using
> the SOP Solver. I use SOP Solvers all the time for generative abstract
> stuff in SOP's.
>
>
>
>
>
> On 28 January 2017 at 12:28,  wrote:
>
>> Thanks Olivier! Happy that you liked it. I'll try to amend for the arrays
>> video in another tutorial ;)
>>
>>
>> Skickat från min iPhone
>> 28 jan. 2017 kl. 09:31 skrev Olivier Jeannel :
>>
>> Just popping this up.
>> http://shortandsweet3d.blogspot.fr/2017/01/xsi-to-houdini-4-
>> from-states-to-streams.html?m=1
>>
>> Mikael did it again and it's brutal !
>> The State method is ace, and is ressembling to something :)
>>
>> You got me lost with the array though ;)
>>
>>
>>
>> 2017-01-12 17:39 GMT+01:00 Chris Marshall :
>>
>>>
>>> It really is seriously appreciated.
>>>
>>>
>>>
>>> On 12 January 2017 at 15:11, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
>>> j.ponthi...@nasa.gov> wrote:
>>>
 I wanted to say thanks for all this and keep it coming. Just got our
 seat up and working and really looking forward to using it. This kind of
 stuff is really helpful!



 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES II)

 Science Systems and Applications Inc. (SSAI)

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not

 represent the opinions of NASA or any other party.




>>> --
>>> 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.
>>
>>
>> --
>> 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.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: mountains

2017-01-12 Thread Dan Yargici
I plan on being there also.  Deadlines permitting...

On Thu, Jan 12, 2017 at 5:09 PM, Matt Morris  wrote:

> I'll be there, hoping to bump into some old softies ;)
>
> On 12 January 2017 at 17:05, Jonathan Moore 
> wrote:
>
>> Stay tuned to Feb 6th… I will leave it there and say no more.
>>
>>
>> Presuming you'll be in Bethnal Green on the evening of the 6th then?   ;)
>>
>> On 12 January 2017 at 16:49, Jordi Bares  wrote:
>>
>>> Stay tuned to Feb 6th… I will leave it there and say no more.
>>>
>>> jb
>>>
>>> On 12 Jan 2017, at 12:19, Chris Marshall 
>>> wrote:
>>>
>>> thumbs up
>>>
>>>
>>> On 12 January 2017 at 11:53, Cristobal Infante  wrote:
>>>
 get on your bike:

 https://vimeo.com/116364169

 On 12 January 2017 at 10:14, Chris Marshall 
 wrote:

> Yes sometimes I feel doing more ice is a waste of time, but as I know
> it inside out and have seriously tight deadlines, I have no time to learn
> anything else right now.
> The mountains builder works way better than I thought it would.
>
> Cheers
>
>
> On 12 January 2017 at 08:33, Morten Bartholdy 
> wrote:
>
>> Hi Chris,
>>
>> Thanks! It is always nice to learn some more ICE even now :) Pretty
>> nifty for throwing quick landscapes together.
>>
>> Cheers
>> Morten
>>
>>
>> > Den 10. januar 2017 klokken 18:09 skrev Chris Marshall <
>> chrismarshal...@gmail.com>:
>> >
>> >
>> > Here you go. A bit thrown together. Reduce the resolution of the
>> main grid
>> > to make it more interactive.
>> >
>> > https://dl.dropboxusercontent.com/u/76099539/mountains-test-1.zip
>> >
>> >
>> > On 10 January 2017 at 15:39, Chris Marshall <
>> chrismarshal...@gmail.com>
>> > wrote:
>> >
>> > > Thanks. This solution is good because it's almost realtime to
>> generate and
>> > > I can quickly draw the curves that define the mountain ranges etc.
>> > > It essentially uses the distance between the curves and surface
>> to push up
>> > > the peaks. Then some turbulence multiplied in there, plus I've
>> added a null
>> > > to act as a height centre for the highest peak.
>> > >
>> > > On 10 January 2017 at 14:58, Morten Bartholdy <
>> x...@colorshopvfx.dk> wrote:
>> > >
>> > >> Hey that's pretty cool. Care to share a screenshot of the ICE
>> Tree?
>> > >> BTW WorldMachine was mentioned and I have to say it is pretty
>> addictive
>> > >> and fairly easy to get decent results from it.
>> > >>
>> > >> Morten
>> > >>
>> > >>
>> > >>
>> > >> > Den 10. januar 2017 klokken 15:50 skrev Chris Marshall <
>> > >> chrismarshal...@gmail.com>:
>> > >> >
>> > >> >
>> > >> > Here's what I managed to make. None of Andy's Diamond stuff,
>> just a
>> > >> curve
>> > >> > to define the main ridge, in this render a spiral, and some
>> other
>> > >> smaller
>> > >> > curves to define some minor spurs off it.
>> > >> >
>> > >> >
>> > >> > On 10 January 2017 at 13:21, Chris Marshall <
>> chrismarshal...@gmail.com>
>> > >> > wrote:
>> > >> >
>> > >> > > oh yes. Interesting. I've managed to modify that and
>> incporporate it
>> > >> into
>> > >> > > something I'd started to build. Looks like it might work,
>> possibly.
>> > >> > > Thanks Morten
>> > >> > >
>> > >> > > On 10 January 2017 at 13:01, Morten Bartholdy <
>> x...@colorshopvfx.dk>
>> > >> wrote:
>> > >> > >
>> > >> > >> This one? :
>> > >> > >>
>> > >> > >> Diamond-Square Terrain Generator
>> > >> > >>
>> > >> > >> http://rray.de/xsi/ - search terrain
>> > >> > >>
>> > >> > >>
>> > >> > >> Morten
>> > >> > >>
>> > >> > >>
>> > >> > >>
>> > >> > >>
>> > >> > >> > Den 10. januar 2017 klokken 13:11 skrev adrian wyer <
>> > >> > >> adrian.w...@fluid-pictures.com>:
>> > >> > >> >
>> > >> > >> >
>> > >> > >> > it was a little ppg that you could layer up fractals to
>> displace a
>> > >> > >> grid.
>> > >> > >> > kind of like world machine but inside soft
>> > >> > >> >
>> > >> > >> >
>> > >> > >> >
>> > >> > >> > a
>> > >> > >> >
>> > >> > >> >
>> > >> > >> >
>> > >> > >> > Adrian Wyer
>> > >> > >> > Fluid Pictures
>> > >> > >> > 4th Floor
>> > >> > >> > 4 Bath Place
>> > >> > >> > Rivington Street
>> > >> > >> > London
>> > >> > >> > EC2A 3DR
>> > >> > >> > ++44(0) 207 580 0829
>> > >> > >> >
>> > >> > >> >
>> > >> > >> > adrian.w...@fluid-pictures.com
>> > >> > >> >
>> > >> > >> > www.fluid-pictures.com
>> > >> > >> > > http://www.flu
>> > >> > >> 

Re: Xsi to Houdini Quick Start Tutorials

2017-01-12 Thread Dan Yargici
Peter Quint's video on Pop Streams shows a fairly straightforward approach
to creating states.

On Thu, Jan 12, 2017 at 1:40 PM,  wrote:

> I'll do it in dops because it's trickier, but I'll set it up in vops just
> because it's closer to ICE
>
> Skickat från min iPhone
>
> 12 jan. 2017 kl. 13:30 skrev Olivier Jeannel :
>
> I'd be interrested !
> is this vop based, or dop ?
>
> 2017-01-12 14:28 GMT+01:00 :
>
>> Yeah, you need to think a bit different in Houdini, but I could do a tut
>> about mimicking state machines if someone is interested.
>>
>> Skickat från min iPhone
>>
>> 12 jan. 2017 kl. 13:05 skrev Jonathan Moore :
>>
>> For those of us who are keen to switch to something that has some
>>> similarities to ICE, is there a way of doing some tutorials of the basics
>>> of simple effects done in ICE remade in Houdini?
>>
>>
>> Chris, you should take a look at the Jumpstart series over at HelloLuxx.
>> Adam Swaab is a great tutor who guides you through your learning path
>> without ever being condescending. There's a promotion on at the moment with
>> discounts of up to 50%. Vol.7 (currently 30% off) deals specifically with
>> VOPS which is the closest thing to ICE in Houdini but I'd also recommend
>> you pick up the bundle of the first 4 volumes (currently 50% off) as this
>> covers a lot of key principles of the Houdini UX, which are helpful for
>> someone transitioning from ICE.
>>
>> There's a ton of free tutorials available but the benefit of Adam's stuff
>> is that it's structured as a 'learning path'. You could get away with
>> skipping Vol's 5&6, as once you understand the foundations there's better
>> paid material available for Pyro and Fluids - specifically thinking of the
>> Steve Knipping 'Applied Dynamics' series over at CGCircuit. Steve's an ILM
>> TD and a great communicator/teacher too (the downside is that his courses
>> aren't the cheapest but they're still more reasonable than the likes of
>> cmiVFX, fxPHD and CGSociety). He made Vol.1 of his Destruction series
>> available for free on Vimeo; it's a great indicator to his approach to
>> teaching and the quality of his other course. Steve's great at explaining
>> the 'why' as well as the 'how'. That added context aids retention and
>> deeper understanding of Houdini as an integrated system.
>>
>> https://vimeo.com/185820853
>>
>> http://helloluxx.com/product-tag/adam-swaab/
>>
>> https://www.cgcircuit.com/browsepage.php
>>
>>
>>
>> On 12 January 2017 at 12:27, Olivier Jeannel 
>> wrote:
>>
>>> Not everything, but yeah State Machine is something I try to reproduce
>>> in popvop but some easy features are missing such as "get time in state"
>>> and other nodes that gave the age of the particle relative to the moment it
>>> entered the stage.
>>>
>>> 2017-01-12 12:45 GMT+01:00 Cristobal Infante :
>>>
 I could you show a similar setup in Houdini, but I am nowhere as
 eloquent as the MASTER Bradley Gabe...

 Also you must forget everything you know (state
 Machines, bla bla).



 On Thu, 12 Jan 2017 at 11:34, Chris Marshall 
 wrote:

> indeed!
>
> On 12 January 2017 at 11:17, Rob Chapman  wrote:
>
> IMHO one of the best tutorials for ICE that got me fired up back in
>
>
> the day with that 'aha' moment  was Brad Gabe's "An artist tour
>
>
> Production primer"
>
>
>
>
>
>
>
>
>
>
>
> 8 years ago. wowsers
>
>
>
>
>
>
>
>
>
>
>
> On 12 January 2017 at 11:06, Olivier Jeannel 
> wrote:
>
>
> > Hi Chris,
>
>
> > I've already posted this, but since you're talking about :
>
>
> > https://vimeo.com/158037926
>
>
> >
>
>
> > 2017-01-12 12:03 GMT+01:00 :
>
>
> >>
>
>
> >> Hi Chris,
>
>
> >>
>
>
> >> That it what I'm trying to do with the Xsi to Houdini videos. Is
> there
>
>
> >> something in particular you were thinking about?
>
>
> >>
>
>
> >> Cheers
>
>
> >>
>
>
> >> Skickat från min iPhone
>
>
> >>
>
>
> >> 12 jan. 2017 kl. 10:17 skrev Chris Marshall <
> chrismarshal...@gmail.com>:
>
>
> >>
>
>
> >> For those of us who are keen to switch to something that has some
>
>
> >> similarities to ICE, is there a way of doing some tutorials of the
> basics of
>
>
> >> simple effects done in ICE remade in Houdini?
>
>
> >>
>
>
> >> On 12 January 2017 at 00:11,  wrote:
>
>
> >>>
>
>
> >>> Thanks, 

Re: Softimage mailing 2016 year in review

2017-01-11 Thread Dan Yargici
"Where’s Porl when you need him?"

*Porl twitches, stops chewing, and looks up from the carcass of the random
internet commentator he was devouring in some dark, long forgotten corner
of the internet... the black fog clears from his eyes and a grin slowly
spreads across his face...*

...or something



On Wed, Jan 11, 2017 at 2:03 PM, Ed Harriss  wrote:

> Where’s Porl when you need him?
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Chris Marshall
> *Sent:* Wednesday, January 11, 2017 4:53 AM
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> *Subject:* Re: Softimage mailing 2016 year in review
>
>
>
> that was Kim and Brad!? That's going back a way!
>
>
>
> On 10 January 2017 at 20:35, phil harbath 
> wrote:
>
> cgsoup still pops up on a search.  nice to know[image: Smile]
>
>
>
> *From:* Bradley Gabe
>
> *Sent:* Tuesday, January 10, 2017 2:39 PM
>
> *To:* Official Softimage Users Mailing List.https://groups.google.
> com/forum/#!forum/xsi_list
>
> *Subject:* Re: Softimage mailing 2016 year in review
>
>
>
> My goal was to not post anything on the list this year.
>
>
>
> --
> 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.

Re: Softimage mailing 2016 year in review

2017-01-10 Thread Dan Yargici
I agree, but it's more of a dip in and out format IMO.  I think if you had
a problem that you needed help solving fast, it would probably be one of
the best places to go.

On Tue, Jan 10, 2017 at 1:03 PM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> signed too, it's a bit a mess to follow.
>
> 2017-01-10 14:00 GMT+01:00 Tim Bolland <tim_boll...@hotmail.co.uk>:
>
>> Thank you, just signed up.
>>
>>
>> --
>> *From:* softimage-boun...@listproc.autodesk.com <
>> softimage-boun...@listproc.autodesk.com> on behalf of Dan Yargici <
>> danyarg...@gmail.com>
>> *Sent:* 10 January 2017 12:08
>>
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list
>> *Subject:* Re: Softimage mailing 2016 year in review
>>
>> Sorry, yeah.  Maybe this is the correct link:
>>
>> https://discordapp.com/invite/b8U5Hdy
>>
>>
>>
>> On Tue, Jan 10, 2017 at 12:04 PM, Rob Chapman <tekano@gmail.com>
>> wrote:
>>
>>> hmm seems like you need an official 'invite' or something to join or add
>>> another discord server other than your own?
>>>
>>> On 10 January 2017 at 11:50, Olivier Jeannel <facialdel...@gmail.com>
>>> wrote:
>>>
>>>> Hi Dan,
>>>> I installed your "thing", but what should I do to "see" you guys ?
>>>>
>>>> 2017-01-10 12:30 GMT+01:00 Dan Yargici <danyarg...@gmail.com>:
>>>>
>>>>> Hey Tim!
>>>>>
>>>>> Also check out the discord server that someone set up recently.  It's
>>>>> actually quite active and pleasant/feature-rich to use.
>>>>>
>>>>> There are some good people one there and SideFX employees also.
>>>>>
>>>>> I haven't been massively involved there but it feels like the future
>>>>> for this type of forum/discussion mashup if you ask me.  You can chat
>>>>> directly with other users on there also.
>>>>>
>>>>> https://discordapp.com/channels/230123485668573184/231835631058157570
>>>>>
>>>>>
>>>>> On Tue, Jan 10, 2017 at 11:21 AM, Tim Bolland <
>>>>> tim_boll...@hotmail.co.uk> wrote:
>>>>>
>>>>>> Thanks guys :)
>>>>>>
>>>>>>
>>>>>> --
>>>>>> *From:* softimage-boun...@listproc.autodesk.com <
>>>>>> softimage-boun...@listproc.autodesk.com> on behalf of Rob Chapman <
>>>>>> tekano@gmail.com>
>>>>>> *Sent:* 10 January 2017 11:06
>>>>>> *To:* Official Softimage Users Mailing List.
>>>>>> https://groups.google.com/forum/#!forum/xsi_list
>>>>>> *Subject:* Re: Softimage mailing 2016 year in review
>>>>>>
>>>>>> just joined, need just subscribe written in the body, nothing in the
>>>>>> header
>>>>>>
>>>>>>
>>>>>>
>>>>>> On 10 January 2017 at 11:02, Olivier Jeannel <facialdel...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> sidefx-houdini-l...@sidefx.com
>>>>>>>
>>>>>>
>>>>>> --
>>>>>> Softimage Mailing List.
>>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>>>>> odesk.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.
>>>>>
>>>>
>>>>
>>>> --
>>>> 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.
>>>
>>
>>
>> --
>> 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.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Softimage mailing 2016 year in review

2017-01-10 Thread Dan Yargici
I'm mrDan on there if you do join btw.

On Tue, Jan 10, 2017 at 12:08 PM, Dan Yargici <danyarg...@gmail.com> wrote:

> Sorry, yeah.  Maybe this is the correct link:
>
> https://discordapp.com/invite/b8U5Hdy
>
>
>
> On Tue, Jan 10, 2017 at 12:04 PM, Rob Chapman <tekano@gmail.com>
> wrote:
>
>> hmm seems like you need an official 'invite' or something to join or add
>> another discord server other than your own?
>>
>> On 10 January 2017 at 11:50, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> Hi Dan,
>>> I installed your "thing", but what should I do to "see" you guys ?
>>>
>>> 2017-01-10 12:30 GMT+01:00 Dan Yargici <danyarg...@gmail.com>:
>>>
>>>> Hey Tim!
>>>>
>>>> Also check out the discord server that someone set up recently.  It's
>>>> actually quite active and pleasant/feature-rich to use.
>>>>
>>>> There are some good people one there and SideFX employees also.
>>>>
>>>> I haven't been massively involved there but it feels like the future
>>>> for this type of forum/discussion mashup if you ask me.  You can chat
>>>> directly with other users on there also.
>>>>
>>>> https://discordapp.com/channels/230123485668573184/231835631058157570
>>>>
>>>>
>>>> On Tue, Jan 10, 2017 at 11:21 AM, Tim Bolland <
>>>> tim_boll...@hotmail.co.uk> wrote:
>>>>
>>>>> Thanks guys :)
>>>>>
>>>>>
>>>>> --
>>>>> *From:* softimage-boun...@listproc.autodesk.com <
>>>>> softimage-boun...@listproc.autodesk.com> on behalf of Rob Chapman <
>>>>> tekano@gmail.com>
>>>>> *Sent:* 10 January 2017 11:06
>>>>> *To:* Official Softimage Users Mailing List.
>>>>> https://groups.google.com/forum/#!forum/xsi_list
>>>>> *Subject:* Re: Softimage mailing 2016 year in review
>>>>>
>>>>> just joined, need just subscribe written in the body, nothing in the
>>>>> header
>>>>>
>>>>>
>>>>>
>>>>> On 10 January 2017 at 11:02, Olivier Jeannel <facialdel...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> sidefx-houdini-l...@sidefx.com
>>>>>>
>>>>>
>>>>> --
>>>>> 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.
>>>>
>>>
>>>
>>> --
>>> 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.
>>
>
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Softimage mailing 2016 year in review

2017-01-10 Thread Dan Yargici
Sorry, yeah.  Maybe this is the correct link:

https://discordapp.com/invite/b8U5Hdy



On Tue, Jan 10, 2017 at 12:04 PM, Rob Chapman <tekano@gmail.com> wrote:

> hmm seems like you need an official 'invite' or something to join or add
> another discord server other than your own?
>
> On 10 January 2017 at 11:50, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Hi Dan,
>> I installed your "thing", but what should I do to "see" you guys ?
>>
>> 2017-01-10 12:30 GMT+01:00 Dan Yargici <danyarg...@gmail.com>:
>>
>>> Hey Tim!
>>>
>>> Also check out the discord server that someone set up recently.  It's
>>> actually quite active and pleasant/feature-rich to use.
>>>
>>> There are some good people one there and SideFX employees also.
>>>
>>> I haven't been massively involved there but it feels like the future for
>>> this type of forum/discussion mashup if you ask me.  You can chat directly
>>> with other users on there also.
>>>
>>> https://discordapp.com/channels/230123485668573184/231835631058157570
>>>
>>>
>>> On Tue, Jan 10, 2017 at 11:21 AM, Tim Bolland <tim_boll...@hotmail.co.uk
>>> > wrote:
>>>
>>>> Thanks guys :)
>>>>
>>>>
>>>> --
>>>> *From:* softimage-boun...@listproc.autodesk.com <
>>>> softimage-boun...@listproc.autodesk.com> on behalf of Rob Chapman <
>>>> tekano@gmail.com>
>>>> *Sent:* 10 January 2017 11:06
>>>> *To:* Official Softimage Users Mailing List.
>>>> https://groups.google.com/forum/#!forum/xsi_list
>>>> *Subject:* Re: Softimage mailing 2016 year in review
>>>>
>>>> just joined, need just subscribe written in the body, nothing in the
>>>> header
>>>>
>>>>
>>>>
>>>> On 10 January 2017 at 11:02, Olivier Jeannel <facialdel...@gmail.com>
>>>> wrote:
>>>>
>>>>> sidefx-houdini-l...@sidefx.com
>>>>>
>>>>
>>>> --
>>>> 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.
>>>
>>
>>
>> --
>> 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.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Softimage mailing 2016 year in review

2017-01-10 Thread Dan Yargici
Hey Tim!

Also check out the discord server that someone set up recently.  It's
actually quite active and pleasant/feature-rich to use.

There are some good people one there and SideFX employees also.

I haven't been massively involved there but it feels like the future for
this type of forum/discussion mashup if you ask me.  You can chat directly
with other users on there also.

https://discordapp.com/channels/230123485668573184/231835631058157570


On Tue, Jan 10, 2017 at 11:21 AM, Tim Bolland 
wrote:

> Thanks guys :)
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Rob Chapman <
> tekano@gmail.com>
> *Sent:* 10 January 2017 11:06
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: Softimage mailing 2016 year in review
>
> just joined, need just subscribe written in the body, nothing in the
> header
>
>
>
> On 10 January 2017 at 11:02, Olivier Jeannel 
> wrote:
>
>> sidefx-houdini-l...@sidefx.com
>>
>
> --
> 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.

Re: Softimage mailing 2016 year in review

2017-01-09 Thread Dan Yargici
You'll always win on word count though, Matt ;)

DAN


On Mon, Jan 9, 2017 at 10:01 AM, Matt Lind  wrote:

> Well, to put it into perspective:
>
> In 2014 there were 14,000+ posts and only the top 3 posters from this
> year's
> rankings would've cracked the top 25 in 2014.  My total post count this
> year
> was nearly 80% less than in 2014 and I still finished in 9th.
>
> People are moving on.
>
> Matt
>
>
> Date: Mon, 9 Jan 2017 01:23:10 -0500
> From: Pierre Schiller 
> Subject: Re: Softimage mailing 2016 year in review
> To: "Official Softimage Users Mailing List.
>
> Ranked 3rd on 3282 posts?? ...either I ask too much or post too much... :D
> Thanks team! Let?s get that 2017!
>
>
> --
> 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.

Re: Questionable spam emails

2017-01-02 Thread Dan Yargici
I just got one also.

Sent from my phone...

On 2 Jan 2017 1:21 pm, "Morten Bartholdy"  wrote:

> I have received a couple of those too - apparently coming from the mailing
> list with a file attached with my name and doc added.
>
> Not sure what is going on.
>
> Morten
>
>
> > Den 1. januar 2017 klokken 02:51 skrev pedro santos  >:
> >
> >
> > Striked again...
> > And this time from mailing list mail itself??
> > http://prntscr.com/dq7f05
> > http://prntscr.com/dq7f7h
> >
> > Happy 2017
> >
> > On Mon, Dec 19, 2016 at 6:01 PM, pedro santos 
> wrote:
> >
> > >
> > > I reported this one as spam:
> > >  [image: Inline image 1]
> > >
> > > Let me know if it's a legit mailbox going through a rough time.
> > >
> > > Cheers
> > >
> > >
> > >
> > > On Mon, Dec 19, 2016 at 10:28 AM, Olivier Jeannel <
> facialdel...@gmail.com>
> > > wrote:
> > >
> > >> I wonder, maybe this is the Maya help file... :)
> > >>
> > >> Le 19 déc. 2016 11:22, "Morten Bartholdy"  a
> écrit :
> > >>
> > >>> On the sitoa userlist too :/
> > >>>
> > >>> MB
> > >>>
> > >>>
> > >>>
> > >>> > Den 19. december 2016 klokken 01:23 skrev Eric Thivierge <
> > >>> ethivie...@gmail.com>:
> > >>> >
> > >>> >
> > >>> > Just got a weird email with an attachment with my name on it from
> this
> > >>> > list. This is something I've heard of happening on other lists
> > >>> recently.
> > >>> >
> > >>> > Just a warning not sure what its all about but wanted to warn
> people.
> > >>> > --
> > >>> > Softimage Mailing List.
> > >>> > To unsubscribe, send a mail to softimage-request@listproc.
> autodesk.com
> > >>> with "unsubscribe" in the subject, and reply to confirm.
> > >>> --
> > >>> Softimage Mailing List.
> > >>> To unsubscribe, send a mail to softimage-request@listproc.
> autodesk.com
> > >>> with "unsubscribe" in the subject, and reply to confirm.
> > >>>
> > >>
> > >> --
> > >> Softimage Mailing List.
> > >> To unsubscribe, send a mail to softimage-request@listproc.
> autodesk.com
> > >> with "unsubscribe" in the subject, and reply to confirm.
> > >>
> > >
> > >
> > >
> > > --
> > >
> > >
> > >
> > > *--[image:
> > > http://i153.photobucket.com/albums/s202/animatics/
> probiner-sig.gif]Pedro
> > > Alpiarça dos Santos >>  http://probiner.xyz/ 
> > > *
> > >
> >
> >
> >
> > --
> >
> >
> >
> > *--[image:
> > http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> > Alpiarça dos Santos >>  http://probiner.xyz/ 
> > *
> > --
> > 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.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Possibly the most random sighting of XSI yet...

2016-12-18 Thread Dan Yargici
Was just perusing randomly on Banggood and stumbled across this...

http://www.banggood.com/VOYO-V1-Quad-Core-Apollo-Pentium-N4200-Windows-10_1-System-4G-RAM-32G-eMMC-128G-SSD-Mini-PC-TV-Box-p-1105331.html
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Softimage EOL 2017 - The chronicles of a giant (documentary)

2016-12-07 Thread Dan Yargici
Don't get me wrong, there's barely a day goes by that I don't miss
Softimage for one reason or another.  But seriously, the future now lies
elsewhere, no matter how hard that is for people to accept.

My post was mostly a reaction to the feeling that this situation is somehow
deserving of a documentary or the like...



On Wed, Dec 7, 2016 at 4:06 PM, patrick nethercoat <patr...@brandtanim.co.uk
> wrote:

> Yup. Can't see us shifting from Soft for a while yet.
>
> On 7 December 2016 at 16:04, Chris Marshall <chrismarshal...@gmail.com>
> wrote:
>
>> me too:-D
>>
>> On 7 December 2016 at 15:56, adrian wyer <adrian.w...@fluid-pictures.com>
>> wrote:
>>
>>> isn't 'get over it' what Trump supporters keep saying about election
>>> discrepancies?
>>>
>>>
>>>
>>> just sayin'
>>>
>>>
>>>
>>> and they'll get my softimage from me when they pry it from my cold dead
>>> fingers!
>>>
>>>
>>>
>>> a
>>>
>>>
>>>
>>> Adrian Wyer
>>> Fluid Pictures
>>> 4th Floor
>>> 4 Bath Place
>>> Rivington Street
>>> London
>>> EC2A 3DR
>>> ++44(0) 207 580 0829 <+44%2020%207580%200829>
>>>
>>>
>>> adrian.w...@fluid-pictures.com
>>>
>>> www.fluid-pictures.com
>>>
>>>
>>>
>>> Fluid Pictures Limited is registered in England and Wales.
>>> Company number:5657815
>>> VAT number: 872 6893 71
>>> --
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Dan Yargici
>>> *Sent:* 07 December 2016 09:18
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Softimage EOL 2017 - The chronicles of a giant
>>> (documentary)
>>>
>>>
>>>
>>> Are you insane?
>>>
>>>
>>>
>>> Come on everyone, get over it. Life's too short...
>>>
>>> Sent from my phone...
>>>
>>>
>>>
>>> On 6 Dec 2016 10:20 pm, "Pierre Schiller" <activemotionpictu...@gmail.co
>>> m> wrote:
>>>
>>> Hi. Has anyone started any documentary on how AD hit our jobs
>>> (increasing an already bad economic year)?
>>>
>>> Has anyone documented how bad our calm and helping attitude built out of
>>> years of trust and confidence, suddenly wrecked nerves to learn another
>>> clumsy-patched-to-death-with-more-bad code?
>>>
>>>
>>>
>>> Maybe we should consider those points ann...what other points, to start
>>> out the documentary?
>>>
>>>
>>>
>>>
>>>
>>> Thanks
>>>
>>>
>>> --
>>> 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 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.
> 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.

Re: Softimage EOL 2017 - The chronicles of a giant (documentary)

2016-12-07 Thread Dan Yargici
Are you insane?

Come on everyone, get over it. Life's too short...

Sent from my phone...

On 6 Dec 2016 10:20 pm, "Pierre Schiller" 
wrote:

> Hi. Has anyone started any documentary on how AD hit our jobs (increasing
> an already bad economic year)?
> Has anyone documented how bad our calm and helping attitude built out of
> years of trust and confidence, suddenly wrecked nerves to learn another
> clumsy-patched-to-death-with-more-bad code?
>
> Maybe we should consider those points ann...what other points, to start
> out the documentary?
>
>
> Thanks
>
> --
> 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.

Re: SI|3D Flashback

2016-11-11 Thread Dan Yargici
One of my favourite underrated but powerful tools back in the day was
+Replace. It was one of the Pison tools I think.  It just let you swap out
objects' geometry but keep all their parameters. It felt like magic when I
discovered it. Stupid really looking back. Wasn't Halfdan originally one of
the developers at Pison?

I remember watching chinny do that plunger/quickstretch demo live at the CG
expo they used to put on at Wembley. It really stuck with me for some
reason. He kept saying "spiff spaff spoof". I can still picture it vividly.

DAN

Sent from my phone...

On 11 Nov 2016 6:31 pm, "Sven Constable"  wrote:

> Hey list,
>
>
>
> a demo by Chinny and he's talking about some plugins. I remember many of
> them, like PhoenixTools, Arete and the Ray Rebels stuff but I never heard
> of "Conscious". They developed a plugin called Grabber, that seems it was
> incorporated in XSI later on, as "Volume Deform". Ha, didn't know that!
>
> Quite entertaining demo btw. Great foleys ;)
>
>
>
> sven
>
>
>
> https://www.youtube.com/watch?v=cVPawEVWDT8
>
>
>
>
>
> --
> 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.

Re: What does this mean for Arnold ?

2016-07-31 Thread Dan Yargici
It looks to me like it's still a loong way off.

Sent from my phone...

On 31 Jul 2016 1:39 a.m., "Steven Caron"  wrote:

> https://mobile.twitter.com/arnoldrenderer/status/758753755911159809
>
> *written with my thumbs
>
> On Jul 30, 2016 3:27 PM, "Sebastien Sterling" <
> sebastien.sterl...@gmail.com> wrote:
>
>> Cool thx for clearing that up Steven.
>>
>> Do you know if Solid Angle are looking at GPU rendering ?
>>
>> On 31 July 2016 at 00:22, Steven Caron  wrote:
>>
>>> The plugin is maintained by Nvidia and sold by them...
>>>
>>> "And because mental ray is now coming directly from NVIDIA, users will
>>> gain access to new features and updates without waiting for Maya updates."
>>>
>>> Nothing changed for Arnold...
>>>
>>> *written with my thumbs
>>>
>>> On Jul 30, 2016 3:12 PM, "Sebastien Sterling" <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
 Anyone seen this ?

 https://blogs.nvidia.com/blog/2016/07/25/mental-ray-maya/

 I thought this year Arnold was replacing maya's native renderer.

 What will this mean for Arnold ?

 (legit ask no pessimism).

 --
 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.
>>>
>>
>>
>> --
>> 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.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Motion Tracking

2016-07-26 Thread Dan Yargici
Actually it looks like it wasn't one of the projects accepted by google. Or
no one picked it up...

https://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016

Sent from my phone...

On 26 Jul 2016 10:50 p.m., "Dan Yargici" <danyarg...@gmail.com> wrote:

> It's a summer of code project so it's fairly likely.
>
> https://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas
>
> Sent from my phone...
>
> On 26 Jul 2016 10:49 p.m., "Dan Yargici" <danyarg...@gmail.com> wrote:
>
>> It is quite usable but it currently has no lens distortion workflow
>> afaik.  I think it may be coming in 2.78 however.
>>
>> Sent from my phone...
>>
>> On 26 Jul 2016 9:30 p.m., "Adam Seeley" <adammsee...@gmail.com> wrote:
>>
>>> Innnteresting.
>>>
>>> On 26 July 2016 at 08:14, Gerbrand Nel <nagv...@gmail.com> wrote:
>>>
>>>> Don't underestimate Blender.
>>>> I’ve used it on a few jobs alongside pftrack,  and the results on some
>>>> of the shots were better in blender.
>>>> Plus it will cost you nothing but your free time to check it out.
>>>> G
>>>> --
>>>> 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.
>>>
>>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Motion Tracking

2016-07-26 Thread Dan Yargici
It's a summer of code project so it's fairly likely.

https://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2016/Ideas

Sent from my phone...

On 26 Jul 2016 10:49 p.m., "Dan Yargici" <danyarg...@gmail.com> wrote:

> It is quite usable but it currently has no lens distortion workflow
> afaik.  I think it may be coming in 2.78 however.
>
> Sent from my phone...
>
> On 26 Jul 2016 9:30 p.m., "Adam Seeley" <adammsee...@gmail.com> wrote:
>
>> Innnteresting.
>>
>> On 26 July 2016 at 08:14, Gerbrand Nel <nagv...@gmail.com> wrote:
>>
>>> Don't underestimate Blender.
>>> I’ve used it on a few jobs alongside pftrack,  and the results on some
>>> of the shots were better in blender.
>>> Plus it will cost you nothing but your free time to check it out.
>>> G
>>> --
>>> 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.
>>
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Motion Tracking

2016-07-26 Thread Dan Yargici
It is quite usable but it currently has no lens distortion workflow afaik.
I think it may be coming in 2.78 however.

Sent from my phone...

On 26 Jul 2016 9:30 p.m., "Adam Seeley"  wrote:

> Innnteresting.
>
> On 26 July 2016 at 08:14, Gerbrand Nel  wrote:
>
>> Don't underestimate Blender.
>> I’ve used it on a few jobs alongside pftrack,  and the results on some
>> of the shots were better in blender.
>> Plus it will cost you nothing but your free time to check it out.
>> G
>> --
>> 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.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Motion Tracking

2016-07-20 Thread Dan Yargici
I worked on a job where a colleague was tracking 4 ~2000 frame sequences in
the same world space with SynthEyes and the speed and results he was
getting were jaw-dropping.  It's crazy fast, if that's what's important to
you.  It's priced very attractively also.  To call the interface fugly
would be a massive understatement however...

Just thought I'd throw that into the mix.

DAN


On Wed, Jul 20, 2016 at 5:42 PM, Francois Lord  wrote:

> It's been a while since I worked with 3DE, but I always found it slow to
> work with. If you have one shot to track it might not make a big
> difference. But when you have tens of shots it starts to show.
>
> On 2016-07-20 11:01, Andy Nicholas wrote:
>
> I know these things are often down to personal preference and depth of
> knowledge of a package, but for me, 3DEqualizer wins out in most
> situations. The only time I go to PFTrack is for their mesh tracking and
> perspective alignment tool. I'm not particularly a fan of PFTrack's node
> editor, as it doesn't provide the sorts of workflows that I'd expect from
> it so I quickly get frustrated. I find that it's too high level in terms of
> the data that gets passed between nodes. I want more granularity.
>
> With 3DE being so (relatively) cheap with its rental pricing now, I'd find
> it hard to justify using anything else. It's not the easiest of packages to
> pick up when you're starting out, but for me that's about the only downside.
>
>
>
>
> On 20/07/2016 15:07, Alok Gandhi wrote:
>
> Chiming in from VFX Pipeline perspective on which I have a worked for
> quite a number of years (though not in tracking), there are these 3 or 4
> dccs as mentioned above that I have seen the most experienced tracking
> artists using each one of them for solving specific shot problems. In the
> end a solid tracking artist would preferably have most of them in their
> arsenal to track any shot thrown their way using a combination or one of
> them. Sometimes tracking can be a brutal and needs some serious fire
> fighting. So I would say all of them have their pros and cons but by a
> little margin PF Track wins the race.
>
> On Wed, Jul 20, 2016 at 5:25 PM, Chris Marshall  > wrote:
>
>> OK Brilliant! I'll check out some of those options.
>> Sounds like PF Track might be my first point of contact.
>> Thanks List!
>>
>>
>> On 20 July 2016 at 09:05, Olivier Jeannel  wrote:
>>
>>> I've seen some nice thing coming out of nuke tracking (I don't use Nuke
>>> ..yet)
>>> Other than that PF track.
>>>
>>> On Tue, Jul 19, 2016 at 11:48 PM, Adam Sale  wrote:
>>>
 PF Track all the way in my opinion. Node based interface for combining
 all kinds of matchmove , object tracks, stabilization, undistortion,
 redistortion etc.
 Its cheaper by a long shot than 3dEq, though I can't speak for the
 rental aspect costs.

 On Tue, Jul 19, 2016 at 10:30 AM, Francois Lord 
 wrote:

> Syntheyes for low price, precision of 2D tracking and speed of 2D
> tracking.
> PFTrack for overall speed and versatility.
> 3DEqualizer for difficult shots and precision of 3D track.
> NukeX for simple shots if you already have a license.
>
> If you need to choose just one, I would pick PFTrack. The node based
> workflow is awesome, but the rest of the UI is awful. A good combination 
> is
> to 2D track in Syntheyes and 3D solve in PFTrack.
>
> On 2016-07-19 10:46, Rob Wuijster wrote:
>
> There's PFTrack, and SynthEyes is used a lot as well. SynthEyes has
> decent pricing too.
>
> Rob
>
> \/-\/\/
>
> On 19-7-2016 16:18, Cristobal Infante wrote:
>
> I would recommend 3DEqualizer, it's probably the best one out there.
> You can now rent it.
> FXPHD have some good intro courses I believe.
>
> On 19 July 2016 at 10:47, Chris Marshall 
> wrote:
>
>> Hi All,
>> What are people using for motion tracking / match moving these days?
>> I haven't needed to do it for a while.
>>
>> Cheers
>>
>> Chris
>>
>>
>> --
>> 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.
>
>
>
> --
> 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 

Re: Momentum / implosiafx plugins

2016-05-26 Thread Dan Yargici
Thanks Oleg!  Very generous!

...and great tools BTW!

DAN

On Thu, May 26, 2016 at 5:45 PM, Laurence Dodd  wrote:

> Very generous, many thanks Oleg!
>
> Laurence
>
> On 26 May 2016 at 15:24, Oleg Bliznuk  wrote:
>
>> Hi all,
>>
>> Since the EOL of Softmage I'd like to open free access to Momentum and
>> ImplosiaFX plugins. You can grab it here :
>> ImplosiaFX
>> https://drive.google.com/open?id=0B47NI7NeoDiiT1NlYzUxU3hGZ2c
>>
>> Momentum
>> https://drive.google.com/open?id=0B47NI7NeoDiiNmw1Nm1hdW9mLTg
>>
>> These links include builds both for win and linux 64bits + documentation
>> and sample scenes.
>> It was a lot of fun to make tools and various tech stuff in ICE, thanks
>> all for the great experience, especially for the ice vimeo channel folks
>> :-) . Hopefully those plugins still can be usefull.
>>
>> best regards,
>> Oleg
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
>
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv
> W: www.porkpie.tv
> M: 07570 702 576
> T: 01273 278 382
>
> --
> 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.

Re: Realflow plugin not working - quick Q

2016-05-13 Thread Dan Yargici
Hey Morten.  Adrian had some issues with it recently and emReader came to
his rescue.  Might be worth a look...

http://www.mootzoid.com/plugin/emreader


On Fri, May 13, 2016 at 9:18 AM, Morten Bartholdy 
wrote:

> Before I contact Next Limit I thought I would check up with you guys if
> you have experienced any problems with Realflow connnectivity plugins for
> Softimage 2015? I just installed them and they fail to load particles as
> well as meshes - both bin sequences. It throws an error saying it can't
> read the bin files.
>
> Thanks - Morten
> --
> 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.

Re: slightly OT: realflow mesh loader

2016-03-29 Thread Dan Yargici
Hi Adrian.

Might not be the answer you're looking for, but I've never used Realflow so
the only suggestion I can contribute is
try emReader... :/

http://www.mootzoid.com/plugin/emreader


On Tue, Mar 29, 2016 at 12:49 PM, adrian wyer <
adrian.w...@fluid-pictures.com> wrote:

> hey guys, desperately reaching out to the list, as the deadline looms!
>
>
>
> running realflow 2015, simulated some fluid, exported a .bin sequence mesh
>
>
>
> have the latest realflow plugins for soft (2015)
>
>
>
> import the realflow mesh which worked fine. until about an hour ago
>
>
>
> so now if i get a clean scene, import a reaflow bin mesh, it loads the
> first frame, if i skip to the next (or random) frame it updates, but then
> won't update ever again!
>
>
>
> tried a full fresh install of addon, same behaviour...
>
>
>
>
>
> anyone come across this and, more importantly, solved it??!
>
>
>
> (and renderkit is not an option, before anyone suggests it, has to be
> rendered in redshift)
>
>
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>
> --
> 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.

Re: OT:PLUG houdini to blender workflow

2016-03-19 Thread Dan Yargici
That's great!  Cheers Gerbrand!

DAN


On Thu, Mar 17, 2016 at 2:27 PM, Gerbrand Nel  wrote:

> Hey guys
> Anyone interested in getting scenes from Houdini into blender, Check
> this out!
> The main guy behind it all is Johannes Kollmer.
>
> We are trying to expand this to all kinds of data, like pointclouds,
> Hair, and VDB.
> Anyone who wants to help, or try it out, follow the links below
>
> http://polykraft.de/wordpress/category/scripts/
>
>
> http://blenderartists.org/forum/showthread.php?390636-Addon-Blembic-Mesh-Cache-that-supports-varying-vertex-count
>
> G
> --
> 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.

Re: Beta of new Binary Alchemy shaders available for free

2016-03-07 Thread Dan Yargici
That's great, cheers Holger

On Mon, Mar 7, 2016 at 10:40 AM, Adam Seeley  wrote:

> Absolutely great Holger.. many thanks.
>
> Adam.
>
>
>
> On 7 March 2016 at 09:05, Morten Bartholdy  wrote:
>
>> Great stuff - thanks Holger!
>>
>> Morten
>>
>>
>>
>> > Den 6. marts 2016 klokken 17:29 skrev Schoenberger :
>> >
>> >
>> > Hey
>> >
>> > The company has finished a milestone and I had now time to work a bit
>> on my
>> > private project, the Binary Alchemy shaders.
>> >
>> > I have decided to cancel the new volume shader collection and have
>> included
>> > all shaders that have been developed so far into the BA
>> > Essential Collection.
>> > I had to change a bit and used a different compiler for Linux, so I am
>> not
>> > sure if it works on all platforms. And I stated the new
>> > version as "beta" in this email.
>> >
>> > There are 9 new shaders, you can view the new shaders and the download
>> the
>> > package via the menu on the left:
>> > http://www.binaryalchemy.de/index_dev.htm
>> >
>> >
>> > Let me know if there are some issues and remember it is postcardware,
>> so let
>> > me know where or for what kind of CGI it is used, at
>> > best some production links or images.
>> >
>> >
>> > Happy rendering,
>> > Holger Schönberger
>> > technical director
>> > The day has 24 hours, if that does not suffice, I will take the night
>> >
>> >
>> > --
>> > 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.
>
>
>
> --
> 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.

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-04 Thread Dan Yargici
Cheers Andy.  Will do.

On Fri, Mar 4, 2016 at 9:45 AM, Andy Nicholas <a...@andynicholas.com> wrote:

> Hi Dan. You can send them feedback directly via supp...@sidefx.com.
> A
>
>
> On 04/03/2016 09:29, Dan Yargici wrote:
>
> Thanks Jordi.  I would like to do this actually, and my family is away for
> a week so I might actually have the time to do it!
>
> Which channel would you suggest?  or do you think it would be better to
> start an open discussion on the Houdini list?
>
> DAN
>
>
> On Fri, Mar 4, 2016 at 7:01 AM, Jordi Bares <jordiba...@gmail.com> wrote:
>
>> Dan, you should talk to them and show them some examples, every single
>> time I have reached (with some screen captures, videos and audio to support
>> my requests) them there has been a positive conversation and 8/10 things
>> have been improved, which is the reason I want to keep using it.
>>
>> jb
>>
>>
>> On 3 Mar 2016, at 18:54, Dan Yargici < <danyarg...@gmail.com>
>> danyarg...@gmail.com> wrote:
>>
>> Love Houdini, but coming from ICE, VOPs are an absolute horror to use
>> IMO.  They need to drag it out of the 90's and introduce some more modern
>> interaction workflows...
>>
>> DAN
>>
>> On Thu, Mar 3, 2016 at 4:45 PM, Christopher Crouzet <
>> <christopher.crou...@gmail.com>christopher.crou...@gmail.com> wrote:
>>
>>> VOP graphs are being converted to VEX code, which means that for each
>>> VOP node you'll find a corresponding VEX function, and most likely vice
>>> versa too. If you want to see the generated code, just right click on the
>>> VOP node, and select “View VEX Code...”. It can be informative to check it
>>> out sometimes to help with debugging, but it's overly cluttered in
>>> comparison to hand-written VEX code and thus can be hard to read.
>>>
>>> Regarding the line `int pt1 = min(neighbours(input, pt0));`, it's
>>> picking the neighbour with the smallest point number. The reason is
>>> simple—the `Sort SOP` node reorder the points so for example the lowest
>>> point numbers for a sort by X become the ones having the lowest X value.
>>> And hence, you want the neighbour of `pt0` with the lowest point number to
>>> have `pt0` and `pt1` representing the edge that matches the best to what's
>>> expected from the sorting. If instead you'd simply do `int pt1 =
>>> neighbours(input, pt0)[0];`, then you'd sometimes get what you'd hope,
>>> sometimes not.
>>>
>>> Also yeah, there's never a single way to do things. If you compute a
>>> sort of normal as you say for each point, that you can make in a
>>> predictable way accross the entire mesh, then you'd probably avoid the
>>> problem that I mentionned in my previous email. Maybe the `PolyFrame SOP`
>>> could be used for that, but I don't know how it internally works and thus I
>>> don't know how predictable it is. Worth a try! I only provided the scene
>>> this way to give the idea that the essential of it can be done easily
>>> enough in VOP/VEX. But it's always the remaining 10% that takes 90% of the
>>> time! :)
>>>
>>>
>>> On 3 March 2016 at 21:28, Olivier Jeannel < <facialdel...@gmail.com>
>>> facialdel...@gmail.com> wrote:
>>>
>>>> You seem very dispointed by Houdini Anto, are you ?
>>>>
>>>> On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic < <a...@matkovic.com>
>>>> a...@matkovic.com> wrote:
>>>>
>>>>> Thank you kindly Christopher,
>>>>> Yes as far as I know, FE presents the whole points data as an array.
>>>>> Beside that, at this moment I just feel FE as much better solution for me
>>>>> (and for Olivier of course :) ), instead of H. Can't really say more for
>>>>> now. Also really need to say, while I'm not programmer, unfortunately or
>>>>> not I have to communicate with them every day, even in private life, so
>>>>> maybe I become a bit resistant. I think we all know how is going with this
>>>>> kind of people -  one has this or that opinion, another has completely
>>>>> opposite, all long stories full of smart words. No need to waste your time
>>>>> on me, let's say in short :)  Of course I've read everything you said 
>>>>> here.
>>>>> thanks again...
>>>>>
>>>>> --
>>>>> *From:* Christopher Crouzet < <christopher.crou...@gmail.com>
>>>>

Re: OT Houdini build Array VOP question (and a bit of rant)

2016-03-03 Thread Dan Yargici
Love Houdini, but coming from ICE, VOPs are an absolute horror to use IMO.
They need to drag it out of the 90's and introduce some more modern
interaction workflows...

DAN

On Thu, Mar 3, 2016 at 4:45 PM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> VOP graphs are being converted to VEX code, which means that for each VOP
> node you'll find a corresponding VEX function, and most likely vice versa
> too. If you want to see the generated code, just right click on the VOP
> node, and select “View VEX Code...”. It can be informative to check it out
> sometimes to help with debugging, but it's overly cluttered in comparison
> to hand-written VEX code and thus can be hard to read.
>
> Regarding the line `int pt1 = min(neighbours(input, pt0));`, it's picking
> the neighbour with the smallest point number. The reason is simple—the
> `Sort SOP` node reorder the points so for example the lowest point numbers
> for a sort by X become the ones having the lowest X value. And hence, you
> want the neighbour of `pt0` with the lowest point number to have `pt0` and
> `pt1` representing the edge that matches the best to what's expected from
> the sorting. If instead you'd simply do `int pt1 = neighbours(input,
> pt0)[0];`, then you'd sometimes get what you'd hope, sometimes not.
>
> Also yeah, there's never a single way to do things. If you compute a sort
> of normal as you say for each point, that you can make in a predictable way
> accross the entire mesh, then you'd probably avoid the problem that I
> mentionned in my previous email. Maybe the `PolyFrame SOP` could be used
> for that, but I don't know how it internally works and thus I don't know
> how predictable it is. Worth a try! I only provided the scene this way to
> give the idea that the essential of it can be done easily enough in
> VOP/VEX. But it's always the remaining 10% that takes 90% of the time! :)
>
>
> On 3 March 2016 at 21:28, Olivier Jeannel  wrote:
>
>> You seem very dispointed by Houdini Anto, are you ?
>>
>> On Thu, Mar 3, 2016 at 2:16 PM, Anto Matkovic  wrote:
>>
>>> Thank you kindly Christopher,
>>> Yes as far as I know, FE presents the whole points data as an array.
>>> Beside that, at this moment I just feel FE as much better solution for me
>>> (and for Olivier of course :) ), instead of H. Can't really say more for
>>> now. Also really need to say, while I'm not programmer, unfortunately or
>>> not I have to communicate with them every day, even in private life, so
>>> maybe I become a bit resistant. I think we all know how is going with this
>>> kind of people -  one has this or that opinion, another has completely
>>> opposite, all long stories full of smart words. No need to waste your time
>>> on me, let's say in short :)  Of course I've read everything you said here.
>>> thanks again...
>>>
>>> --
>>> *From:* Christopher Crouzet 
>>> *To:* Softimage Mailing List 
>>> *Sent:* Thursday, March 3, 2016 4:40 AM
>>> *Subject:* Re: OT Houdini build Array VOP question (and a bit of rant)
>>>
>>> You can think of each geometry attribute as an array which length equals
>>> the number of points (if dealing with points). VOPs simply iterate over
>>> these points and process the graph for each of them. Since each attribute
>>> is an array, at any time you can pick the value of any element with `Get
>>> Attribute` provided you know the point number. This is so straightforward
>>> that you can even do this outside of VOP/VEX, with the `point` expression
>>> for example.
>>>
>>> Sometimes it can be useful to define attributes that can themselves hold
>>> arrays, for example a list of neighbours, to then pass these down to other
>>> nodes for further processing. That's why they added that feature in H14,
>>> but otherwise there's no real need to directly create arrays yourself.
>>> Shamefully, I haven't used Fabric Engine yet but from what you're saying
>>> maybe they're just presenting the data differently by providing you with
>>> the whole points data as an array instead of letting you directly work on a
>>> per-point context? In any case, there's plently of good reasons to use
>>> Fabric Engine but this definitely isn't one of them—just wrap your head
>>> around how Houdini works instead, everything will eventually start to make
>>> sense :)
>>>
>>> On 3 March 2016 at 05:43, Anto Matkovic  wrote:
>>>
>>> Nope. I think the only way to create an array directly in VOP, is pcfind
>>> (pcopen that returns array), or array version of point neighbors. Or, to
>>> stack the 'append' node several times :). There are examples how to loop
>>> over arrays of indices, later in network, here:
>>>
>>> https://www.sidefx.com/index.php?option=com_content=view=3148=412
>>> By the way, had to do some pretty interesting networks :) for Kristinka
>>> Hair for H - while everything worked at the end of 

danyTools

2016-02-09 Thread Dan Yargici
In case anyone's interested, I've just posted a workgroup of compounds on
si-community.

Some are useful, some are potentially embarrassing, but I thought I'd just
stick em all out there regardless...

http://www.si-community.com/community/viewtopic.php?f=19=6237

DAN


Re: Render Region and Autosave

2016-02-08 Thread Dan Yargici
Reinhard (mr. rray.de) made a save reminder event script.  Rather than
actually saving, it just reminds you to save.  Combine that with Mirko's
suggestion and you have the best solution IMO.

Search for SaveRemind on http://rray.de/xsi/

DAN


Re: this is the end......

2016-02-03 Thread Dan Yargici
I'm pretty sure Luc-Eric meant "not HQViewport and ICE Crowds" Mirko.

DAN

On Wed, Feb 3, 2016 at 2:31 PM, Mirko Jankovic 
wrote:

> wait what" if I understood well it was "don't do anything for
> animation and rigging, but do something else?" :(
>
>
> On Wed, Feb 3, 2016 at 3:28 PM, Luc-Eric Rousseau 
> wrote:
>
>> There is kind of an architectural glass ceilling with ICE modeling,
>> unfortunately.
>> As it's implemented, it's like writing a script that calls the functions
>> we have
>> internally, there is no actual geometry going through the ICE graph.
>>
>> I'm more curious about what we could have done for animation and rigging,
>> and what the dev team could have done instead of ViewportHD
>> or ICE Crowd.  If I recall correctly, nobody really knew what to do
>> next back then,
>> the only opinion I had was "not these two".  Motion graphics stuff,
>> perhaps.
>>
>> On 3 February 2016 at 02:46, Gerbrand Nel  wrote:
>> > I agree.
>> > Softimage is like those nice spaceship Lego sets, with specialized
>> shapes
>> > and parts, to help you build something awesome quick.
>> > Houdini is just a shit-load of the basic square Lego bricks, with a few
>> of
>> > the level 35 lego technic parts thrown into the mix.
>> > You want something awesome, you better build it all from scratch.
>> > Don't get me wrong.. I'm loving it, but I miss the simplicity of the
>> day to
>> > day things in soft
>> >
>> > On 03/02/2016 09:15, Olivier Jeannel wrote:
>> >>
>> >> I'm digging houdini, but although it has more brutal power, it is way
>> more
>> >> convoluted.
>> >
>> >
>>
>
>
>
> --
> Mirko Jankovic
> skype: mirko-jankovic
> https://vimeo.com/mirkoj
>
> Need some help with rendering an Redshift project?
> http://www.gpuoven.com/
>


Re: this is the end......

2016-02-03 Thread Dan Yargici
...and I'd have agreed with him too for what it's worth!

On Wed, Feb 3, 2016 at 2:43 PM, Dan Yargici <danyarg...@gmail.com> wrote:

> I'm pretty sure Luc-Eric meant "not HQViewport and ICE Crowds" Mirko.
>
> DAN
>
> On Wed, Feb 3, 2016 at 2:31 PM, Mirko Jankovic <mirkoj.anima...@gmail.com>
> wrote:
>
>> wait what" if I understood well it was "don't do anything for
>> animation and rigging, but do something else?" :(
>>
>>
>> On Wed, Feb 3, 2016 at 3:28 PM, Luc-Eric Rousseau <luceri...@gmail.com>
>> wrote:
>>
>>> There is kind of an architectural glass ceilling with ICE modeling,
>>> unfortunately.
>>> As it's implemented, it's like writing a script that calls the functions
>>> we have
>>> internally, there is no actual geometry going through the ICE graph.
>>>
>>> I'm more curious about what we could have done for animation and rigging,
>>> and what the dev team could have done instead of ViewportHD
>>> or ICE Crowd.  If I recall correctly, nobody really knew what to do
>>> next back then,
>>> the only opinion I had was "not these two".  Motion graphics stuff,
>>> perhaps.
>>>
>>> On 3 February 2016 at 02:46, Gerbrand Nel <nagv...@gmail.com> wrote:
>>> > I agree.
>>> > Softimage is like those nice spaceship Lego sets, with specialized
>>> shapes
>>> > and parts, to help you build something awesome quick.
>>> > Houdini is just a shit-load of the basic square Lego bricks, with a
>>> few of
>>> > the level 35 lego technic parts thrown into the mix.
>>> > You want something awesome, you better build it all from scratch.
>>> > Don't get me wrong.. I'm loving it, but I miss the simplicity of the
>>> day to
>>> > day things in soft
>>> >
>>> > On 03/02/2016 09:15, Olivier Jeannel wrote:
>>> >>
>>> >> I'm digging houdini, but although it has more brutal power, it is way
>>> more
>>> >> convoluted.
>>> >
>>> >
>>>
>>
>>
>>
>> --
>> Mirko Jankovic
>> skype: mirko-jankovic
>> https://vimeo.com/mirkoj
>>
>> Need some help with rendering an Redshift project?
>> http://www.gpuoven.com/
>>
>
>


Re: Can not create partitions in Softimage 2015

2016-02-01 Thread Dan Yargici
Hi Morten, is the scene name the same as one of your passes?

DAN

On Mon, Feb 1, 2016 at 2:22 PM, Ognjen Vukovic  wrote:

> http://www.si-community.com/community/viewtopic.php?f=4=5115
>
> This might be a solution, if it wouldn't take to long to implement.
> I haven't really tried it yet but im certain it rocks.
>
> On Mon, Feb 1, 2016 at 2:18 PM, Morten Bartholdy 
> wrote:
>
>> I have run in to a weird one I have never seen before:
>>
>>
>>
>> When copying a partition from one pass to another, suddenly the original
>> pass in the active pass is gone, and I can no longer create partitions even
>> after restarting Softimage. I get this error:
>>
>>
>>
>> CreatePartition
>> ' ERROR : 2028-REND-MoveToPartition - Invalid argument specified. - [line
>> 213 in C:\Program Files\Autodesk\Softimage 2015
>> R2\Application\DSScripts\Rendering.vbs]
>> ' ERROR : Invalid procedure call or argument: 'SICreatePartition' - [line
>> 167 in C:\Program Files\Autodesk\Softimage 2015
>> R2\Application\DSScripts\Rendering.vbs]
>>
>>
>>
>> I have no idea how to fix this one and no workaround other than going
>> back to the archaic workflow of creating separate scenes for each pass...
>>
>>
>>
>> Any ideas are most welcome!
>>
>>
>>
>> Morten
>>
>>
>>
>>
>>
>>
>


Re: Can not create partitions in Softimage 2015

2016-02-01 Thread Dan Yargici
Ah, OK.

Just checking because I stumbled into a corner case once where I found if I
named a pass or partition something that was reserved or 'special' to Soft,
I started to get cryptic errors when trying to add objects...  Can't
remember exactly what it was...

DAN

On Mon, Feb 1, 2016 at 2:44 PM, Morten Bartholdy <x...@colorshopvfx.dk>
wrote:

> Hi Dan,
>
>
>
> No they are not even remotely similar :)
>
>
>
> Scene: Sh0010_36
>
>
>
> Pass: Beauty_All, Beauty_Product, Beauty_Env etc.
>
>
>
>
>
> MB
>
>
>
>
> Den 1. februar 2016 kl. 15:35 skrev Dan Yargici <danyarg...@gmail.com>:
>
> Hi Morten, is the scene name the same as one of your passes?
>
> DAN
>
> On Mon, Feb 1, 2016 at 2:22 PM, Ognjen Vukovic < ognj...@gmail.com > wrote:
>
>
> http://www.si-community.com/community/viewtopic.php?f=4=5115
>
> This might be a solution, if it wouldn't take to long to implement.
> I haven't really tried it yet but im certain it rocks.
>
> On Mon, Feb 1, 2016 at 2:18 PM, Morten Bartholdy < x...@colorshopvfx.dk > 
> wrote:
>
>
> I have run in to a weird one I have never seen before:
>
>
>
> When copying a partition from one pass to another, suddenly the original
> pass in the active pass is gone, and I can no longer create partitions even
> after restarting Softimage. I get this error:
>
>
>
> CreatePartition
> ' ERROR : 2028-REND-MoveToPartition - Invalid argument specified. - [line
> 213 in C:\Program Files\Autodesk\Softimage 2015
> R2\Application\DSScripts\Rendering.vbs]
> ' ERROR : Invalid procedure call or argument: 'SICreatePartition' - [line
> 167 in C:\Program Files\Autodesk\Softimage 2015
> R2\Application\DSScripts\Rendering.vbs]
>
>
>
> I have no idea how to fix this one and no workaround other than going back
> to the archaic workflow of creating separate scenes for each pass...
>
>
>
> Any ideas are most welcome!
>
>
>
> Morten
>
>
>
>
>
>
>
>


Re: Redshift users?

2016-01-19 Thread Dan Yargici
Might want to double check with Holger first, I may be wrong about RR.

DAN
On 19 Jan 2016 6:59 pm, "Tony Bexley"  wrote:

> Oh okay, I think I got it now. We're still on RR 6 but maybe we need to
> upgrade to 7 so we can have multiple render nodes on machines.
>
> Guess I better talk to the bossman and see about getting a license
> upgrade.
>
> Thanks Tim!
>
> On Tue, Jan 19, 2016 at 1:21 PM, Tim Crowson <
> tim.crow...@magneticdreams.com> wrote:
>
>> We settled on 2GPUs for most machines. A couple have 3. Workstations have
>> 1. Like Matt and Mirko said, because of non-linear performance, you'll need
>> to determine at what point you want to parallelize.
>>
>> And yes, you can have a machine with 4 cards, and 4 instances of RS each
>> rendering on a separate card. However, be advised that all 4 instances of
>> RS/XSI will pull from shared resources like the CPU and system RAM.
>>
>> If you can swing Titan Xs, their 12GB of vram make a huge difference in
>> performance, even if the specs of the card itself might not seem as
>> appealing as the 908Ti.
>>
>> -Tim
>>
>>
>> On 1/19/2016 2:52 AM, Matt Morris wrote:
>>
>> When I was at A Large Evil Corporation we replaced around 40 cpu nodes
>> with 8 dual gpu nodes. With 2 cards the scaling is pretty good (around
>> 1.85x). With 3 or 4 cards it would definitely be worth doing one frame per
>> gpu.
>>
>> On 19 January 2016 at 00:39, Artur Woźniak  wrote:
>>
>>> SO the question.
>>> How do you setup your farm. Which is better? Multiple cards per frame or
>>> a card per frame?
>>>
>>> Artur
>>>
>>> 2016-01-19 0:50 GMT+01:00 Tim Crowson < 
>>> tim.crow...@magneticdreams.com>:
>>>
 We're use a 'garden' really... about a dozen dedicated machines, most
 with 2xTitanX cards, and we have some workstations that can kick in if
 needed. You can get through a lot with far less than before. And if you
 need to upgrade, just pop in a different card. We went from dual 770s to
 dual TitanXs with zero hassle and the performance improvement was as
 expected: awesome.

 -Tim




 On 1/17/2016 11:38 AM, Graham Bell wrote:

 I'd really like us to look at Redshift but too embedded with Vray.
 Keeping an eye on the possible Max integration as that could turn heads.
 How big a farm are people using for Redshift, because we do a lot of
 rendering.
 On Fri, 15 Jan 2016 at 16:57, balazs kiss < 
 fospu...@gmail.com> wrote:

> Hi Morten,
>
> we're also on redshift here, and I've made another small studio to
> switch too ( by showing a few frames and the corresponding render times 
> )..
> great stuff :)
>
> On Fri, Jan 15, 2016 at 2:54 AM, Kris Rivel < 
> krisri...@gmail.com> wrote:
>
>> Loove RS! Switched over after briefly playing with Vray and never
>> looked back. It has been amazing so far.
>>
>> Kris
>>
>> On Fri, Jan 8, 2016 at 8:11 AM, Ognjen Vukovic < 
>> ognj...@gmail.com> wrote:
>>
>>> I thought they mentioned having rendermaps in soft actually working
>>> partially, they were just looking for a method on how to implement it
>>> across the board.
>>> I could be completely wrong though. Either way i would like  the
>>> volumes more :), sorry baking guys.
>>>
>>> On Fri, Jan 8, 2016 at 12:13 PM, Matt Morris < 
>>> matt...@gmail.com> wrote:
>>>
 I'd say the timescale for rendermapping/baking will be months
 rather than weeks - seems like complex volume rendering will come 
 before
 baking.

 On 8 January 2016 at 09:28, Ognjen Vukovic < 
 ognj...@gmail.com> wrote:

> It wasn't supported up till now, I think they will be introducing
> it in the coming weeks.
>
> On Fri, Jan 8, 2016 at 9:18 AM, James De Colling <
> james.decoll...@gmail.com> wrote:
>
>> sorry for the potentially silly question, but how is redshift
>> with Rendermap? we use it extensively with MR, and would need 
>> redshift to
>> have the same capability
>>
>> James,
>>
>> On Fri, Jan 8, 2016 at 8:01 PM, Morten Bartholdy <
>> x...@colorshopvfx.dk> wrote:
>>
>>> Wow, it is quite impressive what an impact Redshift has made
>>> already.
>>>
>>>
>>>
>>> I have done a fair amount of testing with Redshift too and find
>>> on average scenes to be 5-10 times faster than Arnold with 
>>> comparable
>>> quality, plus a number of things are simpler to set up the way you 
>>> want it,
>>> in part because of the rapid feedback in the renderregion. 

Re: Plugin cached?

2015-12-11 Thread Dan Yargici
Thank you Stephen.

Martin had helped me resolve this off-list and I was about to post the
solution.  That was indeed the issue.

Ended up like this:

def DY_propTest_DefineLayout( in_ctxt ):
return True

def DY_propTest_ComboMode_OnChanged():
oProp = PPG.Inspected[0]
oLayout = PPG.PPGLayout
buildPPGLayout(oProp, oLayout)
return True

def DY_propTest_OnInit( ):
oProp = PPG.Inspected[0]
oLayout = PPG.PPGLayout
buildPPGLayout(oProp, oLayout)

Cheers,

DAN


On Fri, Dec 11, 2015 at 11:12 AM, Stephen Blair <stephenrbl...@gmail.com>
wrote:

>
> The PPG object is available in callbacks like OnClicked. Like the doc says:
>
> This object can be manipulated within the event handling script code
> associated with a PPGLayout.
>
>
> So, not in DefineLayout.
>
> In DefineLayout, you should get the PPGLayout object and pass that to your
> rebuild function.
>
> On Fri, Dec 11, 2015 at 5:08 AM, Dan Yargici <danyarg...@gmail.com> wrote:
>
>> OK, I'll admit I'm little wet behind the ears when it comes to this sort
>> of thing.
>>
>> Could someone explain why I get a "# NameError: global name 'PPG' is not
>> defined" error with this test property.
>>
>> http://pastebin.com/Z0YYSVbs
>>
>> Many thanks,
>>
>> DAN
>>
>>
>> On Fri, Dec 11, 2015 at 12:14 AM, Stephen Blair <stephenrbl...@gmail.com>
>> wrote:
>>
>>> Plugins are cached (right click one in the Plugin Manager).
>>>
>>> And there's a cache of PPG layouts.
>>>
>>> Never had the global PPG not defined problem.
>>>
>>> On Thu, Dec 10, 2015 at 4:54 PM, Dan Yargici <danyarg...@gmail.com>
>>> wrote:
>>>
>>>> I have been tearing my hear out for hours now while working with a
>>>> plugin not knowing if I'm seeing the updates I've been making.
>>>>
>>>> It's total voodoo.  Sometimes when I reload, all is well, sometimes
>>>> I'll break something on purpose to be certain that it's reloading/updating
>>>> correctly only to find that it actually isn't and it still works despite
>>>> the fact that I broke *hard coded paths*!
>>>>
>>>> I just thought I'd finally got this thing nailed and then restarted
>>>> Soft only to find it was broken again!
>>>>
>>>> What's puzzling me is that accessing PPG from the plugin seems to be
>>>> intermittent (it complains that no global 'PPG' has been defined) and also
>>>> sometimes it won't fire the callbacks like OnChanged.
>>>>
>>>> Anyone else experienced this behaviour?
>>>>
>>>> Tried on 2013_SP2 and the trial for 2015_SP2, both the same.
>>>>
>>>> Cheers,
>>>>
>>>> DAN
>>>>
>>>
>>>
>>
>


Re: Plugin cached?

2015-12-11 Thread Dan Yargici
OK, I'll admit I'm little wet behind the ears when it comes to this sort of
thing.

Could someone explain why I get a "# NameError: global name 'PPG' is not
defined" error with this test property.

http://pastebin.com/Z0YYSVbs

Many thanks,

DAN


On Fri, Dec 11, 2015 at 12:14 AM, Stephen Blair <stephenrbl...@gmail.com>
wrote:

> Plugins are cached (right click one in the Plugin Manager).
>
> And there's a cache of PPG layouts.
>
> Never had the global PPG not defined problem.
>
> On Thu, Dec 10, 2015 at 4:54 PM, Dan Yargici <danyarg...@gmail.com> wrote:
>
>> I have been tearing my hear out for hours now while working with a plugin
>> not knowing if I'm seeing the updates I've been making.
>>
>> It's total voodoo.  Sometimes when I reload, all is well, sometimes I'll
>> break something on purpose to be certain that it's reloading/updating
>> correctly only to find that it actually isn't and it still works despite
>> the fact that I broke *hard coded paths*!
>>
>> I just thought I'd finally got this thing nailed and then restarted Soft
>> only to find it was broken again!
>>
>> What's puzzling me is that accessing PPG from the plugin seems to be
>> intermittent (it complains that no global 'PPG' has been defined) and also
>> sometimes it won't fire the callbacks like OnChanged.
>>
>> Anyone else experienced this behaviour?
>>
>> Tried on 2013_SP2 and the trial for 2015_SP2, both the same.
>>
>> Cheers,
>>
>> DAN
>>
>
>


Plugin cached?

2015-12-10 Thread Dan Yargici
I have been tearing my hear out for hours now while working with a plugin
not knowing if I'm seeing the updates I've been making.

It's total voodoo.  Sometimes when I reload, all is well, sometimes I'll
break something on purpose to be certain that it's reloading/updating
correctly only to find that it actually isn't and it still works despite
the fact that I broke *hard coded paths*!

I just thought I'd finally got this thing nailed and then restarted Soft
only to find it was broken again!

What's puzzling me is that accessing PPG from the plugin seems to be
intermittent (it complains that no global 'PPG' has been defined) and also
sometimes it won't fire the callbacks like OnChanged.

Anyone else experienced this behaviour?

Tried on 2013_SP2 and the trial for 2015_SP2, both the same.

Cheers,

DAN


Re: Python not showing in preferences.

2015-12-07 Thread Dan Yargici
Hi Stephen,

Yes, it was ticked.  Sorry, you're right, quite an important omission :)

I uninstalled and installed SP1 and all is fine.  Strange.

Many thanks,

DAN


On Mon, Dec 7, 2015 at 3:17 PM, Stephen Blair <stephenrbl...@gmail.com>
wrote:

>
> And the Use Python installed with Softimage check box is selected? You
> don't say, so I have to ask ;)
>
> Is there anything logged at startup? Or if you run xsibatch?
>
> Do you have these registry keys?
>
> HKEY_CLASSES_ROOT\XSI.SIPython
> HKEY_CLASSES_ROOT\XSI.SIPython.1
>
> The CLSID key has a GUID value that will take you to another registry
> entry, something like this:
>
> HKEY_CLASSES_ROOT\CLSID\{163D5231-715E-4C16-AB21-8235184E2685}
>
>
>
>
>
> On Mon, Dec 7, 2015 at 7:43 AM, Dan Yargici <danyarg...@gmail.com> wrote:
>
>> Hi Manu,
>>
>> Unfortunately I mean the Python that ships with Softimage is not
>> available as an option.
>>
>> Thanks,
>>
>> DAN
>>
>> On Mon, Dec 7, 2015 at 12:04 PM, Manu Allasia <3d.alla...@gmail.com>
>> wrote:
>>
>>> Hi Dan,
>>>
>>> I suppose that you talk about a version of python installed separately
>>> from Softimage.
>>>
>>> In this case you need to install Pywin32 according to your version of
>>> windows/python (for example pywin32-218.win-amd64-py2.7.exe)
>>>
>>> You can find pywin32 on sourceforge
>>> http://sourceforge.net/projects/pywin32/files/pywin32/Build%20219/
>>>
>>> Best regards
>>>
>>>
>>> 2015-12-07 12:15 GMT+01:00 Dan Yargici <danyarg...@gmail.com>:
>>>
>>>> I should add - Windows 7 and no other Python versions installed.
>>>>
>>>>
>>>> On Mon, Dec 7, 2015 at 11:08 AM, Dan Yargici <danyarg...@gmail.com>
>>>> wrote:
>>>>
>>>>> I am currently using 2013 (not SP1, but can possibly push the case to
>>>>> upgrade) and I can't see Python available in my preferences.
>>>>>
>>>>> I've tried running runonce.bat with no joy.
>>>>>
>>>>> Anyone have any ideas?
>>>>>
>>>>> I don't see anything related to this in the SP1 changes...
>>>>>
>>>>> Cheers,
>>>>>
>>>>> DAN.
>>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> Emmanuel Allasia - R
>>> 3D MatchMovers <http://www.3d-matchmovers.com/> | Gobi Studio
>>> <http://www.gobistudio.fr/>
>>> +33 663 713 381 / +33 491 088 916
>>>
>>
>>
>


Python not showing in preferences.

2015-12-07 Thread Dan Yargici
I am currently using 2013 (not SP1, but can possibly push the case to
upgrade) and I can't see Python available in my preferences.

I've tried running runonce.bat with no joy.

Anyone have any ideas?

I don't see anything related to this in the SP1 changes...

Cheers,

DAN.


Re: Python not showing in preferences.

2015-12-07 Thread Dan Yargici
I should add - Windows 7 and no other Python versions installed.


On Mon, Dec 7, 2015 at 11:08 AM, Dan Yargici <danyarg...@gmail.com> wrote:

> I am currently using 2013 (not SP1, but can possibly push the case to
> upgrade) and I can't see Python available in my preferences.
>
> I've tried running runonce.bat with no joy.
>
> Anyone have any ideas?
>
> I don't see anything related to this in the SP1 changes...
>
> Cheers,
>
> DAN.
>


Re: Python not showing in preferences.

2015-12-07 Thread Dan Yargici
Hi Manu,

Unfortunately I mean the Python that ships with Softimage is not available
as an option.

Thanks,

DAN

On Mon, Dec 7, 2015 at 12:04 PM, Manu Allasia <3d.alla...@gmail.com> wrote:

> Hi Dan,
>
> I suppose that you talk about a version of python installed separately
> from Softimage.
>
> In this case you need to install Pywin32 according to your version of
> windows/python (for example pywin32-218.win-amd64-py2.7.exe)
>
> You can find pywin32 on sourceforge
> http://sourceforge.net/projects/pywin32/files/pywin32/Build%20219/
>
> Best regards
>
>
> 2015-12-07 12:15 GMT+01:00 Dan Yargici <danyarg...@gmail.com>:
>
>> I should add - Windows 7 and no other Python versions installed.
>>
>>
>> On Mon, Dec 7, 2015 at 11:08 AM, Dan Yargici <danyarg...@gmail.com>
>> wrote:
>>
>>> I am currently using 2013 (not SP1, but can possibly push the case to
>>> upgrade) and I can't see Python available in my preferences.
>>>
>>> I've tried running runonce.bat with no joy.
>>>
>>> Anyone have any ideas?
>>>
>>> I don't see anything related to this in the SP1 changes...
>>>
>>> Cheers,
>>>
>>> DAN.
>>>
>>
>>
>
>
> --
> Emmanuel Allasia - R
> 3D MatchMovers <http://www.3d-matchmovers.com/> | Gobi Studio
> <http://www.gobistudio.fr/>
> +33 663 713 381 / +33 491 088 916
>


Re: POLY | Manipulating polygons

2015-12-07 Thread Dan Yargici
Looks great Olivier!  Thanks!

DAN

On Mon, Dec 7, 2015 at 12:54 PM, Oscar Gonzalez Diez  wrote:

> This is great stuff, thanks so much for sharing!
>
>
>
> On Mon, Dec 7, 2015 at 12:47 PM, Andy Nicholas 
> wrote:
>
>> Thanks for sharing! Great work.
>>
>>
>> On 04/12/2015 22:25, Olivier Jeannel wrote:
>>
>>> Hi there,
>>> Lately I "developped" for a recent job a set of ICE nodes to easily and
>>> fastly manipulate polygons.
>>> A lot of this techology is taken from Christian Godzinger and Cesar
>>> Saez. I just rewired together and compounded to ergonomic- easy to use
>>> purpose.
>>> It is really faster than the usual Particle to Island.
>>> If someone is interested, I'll happily share the compounds and some demo
>>> scenes, just drop a line in the comments.
>>>
>>> I put together a demo here :
>>>
>>> https://vimeo.com/147899293
>>>
>>> If you have the courage to scroll to the end of the video, there are
>>> same cheesy mixture of points manipulated around edges and around polygon
>>> center which are not so common (I believe).
>>>
>>> Thank you.
>>>
>>
>>
>
>
> --
> Oscar González Diez
> oscargonzalez.tv
> wall.oscargonzalez.tv
> vimeo.com/oscargonzalez
>


Re: LK Lightning 2.5 Available & Now Free

2015-11-13 Thread Dan Yargici
Thanks Leonard! Very generous of you!

Sent from my phone...
On 13 Nov 2015 5:03 pm, "Adam Sale"  wrote:

> cheers man!
>
> On Fri, Nov 13, 2015 at 7:32 AM, Scott Lange 
> wrote:
>
>> Wow Leonard, Thank You! That is very generous.
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Leonard Koch
>> *Sent:* Friday, November 13, 2015 5:10 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* LK Lightning 2.5 Available & Now Free
>>
>>
>>
>> Hi List,
>>
>>
>> I have a new version of LK Lightning for you today. I hope you don't mind
>> my posting it here.
>> The headlining feature for version 2.5 is *Stages* which allows you to
>> create much more complicated behaviours by assigning different sets of
>> controllers to particles based on which stage they are in.With these stages
>> also comes a new category of compounds. *Triggers* that allow you to
>> move particles between them.You can assign a new stage to strands that have
>> been split off as well and thus give them a different set of rules. This is
>> something that was requested many times by 2.0 users and is indeed super
>> useful.Additionally there are a bunch of other useful tools for particle
>> effects in here that stem from an awesome job I got to do at Digital Golem:
>> http://www.digitalgolem.com/portfolio/detroit-electric-sp01/
>>
>> *LK Lightning is also free for everyone now.*
>> With Softimage going EOL I just don't feel good charging people for an
>> extension to a software that has been sentenced to death.Freelancers and
>> companies who've approached me wanting to buy LKL in the past couple of
>> months have already received it free of charge and with the new version I'm
>> making it available to everyone.
>> I hope that the community can put 2.5 to good use and hope to still see
>> many awesome projects made with it and Softimage.
>> You can get LK Lightning 2.5 here: http://leonardkoch.com/download/
>>
>
>


Re: OT:Houdini indie render solution

2015-10-28 Thread Dan Yargici
Just to correct you here Stephen, Redshift has been able to render other
shaped strands for a long time (18 months at the very least).

It was very picky for a while about having the necessary clean and valid
StrandOrientation and StrandSize attributes and the like, which might have
been why yours didn't render.  Strands are very robust in Redshift IMO.

DAN


On Wed, Oct 28, 2015 at 6:51 PM, Stephen Davidson 
wrote:

> I know that Redshift's requirement is that the strands be set to segment.
> If they are any other setting then they don't render. I have not tried
> this in Blender, yet. It is on my list of stuff I need to do.
> That's all I know. Sorry.
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956*sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>
> On Wed, Oct 28, 2015 at 9:36 AM Gerbrand Nel  wrote:
>
>> Hey guys
>> I'm still on about this shit :)
>> So Cycles is impressive!! And free, so setting up a farm is about
>> finding computers and that's it :)
>> Only thing is, until they have alembic in blender, its going to be
>> painful.
>> I'm trying to get fur into blender at the moment. I've created an obj of
>> my "render time fur" and used .MDD to transfer the animation.
>> This works really well, but I have no idea how to convince blender that
>> it is fur, or anything render-able.
>> Anyone here know how thit might be accomplished?
>> Particles will be the next problem, so if you know, please tell me :)
>> Thanks
>> Gerbrand
>>
>


Re: Exporting Pointclouds to Houdini using Alembic.

2015-10-27 Thread Dan Yargici
Hey Cristobal.

You need to make sure you force evaluation of the attributes you want to
export.  It's absolutely required from my experience.

Thankfully with 2015 you can just open the Attribute Editor and tick the
'Always Evaluate' column for the ones you need to export without having to
resort to the tricks of old (iirc - don't have soft in front of me right
now!).

Hope it works for you.

DAN


On Tue, Oct 27, 2015 at 2:08 PM, Cristobal Infante <cgc...@gmail.com> wrote:

> Hi Dan,
>
> trying something similar today, did you manage to see "custom" ICE
> attributes as well? the convert node is left default?
>
> Can't seem to see them in Houdini, it gives me some but not all of them..
>
> On 11 October 2015 at 22:19, Dan Yargici <danyarg...@gmail.com> wrote:
>
>> Hi Ben,
>>
>> That's again for sharing this, very generous indeed.
>>
>> Would I be right in thinking that there's no version for 2015 on Linux?
>>
>> DAN
>>
>>
>> On Fri, Oct 9, 2015 at 4:50 PM, Ben Houston <b...@exocortex.com> wrote:
>>
>>> Crate should work on standard point clouds pretty well.
>>> -ben
>>> Best regards,
>>> Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
>>> @exocortexcom)
>>> https://Clara.io - Online 3D Modeling and Rendering
>>>
>>>
>>> On Fri, Oct 9, 2015 at 6:23 AM, Dan Yargici <danyarg...@gmail.com>
>>> wrote:
>>> > Hello all.
>>> >
>>> > Has anyone had any luck exporting pointclouds from Soft to Houdini
>>> using
>>> > Alembic?
>>> >
>>> > I've tried all manner of combinations with the factory exporter and
>>> Crate
>>> > with all their varying options with exactly zero success.
>>> >
>>> > Any tips?
>>> >
>>> > Thanks,
>>> >
>>> > DAN
>>>
>>
>>
>


Re: Exporting Pointclouds to Houdini using Alembic.

2015-10-27 Thread Dan Yargici
Hmmm... They worked fine for me in H14/Soft2015 using the factory Alembic
exporter.

DAN

On Tue, Oct 27, 2015 at 11:09 PM, Oscar Juarez <tridi.animei...@gmail.com>
wrote:

> Custom attributes pass as an array detail attribute, or at least in my
> case was like that, so you will have to do something else inside houdini to
> pass them as per point data.
>
> On Tue, Oct 27, 2015 at 8:04 PM, Dan Yargici <danyarg...@gmail.com> wrote:
>
>> Hey Cristobal.
>>
>> You need to make sure you force evaluation of the attributes you want to
>> export.  It's absolutely required from my experience.
>>
>> Thankfully with 2015 you can just open the Attribute Editor and tick the
>> 'Always Evaluate' column for the ones you need to export without having to
>> resort to the tricks of old (iirc - don't have soft in front of me right
>> now!).
>>
>> Hope it works for you.
>>
>> DAN
>>
>>
>> On Tue, Oct 27, 2015 at 2:08 PM, Cristobal Infante <cgc...@gmail.com>
>> wrote:
>>
>>> Hi Dan,
>>>
>>> trying something similar today, did you manage to see "custom" ICE
>>> attributes as well? the convert node is left default?
>>>
>>> Can't seem to see them in Houdini, it gives me some but not all of them..
>>>
>>> On 11 October 2015 at 22:19, Dan Yargici <danyarg...@gmail.com> wrote:
>>>
>>>> Hi Ben,
>>>>
>>>> That's again for sharing this, very generous indeed.
>>>>
>>>> Would I be right in thinking that there's no version for 2015 on Linux?
>>>>
>>>> DAN
>>>>
>>>>
>>>> On Fri, Oct 9, 2015 at 4:50 PM, Ben Houston <b...@exocortex.com> wrote:
>>>>
>>>>> Crate should work on standard point clouds pretty well.
>>>>> -ben
>>>>> Best regards,
>>>>> Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
>>>>> @exocortexcom)
>>>>> https://Clara.io - Online 3D Modeling and Rendering
>>>>>
>>>>>
>>>>> On Fri, Oct 9, 2015 at 6:23 AM, Dan Yargici <danyarg...@gmail.com>
>>>>> wrote:
>>>>> > Hello all.
>>>>> >
>>>>> > Has anyone had any luck exporting pointclouds from Soft to Houdini
>>>>> using
>>>>> > Alembic?
>>>>> >
>>>>> > I've tried all manner of combinations with the factory exporter and
>>>>> Crate
>>>>> > with all their varying options with exactly zero success.
>>>>> >
>>>>> > Any tips?
>>>>> >
>>>>> > Thanks,
>>>>> >
>>>>> > DAN
>>>>>
>>>>
>>>>
>>>
>>
>


Re: Exporting Pointclouds to Houdini using Alembic.

2015-10-11 Thread Dan Yargici
Hi Ben,

That's again for sharing this, very generous indeed.

Would I be right in thinking that there's no version for 2015 on Linux?

DAN


On Fri, Oct 9, 2015 at 4:50 PM, Ben Houston <b...@exocortex.com> wrote:

> Crate should work on standard point clouds pretty well.
> -ben
> Best regards,
> Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
> @exocortexcom)
> https://Clara.io - Online 3D Modeling and Rendering
>
>
> On Fri, Oct 9, 2015 at 6:23 AM, Dan Yargici <danyarg...@gmail.com> wrote:
> > Hello all.
> >
> > Has anyone had any luck exporting pointclouds from Soft to Houdini using
> > Alembic?
> >
> > I've tried all manner of combinations with the factory exporter and Crate
> > with all their varying options with exactly zero success.
> >
> > Any tips?
> >
> > Thanks,
> >
> > DAN
>


Re: Exporting Pointclouds to Houdini using Alembic.

2015-10-10 Thread Dan Yargici
OK, for anyone else in the future:

Keep the defaults for loading (i.e. 'Alembic Delayed Load Primitives') and
then use a Convert node to unpack the data.

All good now!

DAN


On Sat, Oct 10, 2015 at 5:04 PM, Dan Yargici <danyarg...@gmail.com> wrote:

> OK, my bad, I have the point positions (I forgot that they were miles from
> the origin!), however I'm at a loss as to where my attributes are.  I tried
> using the 'Remap attributes' feature but the docs are lacking in this
> regard.
>
> DAN
>
>
> On Fri, Oct 9, 2015 at 2:50 PM, Ben Houston <b...@exocortex.com> wrote:
>
>> Crate should work on standard point clouds pretty well.
>> -ben
>> Best regards,
>> Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
>> @exocortexcom)
>> https://Clara.io - Online 3D Modeling and Rendering
>>
>>
>> On Fri, Oct 9, 2015 at 6:23 AM, Dan Yargici <danyarg...@gmail.com> wrote:
>> > Hello all.
>> >
>> > Has anyone had any luck exporting pointclouds from Soft to Houdini using
>> > Alembic?
>> >
>> > I've tried all manner of combinations with the factory exporter and
>> Crate
>> > with all their varying options with exactly zero success.
>> >
>> > Any tips?
>> >
>> > Thanks,
>> >
>> > DAN
>>
>
>


Re: Exporting Pointclouds to Houdini using Alembic.

2015-10-10 Thread Dan Yargici
OK, my bad, I have the point positions (I forgot that they were miles from
the origin!), however I'm at a loss as to where my attributes are.  I tried
using the 'Remap attributes' feature but the docs are lacking in this
regard.

DAN


On Fri, Oct 9, 2015 at 2:50 PM, Ben Houston <b...@exocortex.com> wrote:

> Crate should work on standard point clouds pretty well.
> -ben
> Best regards,
> Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
> @exocortexcom)
> https://Clara.io - Online 3D Modeling and Rendering
>
>
> On Fri, Oct 9, 2015 at 6:23 AM, Dan Yargici <danyarg...@gmail.com> wrote:
> > Hello all.
> >
> > Has anyone had any luck exporting pointclouds from Soft to Houdini using
> > Alembic?
> >
> > I've tried all manner of combinations with the factory exporter and Crate
> > with all their varying options with exactly zero success.
> >
> > Any tips?
> >
> > Thanks,
> >
> > DAN
>


Re: Exporting Pointclouds to Houdini using Alembic.

2015-10-09 Thread Dan Yargici
Hi Andy,

Soft 2015 (not SP1, no idea why...) and Houdini v14.0.395

I get one point, at zero when I use HDF5 and at a different coordinate when
I use Ogawa.

Thanks,

DAN.


On Fri, Oct 9, 2015 at 11:53 AM, Andy Goehler <lists.andy.goeh...@gmail.com>
wrote:

> Yes, I have done so. Are you not getting anything or are you missing
> specific attributes? What Soft and Houdini version?
>
> Andy
>
>
>
> > On 09.10.2015, at 12:23, Dan Yargici <danyarg...@gmail.com> wrote:
> >
> > Hello all.
> >
> > Has anyone had any luck exporting pointclouds from Soft to Houdini using
> Alembic?
> >
> > I've tried all manner of combinations with the factory exporter and
> Crate with all their varying options with exactly zero success.
> >
> > Any tips?
> >
> > Thanks,
> >
> > DAN
>
>
>


Re: Downloading Entertainment Creation Suite

2015-09-29 Thread Dan Yargici
Don't you have patients to attend to or something? ;)

On Wed, Sep 30, 2015 at 12:14 AM, Bradley Gabe  wrote:

> Hiya folks! Long time no see.
>
> I'm attempting to download and install the creation suite from the
> Autodesk website from the education center. It downloads the 330KB insaller
> app without a problem, however when I try to run that app, nothing at all
> happens.
>
> Has anyone else hit the same hurdle and figured out where the block is?
>
> -Bradley
>


Has .pc2 support been removed from the Cache on File node?

2015-09-28 Thread Dan Yargici
Hi there,

Would I be right in thinking that .pc2 file support has been removed from
the Cache on File node?

If that really is the case, why?  I can't imagine a single scenario where
removing this functionality would anything other than detrimental!

Could anyone confirm this?  Seems to have gone AWOL since v2014...

I know of Alok's compound (which is very cool) however this only supports
reading.

For reasons of practicality that I won't go into, I want to avoid the Cache
Manager and Environment caching...

G

DAN


Re: OT'ish: Redshift renderfarm with Softimage setup?

2015-08-05 Thread Dan Yargici
you may find it helpful to register in the Redshift3D.com forums, afaik
you´ll need to have
at least one registered license to get access to the Registered users
only forum area.

Just to clear this up.  I'm pretty sure you don't need to have a license to
access the Registered Users section of the Redshift forums.

DAN


On Wed, Aug 5, 2015 at 2:58 PM, Rob Chapman tekano@gmail.com wrote:

 A lot of good and informed points by all, just wanted to add, this guy
 here, Sven, at http://www.render4you.de/renderfarm.html recently became
 the first official Redshift GPU render farm and have used him already on a
 few jobs with very tight deadlines.  Essentially he has a rack of 7x Tesla
 K40st - so 1 node is the equivalent of a 6x single 980gtx which I find is
 pretty cost effective solution of adding a decent online GPU render node,
 that works with hardly any setup if you have a redshift scene ready to go


 best

 Rob

 On 5 August 2015 at 11:56, Tim Leydecker bauero...@gmx.de wrote:

 Hi Morten,

 you may find it helpful to register in the Redshift3D.com forums, afaik
 you´ll need to have
 at least one registered license to get access to the Registered users
 only forum area.

 There´s a few threads there about Hardware, multiple GPU systems and some
 user cases
 of testing single gpu vs. multi gpu rendering plus some Developer info
 about roadmaps and such.

 Personally, I´m a big fan of Redshift 3D.

 Still, here´s a few things to consider you may find useful:

 - Compared to Arnold, there is no HtoA or C4DtoA equivalent, e.g. no
 direct C4D or Houdini support
 - Compared to Arnold, rendering Yeti is not yet supported in Redshift3D -
 it´s looked at, no ETA.
 - Maya Fluids, Volumerendering, FumeFX e.g. FireSmokeDustsuch isn´t in
 Redshift3D sofar

 - Multitasking, compared to CPU based multitasking and task switching
 (e.g. switching between
   rendering in Maya, Softimage while simultaneously comping in Nuke and
 painting Textures in Photoshop
   or Mari) may pose GPU specific limitations with multiple applications
 fighting for a very limited GPU VRAM.
  Redshift3D can utilize system RAM for VRAM but there can be headache
 when other, dumber apps go ahead
  and just block VRAM for their caching. It´s well worth running a good
 few hard tests in typical workflow scenarios.
  Maya, Substance Painter/Designer, Nuke, Photoshop, they all offer one
 type or another of GPU caching or GPU
  acceleration option. My personal feeling is, such stuff never gets
 tested in real-world, multiple-applications-running scenarios.

 At a glance, it would sound easy enough to have separate, dedicated GPUs
 run headless for rendering and reserving one GPU
 for viewport display and other apps but to be honest, all this stuff is
 so new, even thought it´s great, it´s still pushing grown
 legacy workflows and boundaries and in doing so, it may sometimes hurt.

 My very personal suggestion is:

 - a starter kit is just one GPU, optimally a Titan X with 12GB VRAM.
 - step 2, adding a second GPU, running headless, reserved for rendering
 - step 3, adding a third GPU, comparing speed to step 2
 - step 4, price/performance balancing, comparing a 1-2-3 GPU GTX970
 render rig with the above

 Could be you find out you like to run 1 Titan X for viewport display and
 multi-apps, and 2 GTX970 for a render job.


 Another thing.

 Multi-socket CPU boards and PCIe slots. It seems easier to get solid
 single socket CPU boards with lot´s of PCIe slots.

 Again, from my personal experience running a current generation dual
 socket Xeon rig, it is annoying how many CPU
 cycles I see wasted away in idle in most of my daily chores, except for
 pure rendering with Arnold or the likes, I find
 myself mostly having one CPU and even most of the other CPU´s cores just
 not used properly by software.

 I think a good sweetspot would have been to just go for one fast, solid
 6-core(budget) or 8core (current) CPU, unless of course for a dedicated
 render slave...


 Cheers,

 tim











 Am 05.08.2015 um 12:05 schrieb Morten Bartholdy:

 I know several of you are using Redshift extensively or only now. We are
 looking in to expanding our permanent render license pool and are
 considering the pros and cons of Arnold, Vray and Redshift. I believe
 Redshift will provide the most bang for the buck, but at a cost of some
 production functionality we are used to with Arnold and Vray. Also, it will
 likely require an initial investment in new hardware as Redshift will not
 run on our Pizzabox render units, so that cost has to be counted in as well.



 It looks like the most priceefficient Redshift setup would be to make a
 few machines with as many GPUs in them as physically possible, but how have
 you guys set up your Redshift renderfarms?


 I am thinking a large cabinet with a huge PSU, lots of cooling, as much
 memory as possible on the motherboard and perhaps 8 GPUs in each. GTX 970
 is probably the most power per pricepoint while Titans would 

Re: Is purchasing a new softimage license impossible?

2015-05-14 Thread Dan Yargici
Aren't we past being precious about the usage of this list since the EOL.
Things here have pretty much ground to a halt on the list and there are
plenty of threads discussing alternatives.

Hell, people are even posting direct questions about Maya.  I say lighten
up...

My 2 cents.

DAN

On Thu, May 14, 2015 at 10:10 PM, Sven Constable sixsi_l...@imagefront.de
wrote:

 Hey Chris, we have some problem if people want to promote their software
 in a inappropriate way. ADSK did this this on the list. Newtek an SideFX
 did it as well. It's alright. But please keep in mind, this is the
 softimage mailing list.

 If I want to model with hobbyist software, controlled by hobbyists I will
 choose Blender. If you want to promote a software for hobbyists, you should
 use the appropiate forums.



 sven

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Chris Johnson
 *Sent:* Thursday, May 14, 2015 9:52 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Is purchasing a new softimage license impossible?



 Apparently Blender has some great modelling tools. Just to preface...this
 is not the off the shelf Blender. You need to dig around and install a
 bunch of scripts and plugins to get it there. A guy at my office has been
 using it for some time and swears by it. He has the whole thing, plugins
 and scripts wrapped together in a zip that he's willing to hand off...he's
 giving me a demo on Monday. The really nice thing about it is that you can
 run the software from the archive/zip. no install needed. So you can work
 literally anywhere on any computer as long as you have access to import the
 folder from usb or the cloud. Don't think you'd even need admin rights to
 run it.



 I'd be happy to give a review after my demo and supply people with the zip
 if they want it. The stuff is free and this artist is trying to promote it.







 On Thu, May 14, 2015 at 3:44 PM, Scott Parrish scotte...@gmail.com
 wrote:

 Thanks Stephen, I'll pass this along!





 On Thu, May 14, 2015 at 3:49 AM, Stephen Blair stephenrbl...@gmail.com
 wrote:



 Until April 2016:



 Customers who wish to purchase new or additional seats of Softimage 2015
 can do so by purchasing either the Maya with Softimage or 3ds Max with
 Softimage transition offering. These offerings are available via their
 local reseller and cannot be purchased through the Autodesk e-store.



 On Wed, May 13, 2015 at 5:44 PM, Scott Parrish scotte...@gmail.com
 wrote:

 Asking a question for a friend, I still have a seat of Softimage from my
 2015 bundle stuff..



 I know some people who like modeling in Softimage and at least in a game
 pipeline it's still pretty easy to model in whatever package and then push
 through to the mainline pipeline in Maya or Max or whatever.

 We were wondering is there NO way at all to obtain new licenses for
 Softimage now? I.e. if someone goes to a new employer and wants to obtain a
 seat of Softimage, is that impossible?



 I wondered how that works since Animal Logic is still working in Soft and
 must grow their license pool as shows ramp up, right?

 Or do they have a special deal with AD?



 Thanks



 scott









Re: End of the ride

2015-05-13 Thread Dan Yargici
Thanks for all the help, and good luck with whatever the future brings,
Graham!

All the best.

DAN

On Wed, May 13, 2015 at 9:42 AM, Amaan Akram xsil...@warpedspace.org
wrote:

 Thank you Graham for all the years of support. All the best to you.

 On 13 May 2015 at 09:20, gareth bell garethb...@outlook.com wrote:

 Good luck Dinger.

 Thanks for the help along the way


  Date: Wed, 13 May 2015 09:26:26 +0200
  From: bauero...@gmx.de
  To: softimage@listproc.autodesk.com
  Subject: Re: End of the ride

 
  Graham,
 
  Thank you for your contribution to this list.
 
  I felt priviledged when I got a reply from any of you guys helping me
  with whatever I got stuck with while slowly advancing from novice
  to senior novice during the last ten years of my subscription to this
  mailing list (x...@softimage.com).
 
  You guys have made a big difference and provided help beyond the manual.
 
  I hope you find a nice new spot for yourself.
 
  The others that have moved on seem to do well enough for themselves
  and happy, too.
 
  Cheers,
 
  tim
 
 
 
 
 
  Am 13.05.2015 um 00:59 schrieb Graham Bell:
   I hadn't wanted to make any kind of announcement, but reading
 Stephens
   latest Flashback thread and the discussions on where peoples journey
   with Softimage first started, it's kinda made me realise that mine
 has
   basically ended.
   And as I'm posting here, I didn't want to fly under false colours, so
   to speak.
  
   As of the start of this month, I'm no longer at Autodesk, The
   bloodline of european Softimage AE's from Ben, Chinny, and James, to
   myself has now ended.
  
   Perhaps it's time to start earning an honest living again. lol :-)
 




 --
 3D Artist/TD @ The Mill, London
 http://www.amaanakram.com



Re: OT: Modo 901 Sneak Peek

2015-04-10 Thread Dan Yargici
Sounds more like Blender's scenes philosophy to me from that description.

Sent from my phone...
On 10 Apr 2015 23:00, Andy Goehler lists.andy.goeh...@gmail.com wrote:

 More often than not, for whatever reason, Overrides in Soft were
 unreliable for our projects. Simple animation overrides on a light would
 not render correct on the farm, etc, etc.

 Sounds like Modos system is similar to Houdinis Takes, which thus far
 worked very reliable for us.

 Happy weekend,
 Andy


 On 10.04.2015, at 16:23, Greg Punchatz g...@janimation.com wrote:


 *Passes in Modo are a very different thing that what they are in XSI, but
 once you get the hang of it they're actually a good deal more powerful.
 Modo's idea of a 'render pass' actually has nothing to do with rendering at
 all, strictly speaking. Passes in Modo are just containers for unique
 parameter values. You could animate a camera one way in Pass A, and give it
 different animation in Pass B. Or a light could have different intensity in
 one pass than another. Or a character could have different animation...*
 That's great to hear, but you can do most of what you are saying in XSI
 since 1.0.  Overrides can control almost anything.  I use it to move
 objects , have different sim settings in ICE, change lighting .






Re: Very OT: for the love of your career.. try houdini

2015-03-17 Thread Dan Yargici
I'm about to throw myself at Houdini so this is great to hear.  Thanks
Gerbrand!

DAN


On 17 Mar 2015 12:12, Gerbrand Nel nagv...@gmail.com wrote:

 I'm not getting anything out of posting this, except knowing I might save
 the life of a fellow artist.

 So I spent the last year learning Maya, and got to a point where I can
 compete against people straight out of collage.
 This got me a bit down, as I'm one of the more experienced softimage
 artists here in South Africa.
 At the end of 2014 I realized that 3D is no longer fun if it all has to
 happen in maya for me.
 My brain doesn't work the way maya works.
 I'm also not much of a clairvoyant, so predicting what I have to do now,
 just in case the director asks for something in 2 weeks from now, lead to
 allot of back tracking.

 At first I decided to learn Maya over houdini because of the price tag of
 Houdini FX.
 It also seemed like I would exclude myself from bigger projects if I was
 one, of only a few houdini artists around.
 Houdini indie, and indie engine has completely nullified these concerns.

 The perceived learning curve of houdini was also a bit of a concern to me.

 I started learning houdini 2 months ago, and I can do more with it, than I
 can with Maya after a year.
 The first few days in houdini is pretty hard, but the whole package works
 as one. Once you get your head around its fundamentals, doing something new
 is fun and pretty easy.

 This might not be true for everyone here, but some of us needs a non
 destructive open work flow.
 So if you guys haven't tried it yet, and if you are fed up with the whole
 there is a script for that mentality... there is a sop for that

 G



Re: query shader parameters

2015-03-03 Thread Dan Yargici
Ah, looks like you're trying to get the port type of a parameter object
rather than a port.

I'd check the SDK docs.  I'd need to know more about the context of what
you're trying to do to be of any help.

DAN

On Tue, Mar 3, 2015 at 9:50 AM, Dan Yargici danyarg...@gmail.com wrote:

 Hi Jan,

 Try:

 for i in oNode.Parameters :
 if ( i.PortType == 0 ) :
 print i


 siPortTypeDescription

 Enumerates the different kinds of ports.
 C# Syntax

 siPortType.siPortInput  
 // 0
 siPortType.siPortOutput 
 // 1

 ConstantValueDescriptionsiPortInput0Input port.siPortOutput1Output port.




 On Tue, Mar 3, 2015 at 9:45 AM, Jan Dubied j.dub...@onlinevideo.ch
 wrote:

  thank you jacob
 i should have been more exact:

 i can get the selected shader node, but i did not post that part here.
 the only thing i cannot evaluate is if i (the shader parameter) is
 input or output...

 for exaple:

 for i in oNode.Parameters :
 print i

 this prints the parameters of the shader. in- and output.

 #  Sources.Materials.DefaultLib.Scene_Material.Phong.Name
 # Sources.Materials.DefaultLib.Scene_Material.Phong.diffuse
 # Sources.Materials.DefaultLib.Scene_Material.Phong.specular
 # Sources.Materials.DefaultLib.Scene_Material.Phong.out







 On 3/3/2015 10:40 AM, Jacob Gonzalez wrote:

  Not sure if this is what you are trying to do, hope it helps:

  for param in oNode.NestedObjects:
 if  param.Name == surface:
 surfaceParam = param

  myOutputShader = surfaceParam.NestedObjects(0)

  print   myOutputShader
  sphere.Material.Lambert


 On Tue, Mar 3, 2015 at 7:53 AM, Jan Dubied j.dub...@onlinevideo.ch
 wrote:

  hi guys
 any idea how i can sort out output ports and just query shader input
 parameters?

 i tried this:

 for i in oNode.Parameters :
 if ( i.PortType == siPortInput ) :
 print i

 where oNode is the selected shader node in the render tree.
 but it seems that PortInput is not defined...

 thanks in advance


 --

  --

 Jan Dubied
 2D/3D Artist

 *ON LINE VIDEO 46 AG*
  Leutschenbachstr. 46 / 8050 Zurich / Switzerland
 Phone +41 44 305 73 73 %2B41%2044%20305%2073%2073 / Fax +41 44 305 73
 00 %2B41%2044%20305%2073%2000
 www.onlinevideo.ch



 --

  --

 Jan Dubied
 2D/3D Artist

 *ON LINE VIDEO 46 AG*
  Leutschenbachstr. 46 / 8050 Zurich / Switzerland
 Phone +41 44 305 73 73 / Fax +41 44 305 73 00
 www.onlinevideo.ch





Re: query shader parameters

2015-03-03 Thread Dan Yargici
Hi Jan,

Try:

for i in oNode.Parameters :
if ( i.PortType == 0 ) :
print i


siPortTypeDescription

Enumerates the different kinds of ports.
C# Syntax

siPortType.siPortInput  // 0
siPortType.siPortOutput // 1

ConstantValueDescriptionsiPortInput0Input port.siPortOutput1Output port.




On Tue, Mar 3, 2015 at 9:45 AM, Jan Dubied j.dub...@onlinevideo.ch wrote:

  thank you jacob
 i should have been more exact:

 i can get the selected shader node, but i did not post that part here.
 the only thing i cannot evaluate is if i (the shader parameter) is input
 or output...

 for exaple:

 for i in oNode.Parameters :
 print i

 this prints the parameters of the shader. in- and output.

 #  Sources.Materials.DefaultLib.Scene_Material.Phong.Name
 # Sources.Materials.DefaultLib.Scene_Material.Phong.diffuse
 # Sources.Materials.DefaultLib.Scene_Material.Phong.specular
 # Sources.Materials.DefaultLib.Scene_Material.Phong.out







 On 3/3/2015 10:40 AM, Jacob Gonzalez wrote:

  Not sure if this is what you are trying to do, hope it helps:

  for param in oNode.NestedObjects:
 if  param.Name == surface:
 surfaceParam = param

  myOutputShader = surfaceParam.NestedObjects(0)

  print   myOutputShader
  sphere.Material.Lambert


 On Tue, Mar 3, 2015 at 7:53 AM, Jan Dubied j.dub...@onlinevideo.ch
 wrote:

  hi guys
 any idea how i can sort out output ports and just query shader input
 parameters?

 i tried this:

 for i in oNode.Parameters :
 if ( i.PortType == siPortInput ) :
 print i

 where oNode is the selected shader node in the render tree.
 but it seems that PortInput is not defined...

 thanks in advance


 --

  --

 Jan Dubied
 2D/3D Artist

 *ON LINE VIDEO 46 AG*
  Leutschenbachstr. 46 / 8050 Zurich / Switzerland
 Phone +41 44 305 73 73 %2B41%2044%20305%2073%2073 / Fax +41 44 305 73
 00 %2B41%2044%20305%2073%2000
 www.onlinevideo.ch



 --

  --

 Jan Dubied
 2D/3D Artist

 *ON LINE VIDEO 46 AG*
  Leutschenbachstr. 46 / 8050 Zurich / Switzerland
 Phone +41 44 305 73 73 / Fax +41 44 305 73 00
 www.onlinevideo.ch



Re: Grease pencil for Softimage

2015-02-25 Thread Dan Yargici
Yeah, that's an unfortunate pervading attitude I find also... :/


On Wed, Feb 25, 2015 at 12:46 PM, Thomas Volkmann li...@thomasvolkmann.com
wrote:

   Thanks Dan! I'll come back to this the next time (which is probably
 soon).
  As for our Collada complaint it really didn't work out. The same with the
 other complaints/suggestions I filed the last months:
  - write renderlayers to separate exr files when not using multilayer-exr
 (yeah, you can setup comp-nodes for that)
  - settings that are stored in the installation folder override user
 settings, instead of the other way round (basically making a preconfigured
 shared network install impossible)
  The answer is always it's me who is using it wrong :)


 Dan Yargici danyarg...@gmail.com hat am 25. Februar 2015 um 11:19
 geschrieben:

  Hey Thomas! Never could get anywhere with our Collada complaints could we
 ;)

  FBX import works great now (I'm using it currently) with two caveats.

  1 - You have to plot the transformations as they don't yet have support
 for accurately matching the various interpolation types/handles etc. (It's
 been worked on last time I checked).

  2 - The rotation order on your transforms in soft have to be set to XYZ
 (Which is the default). Might want to check you camera doesn't have it set
 to something else. If it does, constrain a null to it and plot that out.
 You can then just do a pose constraint to it in Blender.

  Other only tiny gripe is that you have to offset your keys back one frame
 (2 seconds in the dopesheet though).

  Dan

  On Wed, Feb 25, 2015 at 7:58 AM, Thomas Volkmann 
 li...@thomasvolkmann.com wrote:

   Speaking of integrating Blender into a pipeline: what do you use to get
 stuff in and out of Blender? Every couple of months I think this would be
 nice to do in Blender and then I spend too much time trying to get data
 in/out. Although the last stuff I tried with fbx didn't turn out that bad
 (camera rotation was messed up). Still waiting for a alembic plugin

  cheers,
  Thomas


 Cesar Saez  cesa...@gmail.com hat am 24. Februar 2015 um 09:09
 geschrieben:

  Honestly, Blender's grease pencil is way better.
 Depending on your needs I'd consider adding Blender to the pipeline: it's
 free, portable, lightweight and the python API is not that bad.

  On Tue, Feb 24, 2015 at 6:44 PM, Stephan Haitz sha...@3d-agenten.de
 wrote:

  Hi Pierre,

 look here:

 http://rray.de/xsi/
 (local backup)

 search for grease...

 Stephan


  Hi, team. I found this:
 http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/
 (I know kinda retro), now the thing is trendy again (grease pencils), so I
 was wondering
 if there ́s another site to download from, since you
 know...Autodesk...well...you get the idea.
 Anyone with a valid url?
 Thanks.

 http://www.thiagocosta.net/temp/TC_sketch_beta/

 --
  Portfolio 2013 http://be.net/3dcinetv
  Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012








Re: Grease pencil for Softimage

2015-02-25 Thread Dan Yargici
Hey Thomas!  Never could get anywhere with our Collada complaints could we
;)

FBX import works great now (I'm using it currently) with two caveats.

1 - You have to plot the transformations as they don't yet have support for
accurately matching the various interpolation types/handles etc. (It's been
worked on last time I checked).

2 - The rotation order on your transforms in soft have to be set to XYZ
(Which is the default).  Might want to check you camera doesn't have it set
to something else.  If it does, constrain a null to it and plot that out.
You can then just do a pose constraint to it in Blender.

Other only tiny gripe is that you have to offset your keys back one frame
(2 seconds in the dopesheet though).

Dan

On Wed, Feb 25, 2015 at 7:58 AM, Thomas Volkmann li...@thomasvolkmann.com
wrote:

   Speaking of integrating Blender into a pipeline: what do you use to get
 stuff in and out of Blender? Every couple of months I think this would be
 nice to do in Blender and then I spend too much time trying to get data
 in/out. Although the last stuff I tried with fbx didn't turn out that bad
 (camera rotation was messed up). Still waiting for a alembic plugin

  cheers,
  Thomas


 Cesar Saez cesa...@gmail.com hat am 24. Februar 2015 um 09:09
 geschrieben:

  Honestly, Blender's grease pencil is way better.
 Depending on your needs I'd consider adding Blender to the pipeline: it's
 free, portable, lightweight and the python API is not that bad.

  On Tue, Feb 24, 2015 at 6:44 PM, Stephan Haitz sha...@3d-agenten.de
 wrote:

  Hi Pierre,

 look here:

 http://rray.de/xsi/
 (local backup)

 search for grease...

 Stephan


  Hi, team. I found this:
 http://thiagocosta.net/tc-sketch-v11-grease-pencil-for-xsi/
 (I know kinda retro), now the thing is trendy again (grease pencils), so I
 was wondering
 if there ́s another site to download from, since you
 know...Autodesk...well...you get the idea.
 Anyone with a valid url?
  Thanks.

 http://www.thiagocosta.net/temp/TC_sketch_beta/

 --
  Portfolio 2013 http://be.net/3dcinetv
  Cinema  TV production
 Video Reel https://vimeo.com/3dcinetv/reel2012






Re: akeytsu animation software demo

2015-02-22 Thread Dan Yargici
Obligatory Blender version...

https://vimeo.com/115518743

Sent from my phone...
On 22 Feb 2015 04:58, Mario Reitbauer cont...@marioreitbauer.at wrote:

 Well at least in maya this is allready possible isnt it ?
 At least I saw a rig which didnt use any controllers.

 2015-02-21 1:12 GMT+01:00 Greg Punchatz g...@janimation.com:

 ^^THAT^^  I have been talking about interacting wanting to have the mesh
 have hot spots for years.. please get rid of all that visual clutter
 between me and my character.

 G

 On Fri, Feb 20, 2015 at 6:04 PM, Eugene Flormata eug...@flormata.com
 wrote:

 I hope something revolutionary comes out for rigging/ animation comes
 out like
 zbrush did to modeling.

 https://vimeo.com/103633309
 this one sure is neat

 On Fri, Feb 20, 2015 at 4:05 AM, Stefan Kubicek s...@tidbit-images.com
 wrote:

  I was looking forward to this one too.
 They wanted to release in fall last year, but are delayed as it seems.
 From its description it looks like a technical preview of what could be
 achieved with Fabric's Kraken one day, at least as  far as encapsulation
 and rig complexity is concerned :-)

 There is also this: http://en.esotericsoftware.com/spine-in-depth

 but it's strictly 2D.

 Yes !!! i was looking for this the other day, but couldn't remember the
 name.

 On 19 February 2015 at 14:00, Marco Peixoto mpe...@gmail.com wrote:

 Really need to try it on, so far im not impressed on its UI, but of
 course its a first impression and its outside of what im used so I think
 its a bit normal :)

 Now it seems it only exports FBX and I guess its more targeted for
 Game Animation, since the rig is Pre Built and doesn't seem to have extra
 deformation than the regular Bone Chains.

 Nevertheless its a vey welcome adition to the field of CA Maya
 dominated :D

 On Thu, Feb 19, 2015 at 8:42 AM, Oscar Juarez 
 tridi.animei...@gmail.com wrote:

 It looks like a very interesting software, working on bare bones with
 nice manipulation modes. With a traditional animation approach.

 https://www.youtube.com/watch?v=74eSHxwoGdQ






 --

 -
Stefan Kubicek ste...@keyvis.at
 %22ste...@keyvis.at%22+%3cste...@keyvis.at%3E
 -
   Alfred Feierfeilstraße 3
 A-2380 Perchtoldsdorf bei Wien
  Phone: +43 (0) 699 12614231
www.keyvis.at
  This email and its attachments are
 confidential and for the recipient only







Re: Softimage 2015 SDK help not working

2015-02-11 Thread Dan Yargici
Sorry to drag up this old thread.

Did anyone find a solution for this issue?  The SDK help displays in
ultra-simple unformatted mode and, even if I were able to ignore the
ugliness, none of the seemingly clickable links actually work.  I've
attached a screenshot.

It's happening for us on both 2015 and 2015 SP1 and over all machines.  The
regular help (eg. clicking a ? in a ppg) is working as expected.

[image: Inline image 1]

On Wed, Jul 2, 2014 at 10:43 AM, Nuno Conceicao nunoalexconcei...@gmail.com
 wrote:

 and this happens only with the 2015 developer help, the user guide help is
 working fine for us


 On Wed, Jul 2, 2014 at 10:39 AM, Nuno Conceicao 
 nunoalexconcei...@gmail.com wrote:

 Just to add that we never had this issue before till 2015 version.
 Previous versions of the help, for example 2012 up to 2014 always worked
 and still works fine.



 On Wed, Jul 2, 2014 at 10:37 AM, Hemadri Duraiswami Naidu 
 hemadri.duraiswamina...@autodesk.com wrote:

 It works for us on IE 10, Chrome v35, and Firefox browsers. I will log
 this as an issue.

 Thanks,
 Hemadri

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren
 Sent: Wednesday, July 02, 2014 5:20 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Softimage 2015 SDK help not working

 Yeah it really bugs me out that all the Autodesk 2015 documentation
 doesn't work in IE (11). It works in Chrome, but buggy.
 Believe it or not but a lot of people actually use IE as default
 browser. Please fix this Autodesk!

 /Jens

 On Wed, Jul 2, 2014 at 11:10 AM, Nuno Conceicao 
 nunoalexconcei...@gmail.commailto:nunoalexconcei...@gmail.com wrote:
 It opens in 1 out of 3 machines here in the office with chrome v35, the
 left bar doesn't open http://prntscr.com/3yle6e
 Also doesn't open properly with IE 9 http://prntscr.com/3ylenq
 It only seems to work fine with Firefox on those machines



 On Wed, Jul 2, 2014 at 4:34 AM, Songqiong Yang 
 songqiong.y...@autodesk.commailto:songqiong.y...@autodesk.com wrote:
 Can you open this link
 http://docs.autodesk.com/SI/2015/ENU/Softimage-Developer-Help/ ?
 It works in my site.


 Thanks,
 Joany
 From: softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao
 Sent: Wednesday, July 02, 2014 2:09 AM
 To: No name
 Subject: Softimage 2015 SDK help not working

 Is it just me or the online sdk help for Softimage 2015 is not working?




 --
 Jens Lindgren
 --
 Lead Technical Director
 Magoo 3D Studioshttp://www.magoo3dstudios.com/






Re: Softimage 2015 SDK help not working

2015-02-11 Thread Dan Yargici
Thanks for the suggestion Sven.  I'll ask the tech guys here.

On Wed, Feb 11, 2015 at 7:33 PM, Sven Constable sixsi_l...@imagefront.de
wrote:

 Regular and SDk help works here on Chrome. Not on Opera and IE.



 A shot in the dark but did your try to copy it locally and using it from
 there? ( C:\Program Files\Autodesk\Softimage
 2015\Doc\en\softimage_2015_offline_help_enu\sdkguide)

 Maybe your browser or company firewall is blocking something when loading
 content from outside.



 sven





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Dan Yargici
 *Sent:* Wednesday, February 11, 2015 7:51 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Softimage 2015 SDK help not working



 Sorry to drag up this old thread.



 Did anyone find a solution for this issue?  The SDK help displays in
 ultra-simple unformatted mode and, even if I were able to ignore the
 ugliness, none of the seemingly clickable links actually work.  I've
 attached a screenshot.



 It's happening for us on both 2015 and 2015 SP1 and over all machines.
 The regular help (eg. clicking a ? in a ppg) is working as expected.



 [image: Inline image 1]



 On Wed, Jul 2, 2014 at 10:43 AM, Nuno Conceicao 
 nunoalexconcei...@gmail.com wrote:

 and this happens only with the 2015 developer help, the user guide help is
 working fine for us



 On Wed, Jul 2, 2014 at 10:39 AM, Nuno Conceicao 
 nunoalexconcei...@gmail.com wrote:

 Just to add that we never had this issue before till 2015 version.

 Previous versions of the help, for example 2012 up to 2014 always worked
 and still works fine.





 On Wed, Jul 2, 2014 at 10:37 AM, Hemadri Duraiswami Naidu 
 hemadri.duraiswamina...@autodesk.com wrote:

 It works for us on IE 10, Chrome v35, and Firefox browsers. I will log
 this as an issue.

 Thanks,
 Hemadri

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Jens Lindgren
 Sent: Wednesday, July 02, 2014 5:20 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Softimage 2015 SDK help not working


 Yeah it really bugs me out that all the Autodesk 2015 documentation
 doesn't work in IE (11). It works in Chrome, but buggy.
 Believe it or not but a lot of people actually use IE as default browser.
 Please fix this Autodesk!

 /Jens

 On Wed, Jul 2, 2014 at 11:10 AM, Nuno Conceicao 
 nunoalexconcei...@gmail.commailto:nunoalexconcei...@gmail.com wrote:
 It opens in 1 out of 3 machines here in the office with chrome v35, the
 left bar doesn't open http://prntscr.com/3yle6e
 Also doesn't open properly with IE 9 http://prntscr.com/3ylenq
 It only seems to work fine with Firefox on those machines


 On Wed, Jul 2, 2014 at 4:34 AM, Songqiong Yang 
 songqiong.y...@autodesk.commailto:songqiong.y...@autodesk.com wrote:
 Can you open this link
 http://docs.autodesk.com/SI/2015/ENU/Softimage-Developer-Help/ ?
 It works in my site.


 Thanks,
 Joany

 From: softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Nuno Conceicao

 Sent: Wednesday, July 02, 2014 2:09 AM
 To: No name
 Subject: Softimage 2015 SDK help not working

 Is it just me or the online sdk help for Softimage 2015 is not working?




 --
 Jens Lindgren
 --
 Lead Technical Director

 Magoo 3D Studioshttp://www.magoo3dstudios.com/









Re: Wireless MIDI device capture for Softimage - Tutorial

2015-02-06 Thread Dan Yargici
David's posts *always* end up in my spam folder, not matter how many times
I mark it as not spam.

Thanks Eric.

DAN

On Fri, Feb 6, 2015 at 8:29 PM, Eric Turman i.anima...@gmail.com wrote:

 Checking through my spam folder somehow this had slipped in there. As I
 have not seen anyone else reply, I wonder if it had slipped in to
 everyone's spam folder.

 Cheers,
 -=T=-

 On Wed, Jan 28, 2015 at 2:13 PM, David Rivera 
 activemotionpictu...@yahoo.com wrote:

 Hi. Couple of days ago I wrote to Iker de los Mozos to ask him about the
 setup he used for his Ipad / 3dsMax setup
 in driving parameters via device capture.

 Having a lot of url links to follow and troubleshoot, I finally put
 together a little tutorial if anyone is interested in
 creating a wireless midi conection to be captured by softimage device
 capture tool as midi device.

 This is just the begging for one or two things I have in mind, but basic
 setup is described on my website:
 Softimage device capture tutorial - TouchOSC setup on Android
 http://wp.me/p4qGvb-3p

 Any ideas on how to make this boost productivity on a daily basis,
 welcomed. :)


 [image: image] http://wp.me/p4qGvb-3p





 Softimage device capture tutorial - TouchOSC setup on An...
 http://wp.me/p4qGvb-3p
 Softimage can be setup to capture wireless midi signals with Android or
 iOS (ipad) devices . If you have curiosity on how you can expand your
 animation skills with ...
 View on wp.me http://wp.me/p4qGvb-3p
 Preview by Yahoo


 Cheers.

 *David Rivera*
 *3D Compositor/Animator*
 LinkedIN http://ec.linkedin.com/in/3dcinetv
 Behance https://www.behance.net/3dcinetv
 VFX Reel https://vimeo.com/70551635




 --




 -=T=-



Re: AbcExport Command

2015-01-29 Thread Dan Yargici
Stupid question, but have you checked your script editor is set to Python?

DAN


On Thu, Jan 29, 2015 at 4:01 PM, Juhani Karlsson juhani.karls...@talvi.com
wrote:

 H... now thats very curious..  weirdd.. hah ; D
 Maybe its time to test with other setup,

 Thanks,
 - J

 On 29 January 2015 at 17:55, Thomas Volkmann li...@thomasvolkmann.com
 wrote:

   I can run that command just fine from the script editor. I copy and
 pasted from this mail and just modified the outputpath.

 Juhani Karlsson juhani.karls...@talvi.com hat am 29. Januar 2015 um
 16:35 geschrieben:

   Hi,

  I`m having confusing times with the 2015 AbcExport command.
 I can`t seem to get the arguments right. I have even tried to create
 empty scene with sphere and export it by hand and then copying the command
 arguments and running it with no success.

 This is what SI gives me when running the command trough menu :
 Application.AbcExport(C:\\Users\\JUHANI\\Desktop\\export.abc, 1, 100,
 sphere, False, Ogawa, Color, Scale, Size, PointVelocity, Orientation,
 AngularVelocity, Shape, StrandPosition, StrandVelocity, StrandDeform,
 StrandOrientation, StrandUpVector, StrandColor, StrandSize,
 ColorAlongStrands, Materials, MaterialID, PointUserMotions, )

  and if I run it with python it gives me argument error.
  I was suspecting it had something to do with the file path but I have
 made all sorts of variations without success. : / (and with selection and
 default values)

  Does anyone have any examples how to work with the command?

 Thanks,
  - J

 --
--
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Pursimiehenkatu 29-31 b 2krs.
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi







 --
 --
 Juhani Karlsson
 3D Artist/TD

 Talvi Digital Oy
 Pursimiehenkatu 29-31 b 2krs.
 00150 Helsinki
 +358 443443088
 juhani.karls...@talvi.fi
 www.vimeo.com/talvi



Re: Feather System

2015-01-23 Thread Dan Yargici
Great stuff!  Thanks Fabricio!

On Fri, Jan 23, 2015 at 7:50 PM, Eric Turman i.anima...@gmail.com wrote:

 Wow! At first glance it looks great. Thank you! Will definitely check it
 out.

 Cheers,
 -=Eric

 On Fri, Jan 23, 2015 at 1:46 PM, Emilio Hernandez emi...@e-roja.com
 wrote:

 Hey Fabricio.

 Very nice indeed and thanks.  I will test it.

 Cheers!




 --




 -=T=-



Re: Copy vertex datas to plygon (color)

2015-01-08 Thread Dan Yargici
That's a new one to me also, cheers Ciaran!

DAN

On Thu, Jan 8, 2015 at 7:20 PM, olivier jeannel olivier.jean...@noos.fr
wrote:

  Dude, I enjoy my life !

 Can't believe I wasn't aware of that one !

 Awesome!

 Thank you again and again !

 Le 08/01/2015 17:56, Ciaran Moloney a écrit :

 No problem!

  You can display any color attribute by selecting or typing its name in
 the *vertex color display property* of the object's material node.


 On Thu, Jan 8, 2015 at 10:08 AM, olivier jeannel olivier.jean...@noos.fr
 wrote:

  Really excellent ! works superb !
 One question, how do you get the polygon color to display in the viewport
 ?







Re: OT: Visiting London in January, anybody wanna meet for beers?

2015-01-06 Thread Dan Yargici
I'm also arriving on the 11th.  Here until the end of Feb.  Always up for
drinking beer.

DAN

On Tue, Jan 6, 2015 at 11:18 AM, Helge Mathee helge.mat...@gmx.net wrote:

  I am in London from the 11th to 16th, so Thursday the 15th would work
 fine for me.

 Sorry just jumped onto the thread? Any resolval up to now :-)?


 On 06.01.2015 10:20, Cristobal Infante wrote:

  I would prefer friday, it's always a bit more relaxed ;)

  Any of those Pubs are good, they are right next to each other..

 On 6 January 2015 at 09:01, Rob Chapman tekano@gmail.com wrote:

 Good Morning! Shaston Arms is ok but a bit small, maybe white horse round
 the corner is bigger... not that there is many softies left. :D but there
 are still plenty of drinking establishments left in Soho

  what day is good for everyone? thursday or friday perhaps...?



 On 5 January 2015 at 20:43, Alan Fregtman alan.fregt...@gmail.com
 wrote:

 Good day, gentlemen!

 I'm on a train towards London as I type this. :)

 What's a good pub to meet at? And when's good for most people? I leave
 on the 11th.
   On Nov 28, 2014 2:58 AM, Alan Fregtman alan.fregt...@gmail.com
 wrote:

 No particular nationality preference for my beer, but I am not a fan of
 very dark or opaque beers like Guiness. I prefer a nice lager instead. :)







Re: OT: Visiting London in January, anybody wanna meet for beers?

2015-01-06 Thread Dan Yargici
It's true. Sorry 'bout that Alan.  As you were.  :)



On Tue, Jan 6, 2015 at 11:55 AM, Cristobal Infante cgc...@gmail.com wrote:

 This thread is being Hijacked bigtime!

 On 6 January 2015 at 09:31, Dan Yargici danyarg...@gmail.com wrote:

 I'm also arriving on the 11th.  Here until the end of Feb.  Always up for
 drinking beer.

 DAN

 On Tue, Jan 6, 2015 at 11:18 AM, Helge Mathee helge.mat...@gmx.net
 wrote:

  I am in London from the 11th to 16th, so Thursday the 15th would work
 fine for me.

 Sorry just jumped onto the thread? Any resolval up to now :-)?


 On 06.01.2015 10:20, Cristobal Infante wrote:

  I would prefer friday, it's always a bit more relaxed ;)

  Any of those Pubs are good, they are right next to each other..

 On 6 January 2015 at 09:01, Rob Chapman tekano@gmail.com wrote:

 Good Morning! Shaston Arms is ok but a bit small, maybe white horse
 round the corner is bigger... not that there is many softies left. :D but
 there are still plenty of drinking establishments left in Soho

  what day is good for everyone? thursday or friday perhaps...?



 On 5 January 2015 at 20:43, Alan Fregtman alan.fregt...@gmail.com
 wrote:

 Good day, gentlemen!

 I'm on a train towards London as I type this. :)

 What's a good pub to meet at? And when's good for most people? I leave
 on the 11th.
   On Nov 28, 2014 2:58 AM, Alan Fregtman alan.fregt...@gmail.com
 wrote:

 No particular nationality preference for my beer, but I am not a fan
 of very dark or opaque beers like Guiness. I prefer a nice lager 
 instead. :)









Re: From the forge

2014-12-23 Thread Dan Yargici
Here's an oldie I spotted at the weekend!

http://youtu.be/vD-_rzUuiIM?t=19m2s

DAN

On Fri, Dec 19, 2014 at 10:32 AM, Perry Harovas perryharo...@gmail.com
wrote:

 He is correct, that is a whole other level of badassery!


 On Thu, Dec 18, 2014 at 11:43 AM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Big woot !

 On 18 December 2014 at 16:27, Mirko Jankovic mirkoj.anima...@gmail.com
 wrote:

 A bit more of Softimage around 2min mark...

 Overall great watch but SI catches my eye ofc

 https://www.youtube.com/watch?v=3JpfDgGdhNw



 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/

 -25 Years Experience
 -Member of the Visual Effects Society (VES)



Re: How do you guys make sure XSI files and Softimage 7.5+ files will open in 2016?

2014-12-23 Thread Dan Yargici
Matt, I have to ask.

What could you possibly have from the Softimage 3D days that you'd want to
recover?  No cynicism, just genuinely curious. :)

Even things that I created and thought were amazing back then, I could (and
would) re-make in days and to a far higher standard with modern tools.

It's like playing old computer games that you loved from the past.  They're
invariably shit. :)

...OK, except maybe Command and Conquer: Red Alert... I'll always have time
for that (anyone who feels the same should head over to
http://www.openra.net btw... ;)

DAN


On Tue, Dec 23, 2014 at 1:43 PM, Matt Lind speye...@hotmail.com wrote:

 Virtual PCs work for now, and so does keeping archives of files around for
 the interim.  One problem you may run into is expiration date of your
 licenses.  I ran into this problem with my older XSI licenses.  While
 Softimage called them 'permanent' licenses, they're actually 10-13 year
 time bombs.  They're called permanent because Softimage assumed nobody
 would need to exhume data that far into the future as a newer release of
 the software would be available for that purpose.  That's great until there
 are no more new releases.

 In due time everybody will hit the same problem - what to do when you can
 no longer maintain the ecosystem?  That's where I'm at now and why I'm
 writing an exporter.  In my particular case commercial formats such as
 .fbx. .obj, .xsi won't suffice because they don't support the necessary
 features.  I have scenes which are facades with a shader applied to make
 the illusion of 3d on a 2d surface.  .fbx doesn't support shaders, so
 converting those scenes will get the polygons to convert, but not the
 shaders - what good is that?  Even if the shaders were rewritten for the
 target application, .fbx does not contain the necessary information to make
 the connection.  Many formats are designed for editing, not archiving.
 They're also proprietary in nature making it a risky medium to store data
 long term.  Anybody have the specs to the .fbx file format?   thought so.
 File formats have shelf lives too.  I think it's best to keep data in it's
 original format until you have a specific destination.  Each time you
 migrate data it loses some of it's integrity.

 I'm not going to support my content indefinitely, but I am going to design
 a format which can properly archive it with enough information to
 reconstruct it in another application if a feature isn't directly
 supported/available. I can do that with Softimage|3D content because it's
 doesn't support complex data such a render passes, ICE trees, render trees,
 and so on.  XSI is another beast and will be much more difficult to support
 in that regard.


 Matt




 -
 Date: Tue, 23 Dec 2014 11:57:20 +0100
 From: Tim Leydecker bauero...@gmx.de
 Subject: Re: How do you guys make sure XSI files and Softimage 7.5+ files
 will open in 2016?
 To: softimage@listproc.autodesk.com

 Just to be clear, I don?t want to portray Adsk as evil, I am bitching
 about the
 extra hurdles involved in finding the service packs to a specific release?s
 version and making sure all files neccessary are downloaded and named
 properly.

 In my personal case, I can pretty savely assume Softimage 2010, 2012,
 2014 version jumps,
 so that?s not so bad actually. It?s a bit more difficult for 3rd party
 renderer versions and
 the 32bit64bit jump for plugins like the sRGB nodes from Harry Bardak
 in some legacy
 projects. Anything 64bit I am also positive will most likely be fine,
 like Sven suggests
 (one also learns a bit about project structuring, my old stuff has more
 final_v003.var2 files than now...)

 In terms of general backup strategy, I also got bitten once, losing a
 drive when swapping
 machines and then having to rebuild that data from iterative backups on
 other drives.
 Not nice, tedious actually. I can recommend Beyond Compare, that
 worked great for me
 in putting together a working version of a project and even completely
 restructuring my
 files into project specific folder structures, weeding out duplicates
 and reducing the chance
 of missing files by collecting things into one master folder branched
 into apps, files, etc.

 I do have to check if my dongle is still working, thought. A virtual
 machine is a very good tip.
 There?s a change I have a full backup of a working system drive
 available. I used Drive Snapshot
 in the past but haven?t touched those backup files in years. To be
 honest, there?s not too much
 stuff I would be proud in showing off, maybe some snippets from my
 thesis would be worth
 being polished and put on display, after more than 10 years... but I
 doubt it...

 For the last couple of years, I will mostly have *.obj and *.fbx files
 plus *.psd map files
 as well as *.ztl and *.mud files, that stuff is pretty save to open with
 newer versions atm.

 Thanks for your thoughts,

 it?s a bit spooky to realize 10 years ago now also looks like 10 years

 ago...


 

Re: How do you guys make sure XSI files and Softimage 7.5+ files will open in 2016?

2014-12-23 Thread Dan Yargici
Interesting, thanks.

DAN.

On Tue, Dec 23, 2014 at 4:08 PM, Matt Lind speye...@hotmail.com wrote:

 Basically my entire art portfolio is in Softimage|3D.

 When the torch was passed from Softimage|3D to Softimage|XSI, I made the
 transition from animator to TD/programmer.  I only did artwork in XSI until
 v3.0.  Majority of the work I've done since has been scripting/programming
 and teaching.  Once in a while I'll do some modeling or animating to
 prototype a tool/workflow or troubleshoot a problem brought to my attention
 by an artist, but that's about as far as that goes.  Despite working in
 strictly technical positions for the past 12 years, employers still insist
 I provide a demo reel in job interviews.  I need to keep that data around
 to show I have artistic talent with solid grasp of color, composition,
 timing, etc... and am not purely a technical nerd.

 The data may be old, but it has held up quite well over the years.  Most
 of it is 3D made to look like 2D cel animation w toon ink/paint.  As a
 result, it doesn't suffer the problem of looking dated based on the
 technologies available at the time.

 The other side of the issue is many employers don't take me seriously as a
 programmer candidate because I don't have my CS degree yet while ignoring
 my many years of field experience.  By writing an exporter/importer to do
 such comprehensive work, it demonstrates I have a versatile skill set that
 separates me from other technical artists/TDs who are the more cut n' paste
 style hacky scripters, and also from some engineers who know bits n' bytes,
 but lack an understanding of production.

 It's not strictly about salvaging old data.

 Matt





 Date: Tue, 23 Dec 2014 11:56:59 +0200
 From: Dan Yargici danyarg...@gmail.com
 Subject: Re: How do you guys make sure XSI files and Softimage 7.5+ files
 will open in 2016?
 To: softimage@listproc.autodesk.com

 Matt, I have to ask.

 What could you possibly have from the Softimage 3D days that you'd want to
 recover?  No cynicism, just genuinely curious. :)

 Even things that I created and thought were amazing back then, I could
 (and would) re-make in days and to a far higher standard with modern tools.

 It's like playing old computer games that you loved from the past.
 They're invariably shit. :)


 ...OK, except maybe Command and Conquer: Red Alert... I'll always have
 time for that (anyone who feels the same should head over to
 http://www.openra.net btw... ;)


 DAN



Re: Lets Hope Autodesk Buys the Foundry!

2014-12-19 Thread Dan Yargici
Indeed, that's what I was thinking also...  I'd be interested to hear what
Paul makes of it.

On Fri, Dec 19, 2014 at 5:17 PM, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:

  Hmmm the idea sounds familiar to what Fabric is building, no?

 Interesting times.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jason S
 *Sent:* December-19-14 7:52 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Lets Hope Autodesk Buys the Foundry!



 there is also this..
 http://flowbox.io/flowbox-features/

 looks new and original,
 everything looks (almost too) good but curious to know the pros and cons,






Re: Lets Hope Autodesk Buys the Foundry!

2014-12-19 Thread Dan Yargici
Thanks.

DAN

On Fri, Dec 19, 2014 at 5:51 PM, Paul Doyle technove...@gmail.com wrote:

 I'm not familiar with their tech, but I'd say that visual programming
 systems aren't anything special or original these days (or shouldn't be
 seen that way). The issues always comes down to flexibility and performance
 - is it as fast as writing native code, and can I add/edit nodes easily,
 and are those nodes as performant as what comes out of the box. The more
 you go towards providing complete workflows, the harder that gets imo.

 I'd say they seem to be covering an awful lot of bases. Good luck to them
 if they pull it off - we can always Splice into it ;)

 On 19 December 2014 at 10:23, Dan Yargici danyarg...@gmail.com wrote:

 Indeed, that's what I was thinking also...  I'd be interested to hear
 what Paul makes of it.

 On Fri, Dec 19, 2014 at 5:17 PM, Marc-Andre Carbonneau 
 marc-andre.carbonn...@ubisoft.com wrote:

  Hmmm the idea sounds familiar to what Fabric is building, no?

 Interesting times.



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jason S
 *Sent:* December-19-14 7:52 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Lets Hope Autodesk Buys the Foundry!



 there is also this..
 http://flowbox.io/flowbox-features/

 looks new and original,
 everything looks (almost too) good but curious to know the pros and cons,








Re: Merry Christmas everyone

2014-12-16 Thread Dan Yargici
Is he the sweaty one that was PM for something like 5 days?  Great!

Massive dose of sarcasm aside, merry Christmas and good luck with your
future endeavors Jill.

DAN

On Tue, Dec 16, 2014 at 7:07 PM, Jill Ramsay (Contractor) 
jill.ram...@autodesk.com wrote:

 Hey guys, wishing you all the best for the festive season and just to let
 you know my contract here at the Desk is done as of this week. Daniel
 Tutino will be taking over Softimage transition matters from a PM point of
 view – he’s a former Softimage PM and is now looking after the Project
 Humanize Maya initiative, so he’s well placed to help those of you who are
 considering transitioning to Maya.
 Good luck to you all wherever you end up.
 Jill




Re: Exocortex Crate (the Alembic suite) goes open source.

2014-12-12 Thread Dan Yargici
This is great news Ben.  Very generous of you.  Thanks!

DAN


On Thu, Dec 11, 2014 at 11:50 PM, Francois Lord flordli...@gmail.com
wrote:

 And, may I ask what drove this decision?


 On 11-Dec-14 15:54, Ben Houston wrote:

 Hi Simon,

 We will continue to contribute to ExocortexCrate as need be.  The
 Alembic suite though is a fairly complete product at this point -- the
 only major exception is Custom Attributes in Maya.  We would though be
 looking for consulting work from studios that need non-trivial
 features added to the suite -- either individually or jointly.  We are
 very open to consulting work to add new features.  We will also for
 the foreseeable future be creating the builds for the various
 platforms as needed.

 We are also very busy with Clara.io -- that is true.

 Best regards,
 Ben Houston
 Best regards,
 Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
 @exocortexcom)
 https://Clara.io - Online 3D Modeling and Rendering


 On Thu, Dec 11, 2014 at 3:48 PM, Simon Reeves si...@simonreeves.com
 wrote:

 Sounds good, it's been useful for us, Python Api is handy!

 Does this mean you're not doing any more development...? Too busy with
 clara.io ? ;)


 On Thursday, 11 December 2014, Angus Davidson angus.david...@wits.ac.za
 
 wrote:

 You guys Rock!
 
 From: Ben Houston [b...@exocortex.com]
 Sent: 11 December 2014 10:41 PM
 To: softimage@listproc.autodesk.com
 Subject: Exocortex Crate (the Alembic suite) goes open source.

 Hi all,

 I figured you may be interested to know that Exocortex Crate, the
 alembic suite for Maya, 3DS Max, Softimage, Arnold and Python just
 went open source.  You can download it for free and use it for free.
 Details here:

 http://exocortex.com/blog/exocortex_crate_alembic_goes_open_source

 Best regards,
 Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
 @exocortexcom)
 https://Clara.io - Online 3D Modeling and Rendering
 =
 table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
 tr
 td align=left style=text-align:justify;font
 face=arial,sans-serif
 size=1 color=#99span style=font-size:11px;This
 communication is
 intended for the addressee only. It is confidential. If you have
 received
 this communication in error, please notify us immediately and destroy
 the
 original message. You may not copy or disseminate this communication
 without
 the permission of the University. Only authorised signatories are
 competent
 to enter into agreements on behalf of the University and recipients are
 thus
 advised that the content of this message may not be legally binding on
 the
 University and may contain the personal views and opinions of the
 author,
 which are not necessarily the views and opinions of The University of
 the
 Witwatersrand, Johannesburg. All agreements between the University and
 outsiders are subject to South African Law unless the University agrees
 in
 writing to the contrary. /span/font/td
 /tr
 /table



 --


 Simon Reeves
 London, UK
 si...@simonreeves.com
 www.simonreeves.com
 www.analogstudio.co.uk





Re: OT pixar Inside out trailer

2014-12-11 Thread Dan Yargici
Fantastic stuff.  Cheers!


On Thu, Dec 11, 2014 at 12:40 PM, adrian wyer 
adrian.w...@fluid-pictures.com wrote:

   https://www.youtube.com/watch?v=_MC3XuMvsDI



 outstanding, as always!



 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com



 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71





Re: softimage 2015 heads up

2014-12-02 Thread Dan Yargici
I've just started using it and I have to echo Martin's comments.  The
productivity and speed gains using ICE are MASSIVE.

When I think of the weeks (literally weeks) of time that these few small
tweaks would have saved me over the years since ICE's introduction it makes
me want to weep.

Congratulations are in order for the devs.  This is really great stuff
indeed.

DAN


On Thu, Nov 27, 2014 at 11:36 AM, Martin Chatterjee 
martin.chatterjee.li...@googlemail.com wrote:

 Jill, thanks that's great to know.

 Rob, Sehsucht has also started using 2015 in production a few months ago
 and so far there are no complaints.

 Also I have been working on a few very ICE-centric jobs in 2015 during the
 last months and I've got to say that the new improvements in ICE have
 really put my workflow speed on steroids.

 I'm not talking about fancy new nodes or tools - but the amount of clicks,
 aiming and mouse movement needed to create and wire up a graph has
 decreased by a _huge_ factor due to the tab workflow and the naming
 auto-completion.

 So from an ICE centric point of view I'd love it if I'd never have to go
 back to an older version of Soft... :)

 Cheers, Martin

 --
Martin Chatterjee

 [ Freelance Technical Director ]
 [   http://www.chatterjee.de   ]
 [ https://vimeo.com/chatterjee ]

 On Thu, Nov 27, 2014 at 10:21 AM, Jens Lindgren 
 jens.lindgren@gmail.com wrote:

 Just wanted to tell that I've been running Soft 2015 for at least 6
 months now and it has been working well.

 /Jens

 On Thu, Nov 27, 2014 at 6:29 AM, Angus Davidson 
 angus.david...@wits.ac.za wrote:

 Great. Thanks

 On 2014/11/27, 7:16 AM, Jill Ramsay (Contractor)
 jill.ram...@autodesk.com wrote:

 We are targeting first week of December for first customer download.
 Would have been sooner but we found a last-minute regression.
 
 Hope this helps,
 Jill
 
 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jill
 Ramsay
 (Contractor)
 Sent: November-26-14 6:56 PM
 To: softimage@listproc.autodesk.com
 Subject: RE: softimage 2015 heads up
 
 Sorry, stand by and I will try to get you a more accurate ETA. No
 opaqueness intended!
 
 Jill
 
 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephan
 Haidacher
 Sent: November-26-14 6:24 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: softimage 2015 heads up
 
 s, when is it coming, Autodesk? a tiny bit more transparency
 wouldn't
 hurt.
 
  --stephan
 
 
 

 table width=100% border=0 cellspacing=0 cellpadding=0
 style=width:100%;
 tr
 td align=left style=text-align:justify;font
 face=arial,sans-serif size=1 color=#99span
 style=font-size:11px;This communication is intended for the addressee
 only. It is confidential. If you have received this communication in error,
 please notify us immediately and destroy the original message. You may not
 copy or disseminate this communication without the permission of the
 University. Only authorised signatories are competent to enter into
 agreements on behalf of the University and recipients are thus advised that
 the content of this message may not be legally binding on the University
 and may contain the personal views and opinions of the author, which are
 not necessarily the views and opinions of The University of the
 Witwatersrand, Johannesburg. All agreements between the University and
 outsiders are subject to South African Law unless the University agrees in
 writing to the contrary. /span/font/td
 /tr
 /table





 --
 Jens Lindgren
 
 VFX Supervisor  Lead TD
 Magoo 3D Studios http://www.magoo3dstudios.com/





Re: Buy Softimage - is this a real shop?

2014-11-13 Thread Dan Yargici
Ha!  Love it.  Perfect analogy.

I always thought of it as being forced to marry the spoiled brat useless
daughter of the mob boss that killed your wife


On Thu, Nov 13, 2014 at 6:00 AM, Gerbrand Nel nagv...@gmail.com wrote:

  I always thought of it as; being forced to marry the spoiled brat
 useless daughter of the mob boss that killed your wife, But this puppy
 story made me cry twice.. First with laughter, and then as the truth of it
 all sank in, I cried real man-tears.
 Thanks for that Raf
 G

 On 13/11/2014 04:39, Eric Thivierge wrote:

  I stand corrected, THIS is the most entertaining reply of the year...
 always enjoy your comparisons Raf!

  
 Eric Thivierge
 http://www.ethivierge.com

 On Wed, Nov 12, 2014 at 9:25 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 I know, right?

 It's like someone had their pet murdered and minced by the vet who was
 saying it's nothing, don't worry, he'll be fine, and a few years later
 they would still resent a lying, puppy killing vet.
 In that story the vet also invoiced and got paid several times over while
 he was beating the puppy's corpse (and allegedly having necrophiliac farm
 sex with it, but it's never been proven).
 In the vet's defence, he did send a leprous, blind Labrador that
 routinely shits on the carpet as a replacement for the puppy, and insisted
 it's much better and only going to get even better with age.

  I totally can't see why or how people would be upset after all this
 time ;)






Re: Muscle system. Free/

2014-09-24 Thread Dan Yargici
That's really generous, thanks!

On Wed, Sep 24, 2014 at 10:00 AM, Miquel Campos miquel.cam...@gmail.com
wrote:

 Awesome! Thank you Max!!  Your muscle system lookd really great!


 

 Miquel Campos
 www.miquelTD.com


 On Wed, Sep 24, 2014 at 5:36 PM, Mario Reitbauer 
 cont...@marioreitbauer.at wrote:

 Really really nice, but too late ;)

 2014-09-24 10:31 GMT+02:00 Max Evgrafov summ...@gmail.com:

 https://vimeo.com/106103487

 plug
 https://www.dropbox.com/s/ptwaw35rfz2mutf/VorleXMuscleSystem2PRO.zip?dl=0

 doc
 https://www.dropbox.com/s/lx2fv87vvq91gzd/VorleXShapeKeyCreationTechnique.doc?dl=0

 --
 Евграфов Максим.(Summatr)
 https://vimeo.com/user3098735/videos
 ---
 Хорошего Вам настроения !!! :-)






Re: Re: VFX-UX

2014-09-22 Thread Dan Yargici
I hope your new life treats you well Eric!

All the best.

DAN

On Mon, Sep 22, 2014 at 10:57 AM, Leo Quensel le...@gmx.de wrote:


 Hey Eric,

 let me say that you are definitely not alone with your decision.
 I have been playing with the idea of leaving this industry altogether
 before the demise of Softimage aswell, and the announcement to kill it by
 Autodesk was the final nail in the coffin.
 Although my experience is abysmal to yours (3 years as a professional, 6
 years as a hobbyist before that) the decision was not an easy one.
 Luckily as a TD I was always more on the technical side of things, and my
 education in computer science is allowing me to switch to full-time
 software development right now
 (not that you need to have studied to do this, but it sure helps finding a
 job).
 All I can say there are worlds in between the VFX industry and any other
 field in terms of working conditions - everything so far is *better*.
 I wish you all the best on your new way, lets hope it turns out well!

 Best Regards,
 Leo
  *Gesendet:* Montag, 22. September 2014 um 10:46 Uhr
 *Von:* Morten Bartholdy x...@colorshopvfx.dk
 *An:* softimage@listproc.autodesk.com
 *Betreff:* Re: VFX-UX

 I fully understand your reasoning and decision on this. It is sad how this
 industry has evolved - only a few years back it seemed like anyone knowing
 how to do what we do would have a bright future, given how much demand
 there was and now is for CG in so many media. I would say the business
 model has turned sour for a great part of the industry, which all the
 recent VFX company collapses have shown. This is sad since I still love
 doing what I do, after having been at it for close to 30 years now.



 Kudos to you for making the jump, and I wish you the best of luck and hope
 for you that you find a place to be happy for the future, and thank you for
 your input on this list too.



 Cheers

 Morten Bartholdy aka Pitcher









 Den 22. september 2014 kl. 08:15 skrev Eric Lampi ericla...@gmail.com:


 Hi All,

 I was getting off a plane in Austin on my way to SXSW when I read the news
 about Soft being discontinued. Even though, as I said for a long time, I
 expected it to happen, it was still a shock. That was the day I
 unsubscribed to this list.

 For a variety of reasons and for quite some time, I had been trying find
 something else to do. The state of the industry is pretty awful compared to
 even just a few years ago. Soft being killed was the last straw. I started
 using Soft 3D in 1995 and next year would have been 20 years since I began
 my 3D career in NYC.

 So instead of continuing on and having to learn a whole new set of tools,
 it was time to seriously evaluate my future in VFX. I was at the point
 where if one more person asked me to make a car out of smoke and turn it
 into 3 dragons made of water and one made out of fire, I was going to shoot
 myself.

 I decided to go in an entirely new direction and began coursework to
 become a User Experience (UX) designer, which I completed a short time ago.

 I spent a great deal of time on this list and I have to thank all of you
 who have pitched in over the years and helped me out. You're a great group
 of people. I felt a little bad having just signed off like I did, so on
 that note...

 So long and thanks for all the fish.

 Eric






Re: Anyone seen that New Foundry Colorway Demo ?

2014-07-11 Thread Dan Yargici
Smells like a bunch of meh to me...

DAN



On Fri, Jul 11, 2014 at 2:02 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:


 http://www.thefoundry.co.uk/events/live/colorway/?utm_campaign=GLOBAL%2014%20JULY%20Colorway%20event%20see%20you%20thereutm_medium=emailutm_source=Eloqua

 skip to 20 mins for the beginning of the Demo.

 Definitely smells like a game changer :)



Re: way OT... Sony F55 XAVC S-Log 4k footage

2014-06-18 Thread Dan Yargici
You missed Robert's post then... ;)



On Wed, Jun 18, 2014 at 2:17 PM, adrian wyer adrian.w...@fluid-pictures.com
 wrote:

someone from Sony got back to me, they recommend using Raw Viewer ;
 http://www.sonycreativesoftware.com/rawviewer



 seems to work, aside from not compressing the exr files  and it's free



 just for the record



 a


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer
 *Sent:* 17 June 2014 17:54

 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: way OT... Sony F55 XAVC S-Log 4k footage



 got the clips into resolve Lite, and it crashes immediately



 bravo!



 a


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer
 *Sent:* 17 June 2014 17:48
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: way OT... Sony F55 XAVC S-Log 4k footage

 struggling to figure out getting media into resolve it's too damn hot
 in here!






  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabrice Altman
 *Sent:* 17 June 2014 17:30
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: way OT... Sony F55 XAVC S-Log 4k footage

 Adobe CC, Resolve or FCP X seem to be able to handle it also.

 Ffmpeg as François said sounds good as well, and very cheap…

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer
 *Sent:* 17 June 2014 17:08
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: way OT... Sony F55 XAVC S-Log 4k footage

 assimilate scratch is one tool Envy mentioned they use, perfect, if only
 the client could condense their rushes delivery into one or two chunks

 instead of drip feeding for the next 6 months

 a
   --

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabrice Altman
 *Sent:* 17 June 2014 16:14
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: way OT... Sony F55 XAVC S-Log 4k footage

 http://www.assimilateinc.com/

 Rent by the day.

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer
 *Sent:* 17 June 2014 16:03
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: way OT... Sony F55 XAVC S-Log 4k footage

 vegas took nearly 2 hours to convert a 30 second clip to exr

 and it had drop frames

 a
   --

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francois Lord
 *Sent:* 17 June 2014 15:50
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: way OT... Sony F55 XAVC S-Log 4k footage

 I guess using ffmpeg to convert to png frames would be too time consuming?

 On 17-Jun-14 10:29, adrian wyer wrote:

 anyone ever come across this? can't read it in anything except Sony's
 media browser/Vegas  neither of which can reliably write it out into
 another (usable) format

 (read: drop frames and speed issues abound)

 post house says they use baselight to process it!  overkill much? not
 about to spring for a baselight to transcode rushes!

 long shot, but there you go

 a

 Adrian Wyer
 Fluid Pictures
 75-77 Margaret St.
 London
 W1W 8SY
 ++44(0) 207 580 0829


 adrian.w...@fluid-pictures.com

 www.fluid-pictures.com

 Fluid Pictures Limited is registered in England and Wales.
 Company number:5657815
 VAT number: 872 6893 71




Re: Hiding an item from a PPG

2014-06-03 Thread Dan Yargici
Thanks for the insight Matt, that's all great stuff to know.

DAN


On Tue, Jun 3, 2014 at 12:31 AM, Matt Lind ml...@carbinestudios.com wrote:

 Depends on how you want to attack the problem and how many parameters you
 want to hide/unhide in the PPGLayout.



 If it’s only one or two parameters, you can call Parameter.Show(), then
 follow with PPG.Refresh() to update the PPG.  If you have a large number of
 parameters, then it might be easier to write your own PPG_DefineLayout ()
 function and call it explicitly as needed from an _OnChanged() or
 _OnClicked() PPG Event, or during _OnInit().  In either case you may run
 into display glitches with hiding/unhiding parameters dynamically such as
 indenting and other alignments getting screwed up, or PPG’s
 growing/shrinking pushing things into undesirable locations – especially if
 embedding the logic into something like a relational view.



 I generally enable/disable parameters instead using Parameter.Enable() as
 it keeps the PPG size constant and better informs the user of the options
 available in the tool.  Seeing which buttons/parameters activate the
 enabled/disabled parameters also helps educate the user of the cause n’
 effect relationship.  In many cases enable/disable doesn’t require a call
 to PPG.Refresh() making it faster for PPG’s that have a large number of
 parameters.  We have a few custom properties with 400+ parameters.
 Enabling/disabling parameters is significantly faster than hiding/unhiding
 parameters in those cases.





 Matt











 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Dan Yargici
 *Sent:* Monday, June 02, 2014 9:38 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Hiding an item from a PPG



 I'd like my self-installed custom property to hide or show one dropdown
 depending on the value set by another, and I'm failing miserably.



 Do I need to completely rebuild my PPGLayout just to do this?  That seems
 wrong to me.



 If that is the case, how should I best structure my code in order to
 repeatedly rebuild the layout via the triggered OnChanged event?  Should I
 always build it in my own function or in the _DefineLayout section of the
 plugin (as made by the SDK Wizard)



 As you can tell, I'm new to this.



 Thanks,



 DAN



Hiding an item from a PPG

2014-06-02 Thread Dan Yargici
I'd like my self-installed custom property to hide or show one dropdown
depending on the value set by another, and I'm failing miserably.

Do I need to completely rebuild my PPGLayout just to do this?  That seems
wrong to me.

If that is the case, how should I best structure my code in order to
repeatedly rebuild the layout via the triggered OnChanged event?  Should I
always build it in my own function or in the _DefineLayout section of the
plugin (as made by the SDK Wizard)

As you can tell, I'm new to this.

Thanks,

DAN


Re: Hiding an item from a PPG

2014-06-02 Thread Dan Yargici
No worries.  Figured it out.

I just created my own function and I'm all set.

Sorry for the noise.

DAN


On Mon, Jun 2, 2014 at 5:37 PM, Dan Yargici danyarg...@gmail.com wrote:

 I'd like my self-installed custom property to hide or show one dropdown
 depending on the value set by another, and I'm failing miserably.

 Do I need to completely rebuild my PPGLayout just to do this?  That seems
 wrong to me.

 If that is the case, how should I best structure my code in order to
 repeatedly rebuild the layout via the triggered OnChanged event?  Should I
 always build it in my own function or in the _DefineLayout section of the
 plugin (as made by the SDK Wizard)

 As you can tell, I'm new to this.

 Thanks,

 DAN



Re: A Custom ICE Node for directly reading .pc2 file

2014-05-29 Thread Dan Yargici
Hi Alok.

I'm using this for the first time and loving it, however my immediate crit
would be that it would be great if it could resolve tokens.  In my case
[Project Path] specifically.

Thanks again for this!

DAN



On Sun, Nov 17, 2013 at 9:52 AM, Dan Yargici danyarg...@gmail.com wrote:

 Thanks Alok, much appreciated!

 DAN


 On Sun, Nov 17, 2013 at 3:01 AM, Alan Fregtman alan.fregt...@gmail.com
 wrote:

 At work we are, yeah. I'll see about getting it compiled.



 On Sat, Nov 16, 2013 at 4:16 PM, Alok Gandhi alok.gandhi2...@gmail.com
 wrote:

 Yea it may be that. I presume you are using linux. If not then test out
 the node to check if it works.


 On Sat, Nov 16, 2013 at 4:01 PM, Alan Fregtman alan.fregt...@gmail.com
 wrote:

 Interesting... I wonder if this is why I've been having problems with
 KP's PC2 reader with huge files just over 2GB? I ended up splitting my
 meshes to work around it, but now I wonder...




 On Sat, Nov 16, 2013 at 2:18 PM, Alok Gandhi alok.gandhi2...@gmail.com
  wrote:

 Hi All,

 I have update the ReadPC2ICE node to version 1.1

 You can find the addon here http://bit.ly/1axgUea and code here
 http://bit.ly/17ZKRpU.

 Change Log:

 Bug fixes:



 · Point data for files over 2 GB was not read correctly due
 to limitations of int data type. It is changed to __int64 which can
 handle the data  2 GB. Now the node can easily read files over 2 GB.



 *Notes*

 · The same changes needs to be applied for
 *KP_PointCacheReader* for this bugfix. I am not aware if Kai has
 fixed this already in other updates to his code. But the one
 http://sculptwork.com/rr/bak/kaipirinha/KP_PointCacheV25.zip I had
 from rray.de does not have this change. Kai, if you are listening can
 you confirm that?



 · The code for this bugfix is not supported on Linux.
 However, in case you want to compile for Linux, please note that the
 __int64 data type for windows translates to long long on a gcc 
 compiler
 for Linux. I will add support for Linux once I have a machine with Linux 
 up
 and running. Till then you have to change the code yourself.





 · Suppressed unnecessary warning messages in cases of pc2
 file not specified and unable to open file. They were kind of annoying.
 Just uncomment my code lines to bring them back if you want.





 New features:



 · When working with pc2 files I always missed the ability to
 know beforehand the start and end frame of the file. Now the node supports
 this. There are two new output ports that furnish the start and end frames
 as scalars. You can use this to do time warps, offsets, view them in
 viewports as custom attributes or whatever else you might find it useful
 for.

 Please feel free to mail me if you have any question or problems/bugs
 with this addon.

 Thanks.



 On Mon, Nov 4, 2013 at 9:00 PM, Alok Gandhi alok.gandhi2...@gmail.com
  wrote:

 And here is the github for the code:

 https://github.com/alok1974/KP_PointCache-Reader-ICE-Node


 On Mon, Nov 4, 2013 at 8:42 PM, Alok Gandhi 
 alok.gandhi2...@gmail.com wrote:

 Here is the code for the pc2 reader:

 --
 
 .PC2 File Format:
 You can create or modify PointCache2 files by hand using the
 following file format.
 The start of the file is a header containing:

 charcacheSignature[12];   // Will be 'POINTCACHE2' followed by a
 trailing null character.
 int fileVersion;  // Currently 1
 int numPoints;// Number of points per sample
 float   startFrame;   // Corresponds to the UI value of the
 same name.
 float   sampleRate;   // Corresponds to the UI value of the
 same name.
 int numSamples;   // Defines how many samples are stored
 in the file.

 Be sure to check the version number. If it isn't 1, then don't mess
 with the file,
 as the format will change in the future.

 Following the header, there is a straight dump of all the cache
 samples (which are snapshots of all the point positions for an
 object).
 Each sample is stored one after the other as a flat array of x/y/z
 floats
 for each point (so each sample is (numPoints * sizeof(float) * 3)
 bytes).
 


 # Note for Alan : You might want to extend this class by adding a
 method to fetch the frame data
 # for a prticular frame. It is trivial to do so,
 just look at my code below for
 # getting bounding box data.

 import os
 import sys
 import time
 from struct import unpack

 class CacheObject(object):
 def __init__(self, pth):
 self._dFile = None
 self.fPath = pth
 self._headerString = ''
 self._cacheFileVersionNumber = 0
 self._pCount = 0
 self._startFrame = 0
 self._sampleRate = 0
 self._numSamples = 0
 self._mshBBox = {}
 self._headerRead = False
 self._dataRead = False

 def _setFile(self):
 if not self._dFile:
 self._dFile = open

Re: A Custom ICE Node for directly reading .pc2 file

2014-05-29 Thread Dan Yargici
OK, thanks Alok.  It's not a biggie in any case!

DAN



On Thu, May 29, 2014 at 1:53 PM, Alok Gandhi alok.gandhi2...@gmail.com
wrote:

 Hi Dan,

 I am not sure but I think you could edit the compound for resolving
 tokens. The core node does require absolute file paths, I am afraid
 hardcoding low-level c++ for resolving tokens might take some time which
 unfortunately I do not have right now.

 However, it is a good point that I will take into cosideration for future
 updates.

 Cheers !


 On Thu, May 29, 2014 at 5:25 PM, Dan Yargici danyarg...@gmail.com wrote:

 Hi Alok.

 I'm using this for the first time and loving it, however my immediate
 crit would be that it would be great if it could resolve tokens.  In my
 case [Project Path] specifically.

 Thanks again for this!

 DAN



 On Sun, Nov 17, 2013 at 9:52 AM, Dan Yargici danyarg...@gmail.com
 wrote:

 Thanks Alok, much appreciated!

 DAN


 On Sun, Nov 17, 2013 at 3:01 AM, Alan Fregtman alan.fregt...@gmail.com
 wrote:

 At work we are, yeah. I'll see about getting it compiled.



 On Sat, Nov 16, 2013 at 4:16 PM, Alok Gandhi alok.gandhi2...@gmail.com
  wrote:

 Yea it may be that. I presume you are using linux. If not then test
 out the node to check if it works.


 On Sat, Nov 16, 2013 at 4:01 PM, Alan Fregtman 
 alan.fregt...@gmail.com wrote:

 Interesting... I wonder if this is why I've been having problems with
 KP's PC2 reader with huge files just over 2GB? I ended up splitting my
 meshes to work around it, but now I wonder...




 On Sat, Nov 16, 2013 at 2:18 PM, Alok Gandhi 
 alok.gandhi2...@gmail.com wrote:

 Hi All,

 I have update the ReadPC2ICE node to version 1.1

 You can find the addon here http://bit.ly/1axgUea and code here
 http://bit.ly/17ZKRpU.

 Change Log:

 Bug fixes:



 · Point data for files over 2 GB was not read correctly due
 to limitations of int data type. It is changed to __int64 which can
 handle the data  2 GB. Now the node can easily read files over 2 GB.



 *Notes*

 · The same changes needs to be applied for
 *KP_PointCacheReader* for this bugfix. I am not aware if Kai has
 fixed this already in other updates to his code. But the one
 http://sculptwork.com/rr/bak/kaipirinha/KP_PointCacheV25.zip I
 had from rray.de does not have this change. Kai, if you are
 listening can you confirm that?



 · The code for this bugfix is not supported on Linux.
 However, in case you want to compile for Linux, please note that the
 __int64 data type for windows translates to long long on a gcc 
 compiler
 for Linux. I will add support for Linux once I have a machine with 
 Linux up
 and running. Till then you have to change the code yourself.





 · Suppressed unnecessary warning messages in cases of pc2
 file not specified and unable to open file. They were kind of annoying.
 Just uncomment my code lines to bring them back if you want.





 New features:



 · When working with pc2 files I always missed the ability
 to know beforehand the start and end frame of the file. Now the node
 supports this. There are two new output ports that furnish the start and
 end frames as scalars. You can use this to do time warps, offsets, view
 them in viewports as custom attributes or whatever else you might find 
 it
 useful for.

 Please feel free to mail me if you have any question or
 problems/bugs with this addon.

 Thanks.



 On Mon, Nov 4, 2013 at 9:00 PM, Alok Gandhi 
 alok.gandhi2...@gmail.com wrote:

 And here is the github for the code:

 https://github.com/alok1974/KP_PointCache-Reader-ICE-Node


 On Mon, Nov 4, 2013 at 8:42 PM, Alok Gandhi 
 alok.gandhi2...@gmail.com wrote:

 Here is the code for the pc2 reader:

 --
 
 .PC2 File Format:
 You can create or modify PointCache2 files by hand using the
 following file format.
 The start of the file is a header containing:

 charcacheSignature[12];   // Will be 'POINTCACHE2' followed by
 a trailing null character.
 int fileVersion;  // Currently 1
 int numPoints;// Number of points per sample
 float   startFrame;   // Corresponds to the UI value of
 the same name.
 float   sampleRate;   // Corresponds to the UI value of
 the same name.
 int numSamples;   // Defines how many samples are
 stored in the file.

 Be sure to check the version number. If it isn't 1, then don't
 mess with the file,
 as the format will change in the future.

 Following the header, there is a straight dump of all the cache
 samples (which are snapshots of all the point positions for an
 object).
 Each sample is stored one after the other as a flat array of x/y/z
 floats
 for each point (so each sample is (numPoints * sizeof(float) * 3)
 bytes).
 


 # Note for Alan : You might want to extend this class by adding a
 method to fetch the frame data
 # for a prticular frame. It is trivial to do so,
 just look at my code below

Re: OT: Graphic card for optimous performance with Redshift

2014-05-21 Thread Dan Yargici
All said and done, Redshift is crazy-good though... Just saying.

...and how often are we rendering 100mio polys in commercials?  In those
instances I'll split my scenes into layers and render them 50x faster (not
a joke) thank you very much.

DAN



On Wed, May 21, 2014 at 2:41 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Speak for yourself, I'm perfectly adequately stupid for any thread.


 On Wed, May 21, 2014 at 11:05 AM, Steven Caron car...@gmail.com wrote:

 i think we are all too smart for this thread... :)


 On Tue, May 20, 2014 at 6:03 PM, Matt Lind ml...@carbinestudios.comwrote:

 You still need to store the results at each sample on each hair.





 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!



Re: Friday Flashback #172

2014-05-19 Thread Dan Yargici
Does Will Mendez still have his 'stuck on' I wonder? ;)

Sent from my phone...
On 19 May 2014 11:36, Chris Marshall chrismarshal...@gmail.com wrote:

 Anyone remember the stick-on XSI Tattoos?



 On 19 May 2014 10:51, Chris Marshall chrismarshal...@gmail.com wrote:

 yes a red one, but mine still has the logo on, a bit.



 On 19 May 2014 10:48, Rob Chapman tekano@gmail.com wrote:

 have got a red softimage 3D one on my keyring - logo wore off...


 On 19 May 2014 10:41, Chris Marshall chrismarshal...@gmail.com wrote:

 I was opening bottles of beer on the weekend with a Softimage|XSI
 bottle opener. Classic! Must post a photo.



 On 16 May 2014 20:54, Francisco Criado malcriad...@gmail.com wrote:

 aahh! had the plessure of having my own indy for a while! love at
 first sight! also remember playing bzflag through network with the O2s!
 nice post!

 F.




  1   2   3   4   >