Re: GATOR - A feature in Softimage since 2008
Thank you for your words Stephen. I have soo many videos stored on my machine since Feb 2013, it´s not even funny.I´m comming out of a huge 78 vfx shots, so I´ll continue posting videos with big/game changing features we´ve been costumed on softimagesince forever... :) David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel From: Stephen Davidson To: softimage@listproc.autodesk.com Sent: Wednesday, May 27, 2015 1:28 AM Subject: Re: GATOR - A feature in Softimage since 2008 Very nice, Pierre, Just because someone tells you Softimage is EOL, you don't have to believe them."Life" is a relative term, anyway. As long as something is useful, I still consider it having life.I never did learn how to use Gator, though. You have inspired me to learn it. Thanks. On Tue, May 26, 2015 at 8:28 PM, Pierre Schiller wrote: Hello team. My grief for EOL just can´t go away that easy; so I setup a video explaining GATOR had softimage people living the 2013-2014 future. By what means? That was the year Substance designer appeared and along with it they featured UV transfer by proximity AND by UV files. The same thing goes for Mari. If you´ve seen the feature videos they are pumping this as industry standard /(yes we knew how easy was to work with GATOR after the pain of PolyTrans). So please give your view and likes to the video if possible. Thank you: https://youtu.be/G2Gni7xj3M4 Cheers. -- Portfolio 2013 Cinema & TV productionVideo Reel -- Best Regards, Stephen P. Davidson (954) 552-7956 sdavidson@3Danimationmagic.comAny sufficiently advanced technology is indistinguishable from magic - Arthur C. Clarke
Re: Rigid Bodies + Biped Rig (enveloped) + ICE crowds
I thought maybe a "test inside state" would trigger rigid bodies behaviour, if false, rigid body = no.But that leaves me with the vector velocity to be inherited from the passive rigid body colliding with an active rigid body part. Any lights for this?Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel From: Eric Turman To: softimage@listproc.autodesk.com Sent: Monday, February 23, 2015 1:25 PM Subject: Re: Rigid Bodies + Biped Rig (enveloped) + ICE crowds Gmail does not show a post you made...it is a little frustrating not knowing if it was received...especially if no one has the time or knowledge to reply about it. On Mon, Feb 23, 2015 at 11:38 AM, Pierre Schiller wrote: Hi I believe it had no impact I´ve chosen gmail to bemy default account this time. I wrote a post last week that didn´t show (surely being delivered to your spams). Anyways. Here´s the case: I´ve been watching DT´s training over to rigid bodies (gravity, wind, forces, etc..). I have a robot crowd made out of a bunch of parts (1 head, 2 arms, 2 legs), but the "actor" needs to be a single mesh as a requirement for the crowd setup on ice. The general idea is that 2 groups of robots approach each other and then activate a behaviour (/hit each other) at a certain distance, thus hitting the "parts" of the body (like the head, torso, arms..) and that part will become a rigid body and fly away. Basically two crowds hitting each other until only 1 remains (or at least some robots standing). So: Problem 1: all "actors" must be 1 mesh piece (how then, break them into pieces) Problem 2: Rigid bodies "active" and "passive" states take account for their initial state into the simulation Problem 3: Actors with rigid bodie ICE attributes won´t be able to compute collisions because of problem 2. So wrapping my thoughts about these things, could anyone please help me out with some light on possible solutions? Thanks. Cheers. David R. -- Portfolio 2013 Cinema & TV productionVideo Reel -- -=T=-
Re: Wireless MIDI device capture for Softimage - Tutorial
Hey guys, could you help me out? I´ve registered my gmail account over to softimage list group. I see the group but I can´t participate orreply. Where should I set that up?Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel From: Mirko Jankovic To: "softimage@listproc.autodesk.com" Sent: Friday, February 6, 2015 4:39 PM Subject: Re: Wireless MIDI device capture for Softimage - Tutorial we are the Googleresistance is futile! ;) On Fri, Feb 6, 2015 at 10:28 PM, Luc-Eric Rousseau wrote: gmail sends everything posted from yahoo to mailing lists in spam folders. david should switch email. On Fri, Feb 6, 2015 at 3:41 PM, Mirko Jankovic wrote: Same here no mater what David you always end up in Spam :)On Feb 6, 2015 9:38 PM, "Dan Yargici" wrote: 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 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 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 setupin 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 increating 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 Any ideas on how to make this boost productivity on a daily basis, welcomed. :) | | | | | | | | | | | Softimage device capture tutorial - TouchOSC setup on An...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 | Preview by Yahoo | | | | | Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel -- -=T=-
Re: Wireless MIDI device capture for Softimage - Tutorial
I got to inscribe my email from gmail. nowI access the group, but CAN´T post or reply.This is the best show..anyone could help me out on this, please?Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel From: Dan Yargici To: softimage@listproc.autodesk.com Sent: Friday, February 6, 2015 3:37 PM Subject: Re: Wireless MIDI device capture for Softimage - Tutorial 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 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 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 setupin 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 increating 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 Any ideas on how to make this boost productivity on a daily basis, welcomed. :) | | | | | | | | | | | Softimage device capture tutorial - TouchOSC setup on An...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 | Preview by Yahoo | | | | | Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel -- -=T=-
Re: Dorito´s double transformation when parented onto the Head Bone.
@Pedro Santos, yes the point to clusters are clustered using the original head with the blendshapes. What do you mean with "KineState Reset Nulls"? Do you mean Freezing trasnformations on them?If so, yes I do freeze transforms on them. Also : When I drag and drop the global.pos divots from theoffset null (parent) into the KineState deformer null (child) I get the parent´s coordinate (equals signon the divot). So KineState nulls inherit the parent´s coordinates from the point to cluster... What else should I check? David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel From: pedro santos To: Softimage Mailing List Sent: Thursday, February 5, 2015 10:06 PM Subject: Re: Dorito´s double transformation when parented onto the Head Bone. Just to check: KineState Reset nulls > Cluster Constrained to vertices of the Blendshape face and not the copy? Cheers On Fri, Feb 6, 2015 at 2:47 AM, Mario Reitbauer wrote: You need to set the static kine state to the transforms of the parent null so your actual deforming null doesn't use those transforms for the weight calculation.Just drag and drop the kinematics of the parent null to the static kine state of the deformer. I think thats how it was working. Otherwise theres also a video out in the web which explains it in detail. 2015-02-06 3:22 GMT+01:00 David Rivera : Hi I´ve uploaded a video with the problem I have:DoritoDouble Transforms I setup an offset null with point to cluster on the original head, cloned that head, make that null parentof the deformer null, so I can weightpaint on the clone whatever influence I want to sculpt later for posingthe head shapes. So the dorito approach offers the convenience for the blendshapes from the original head, but uses the clonehead to ride over the top of those shapes with additional deformers (all good until that part) But I don´t know where I am missing it.When I do object to cluster on the original head, I get my offset null (parent of the deformer null) in non zeropositions. So no matter what I do my values are always passed down as non zero (freeze all transforms, doesn´t work). So if anyone could please, please help me out on this one...I´m going nuts what´s to do to avoid those double transformations?(I also thought about the order of operators, but I can´t get anywhere, the result still gives me double transformation). Thanks. | | | | | | | | | | | DoritoDouble Transforms | | | | View on youtu.be | Preview by Yahoo | | | | | David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel -- | | Pedro Alpiarça dos Santos Animator 3DModeler Illustrator >> http://probiner.x10.mx/ |
Dorito´s double transformation when parented onto the Head Bone.
Hi I´ve uploaded a video with the problem I have:DoritoDouble Transforms I setup an offset null with point to cluster on the original head, cloned that head, make that null parentof the deformer null, so I can weightpaint on the clone whatever influence I want to sculpt later for posingthe head shapes. So the dorito approach offers the convenience for the blendshapes from the original head, but uses the clonehead to ride over the top of those shapes with additional deformers (all good until that part) But I don´t know where I am missing it.When I do object to cluster on the original head, I get my offset null (parent of the deformer null) in non zeropositions. So no matter what I do my values are always passed down as non zero (freeze all transforms, doesn´t work). So if anyone could please, please help me out on this one...I´m going nuts what´s to do to avoid those double transformations?(I also thought about the order of operators, but I can´t get anywhere, the result still gives me double transformation). Thanks. | | | | | | | | | | | DoritoDouble Transforms | | | | View on youtu.be | Preview by Yahoo | | | | | David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Fw: Wireless MIDI device capture for Softimage
Hi, team. A couple of days ago I wrote to Iker de los Mozos to ask him about the setup he used for his Ipad / 3dsMax setupregarding 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 increating a wireless midi conection to be captured by softimage device capture tool as midi device with an ANDROID phone/tablet. 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 Any ideas on how to make this boost productivity on a daily basis, welcomed. :) | | | | | | | | | | | Softimage device capture tutorial - TouchOSC setup on An...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 | Preview by Yahoo | | | | | Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Wireless MIDI device capture for Softimage - Tutorial
Hi. Couple of days ago I wrote to Iker de los Mozos to ask him about the setup he used for his Ipad / 3dsMax setupin 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 increating 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 Any ideas on how to make this boost productivity on a daily basis, welcomed. :) | | | | | | | | | | | Softimage device capture tutorial - TouchOSC setup on An...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 | Preview by Yahoo | | | | | Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Softimage script : Mail after render is finished
Hello, I remember back in xsi 2004 I used to use the script "Mail after render is finished"and I kind of remember you play (execute it) on the script editor. Time has gone by and now I was wondering if that script is still around softimage 2014? And as an off topic thing: Can now be possible to post to twitter or facebook as an stat message?I believe Facebook allows you to post things as such if you get an id token and "develop"some kind of conection between those two parties (XSI ->FB) Has anyone tried that idea? Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Feather System
This is way awesome!! What are the steps to use a image texture on the feathers?Great addon!! Thanks for sharing! David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel From: Fabricio Chamon To: "softimage@listproc.autodesk.com" Sent: Friday, January 23, 2015 2:39 PM Subject: Feather System Hi soft people! after the tragic softimage EOL announcement, I'm slowly learning houdini/maya. For those sticking with SI (me included), here's a tool I've been using for months to groom birds and other characters. It's all ICE of course, some script automations... in my opinion it offers a nice and fast workflow, let me know if you find it useful. (thanks to Jonah Friedman and Dan Yargici for some insights) addon: https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC_Feathers.xsiaddondocumentation: https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC%20Feathers%20for%20Softimage%20-%20Documentation.pdfsample project: https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC_Feathers_Sample_Project.rarbasic setup video: https://vimeo.com/117607338sample work made with it: https://vimeo.com/68167579 thanks everyone for all knowledge shared in this list!
BA_Fluid - Dowload restricted
Hi guys, I registered on www.BinaryAlchemy.de :: Index to get access to download the BA_Fluid shader, but to no avail. The message I get is:Sorry, but only users granted special access can read topics in this forum. So I was wondering if anyone here on the list could please share that compound/shader? I´d like to try and play around with the shaderfor some particle simulation I´ve done. Thanks. Best regards. | | | | | | | | | | | www.BinaryAlchemy.de :: Index Forum Topics Posts Last Post BA Shaders Shader News / General News about the BA shaders 45 190 Tue Oct 21, 2014 12:12 pm Richard Costin Shader Problem... | | | | View on www.binaryalchemy.de | Preview by Yahoo | | | | | David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Turbulizing particle velocity and back (ICE)
Wowowww!! Thank you!! Behaves exactly as I had it on mind. Cheers. David. -- On Fri, Jan 2, 2015 12:18 PM ECT Thomas Volkmann wrote: >For a start you could take a look inside the flow-along-curve compound and just >turbulize the direction slightly. >I made a quick test with this: > >just added the turbulize and normalize node. And the compound is set to >"maintain speed". If you want the speed turbulized as well you have to make >changes accordingly. >Hope that helps! >Thomas > > > > >> David Rivera hat am 2. Januar 2015 um 17:55 >> geschrieben: >> >> >> >> Hello, I noticed long ago there was a post trying to turbulize particle >> velocity on a flow curve ICE setup. >> >> I'm trying to create a random movement of the particle while it's moving on >> the flow along curve node. >> >> What I did was to: get particle velocity, multiply it to a turbulize node and >> plug the result to a set particle velocity injected to emmit from grid >> execute >> port. >> >> This makes the particle go to random places emmited from the grid. But if I >> plug a flow along curve on the ice node, executing itself for every frame, >> then It is not random anymore because the flow along curve overrides the >> trajectory of the particle. >> >> The effect that I'm trying to accomplish is this: the particle should >> turbulize it's velocity while still flowing along the curve, but the >> turbulize >> factor that was multiplied should be (divided?) by the same amount it >> offsetted so it can go back (or oscilate) between it's original position and >> offset. >> >> I was checking out some of the functions for math on the set expression >> parameter menu for regular objects, and I thought to translate the oscilate >> function to ICE, but I have no idea where to tweak the flow along curve to >> achieve such effect. >> >> Could someone lend me a hand on this, please? :) >> >> Cheers. >>
Turbulizing particle velocity and back (ICE)
Hello, I noticed long ago there was a post trying to turbulize particle velocity on a flow curve ICE setup. I'm trying to create a random movement of the particle while it's moving on the flow along curve node. What I did was to: get particle velocity, multiply it to a turbulize node and plug the result to a set particle velocity injected to emmit from grid execute port. This makes the particle go to random places emmited from the grid. But if I plug a flow along curve on the ice node, executing itself for every frame, then It is not random anymore because the flow along curve overrides the trajectory of the particle. The effect that I'm trying to accomplish is this: the particle should turbulize it's velocity while still flowing along the curve, but the turbulize factor that was multiplied should be (divided?) by the same amount it offsetted so it can go back (or oscilate) between it's original position and offset. I was checking out some of the functions for math on the set expression parameter menu for regular objects, and I thought to translate the oscilate function to ICE, but I have no idea where to tweak the flow along curve to achieve such effect. Could someone lend me a hand on this, please? :) Cheers.
Xbox Controller+Kinect+Softimage = AWESOME!
Hello I saw this thread:Google Groups For some reason I can´t reply to it on my google groups (I always check this mailing list through yahoo). I found this topic aboutwiring softimage to kinect and also Xbox Controller driving parameters via Mojoke drivers. If anyone of you guys had the opportunity to work with this setup, I´d like to read about your experience.And -If by any chance- Eric Cosky gets to read this, I hope It can add up to this subject. Original post was somewhere back on 2012 for which I assume, now it´s a good time to ask how´s the progress on this.Cheers. | | | | | | | | | Google GroupsGoogle Groups allows you to create and participate in online forums and email-based groups with a rich experience for community conversations. | | | | View on groups.google.com | Preview by Yahoo | | | | | David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Offtopic: Thoughts about The Foundry´s selling....
http://www.thedrum.com/news/2014/12/15/special-effects-company-foundry-expected-sell-200m People who went from softimage to modo, dejavú¿? Thoughts please? David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Merry Christmas everyone
Friday´s last day at workplace, there would be all-year-long-best-videos-yippyty-yappity stuff...so thanks. Marry Xmas to allpeople who still makes this a wonderful place to share thoughts and news about the CG community in general.I sincerely thank everyone who replies each mail, for the pure interest of the growth of the skills on this mailing list. Cheers, you guys! David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel From: Ognjen Vukovic To: softimage Sent: Sunday, December 14, 2014 7:29 PM Subject: Re: Merry Christmas everyone Merry Christmas all, albeit a bit early :) but never-the less, i wish you all a joy full relaxing holiday. On Sun, Dec 14, 2014 at 11:32 PM, Sebastien Sterling wrote: Thank you :) and likewise. On 14 December 2014 at 21:34, Tenshi S. wrote: Merry Christmas to all Softimage users! On Thu, Dec 11, 2014 at 5:07 AM, adrian wyer wrote: Maya-ry xmas! (couldn't resist) a From:softimage-boun...@listproc.autodesk.com[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok Gandhi Sent: 11 December 2014 04:42 To:softimage@listproc.autodesk.com Subject: Re: Merry Christmaseveryone Merry Christmas all! Sent from my iPhone On 11-Dec-2014, at 6:31 am, Greg Punchatz wrote: Merry Christmas Votch and everyone else too! On Tue, Dec 9, 2014 at 10:25 PM, Votch wrote:
Re: Best graphic card for Softimage?
GTX 9XX it´s the way to go, packed with another $600 on Redshift. Thanks. :) David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel From: Mirko Jankovic To: "softimage@listproc.autodesk.com" Sent: Thursday, December 11, 2014 2:32 PM Subject: Re: Best graphic card for Softimage? "How long can you can your computer on with this card in it?" Sry but clarification please? On Thu, Dec 11, 2014 at 2:28 PM, wrote: How long can you can your computer on with this card in it?On 2014-12-11 05:36, Mario Reitbauer wrote: Got the msi gtx 970 gaming 4g.Quite happy with it. 2014-12-11 10:03 GMT+01:00 Mirko Jankovic : right now 970 is best bang for backs.they do not heat too much, power consumption is prety low and they do really good job.and on top of that Redshift as perfect companion ;)viewport performance is not that big issue at all between two cards but being able to utilise GPU rendering with CUDA is way more higher on the list then couple more FPS in viewport On Thu, Dec 11, 2014 at 9:26 AM, Christoph Muetze wrote: I'd stay clear of the ATI/AMD consumer cards if I were you. From our experience Soft becomes generally less stable (crashing a lot more), and the raycast selection is going haywire sometimes. Chris On 11/12/14 04:44, phil harbath wrote: > I went Redshift and have been very pleased. I can get by using a lot less > computers than before on most projects, volume smoke is pretty much all I > use MR for anymore. I have several computers with a combination of 780TI, > 770, and 970, while I think the 780Ti give the best performance, it really > makes more sense to buy the 970 as they are priced better or 980 if you have > more cash. The Redshift say go with the cards with the most ram (that would > be Titan 6tb, if you got even more cash), depends on your needs of course. > > From: David Rivera > Sent: Wednesday, December 10, 2014 8:51 PM > To: Softimage Mailing List > Subject: Best graphic card for Softimage? > > I know this subject has been posted a lot over the years, but it happens > that I read a benchmark performance between autodesk products on certain > webpage. They tested Radeons vs Nvidias and turns out that Mudbox and > Softimage ran better on AMD (Radeons) - this is mental ray render. > > > So I was wondering whether to go full on mental ray (CPU) or take my savings > and put it on a GPU renderer? Either case, now a days, which is the middle > ranked graphic card for softimage? (My budget is around 1k). > > > Thanks. > > David Rivera > 3D Compositor/Animator > LinkedIN > Behance > VFX Reel >
Best graphic card for Softimage?
I know this subject has been posted a lot over the years, but it happens that I read a benchmark performance between autodesk products on certain webpage. They tested Radeons vs Nvidias and turns out that Mudbox and Softimage ran better on AMD (Radeons) - this is mental ray render. So I was wondering whether to go full on mental ray (CPU) or take my savings and put it on a GPU renderer? Either case, now a days, which is the middle ranked graphic card for softimage? (My budget is around 1k). Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: realistic hair shading SI-MR
@ROB, I can´t get to the link where you mention: "also someone at mental ray did implement a dual scattering shader for 3.12 - see here for details under human hair, not sure if its included in 2015 or not look for basehair". Could you please help me out with the link? Susantos made that video some years ago. I remember opening Vimeo, and Boom! I was researching for dual scattering, until I found Imahn Saldeghi´s Disney paper. I tried to replicate it on mental ray, some of it went well...but not totally. :) Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel From: Anto Matkovic To: "softimage@listproc.autodesk.com" Sent: Sunday, December 7, 2014 3:07 PM Subject: Re: realistic hair shading SI-MR Well, a lot of people got it to work. But it was a practice, to do not share such thing with 'everyone'. Yeah I also have one, created by masters, but I'm unable to share it. As far as I know, Modo 601 and Mantra from Houdini 13, are the first 3d apps, having this dual thing, right out of the box. Red Shift too, if I understood correctly. So entire Renderman mystification became fairly irrelevant, today. From: Rob Chapman To: Anto Matkovic ; "softimage@listproc.autodesk.com" Sent: Sunday, December 7, 2014 6:54 PM Subject: Re: realistic hair shading SI-MR re: renderman dual scattering in softimage, appears someone has it working in 3delight https://vimeo.com/19108621 also someone at mental ray did implement a dual scattering shader for 3.12 - see here for details under human hair, not sure if its included in 2015 or not look for basehair best Rob
AAOcean not working on softimage 2014
Hi, has anyone installed AAOcean in softimage 2014? I´ve been here:http://www.amaanakram.com/plugins/aa_tessendorf/aa_ocean_doc_installation.htmlaa_Ocean -- Tessendorf's paper as Softimage ICE nodes -- Amaan Akram | | | | | | | | | | | aa_Ocean -- Tessendorf's paper as Softimage ICE nodes --...Online Gallery of Amaan Akram, displaying 3D and 2D renderings. | | | | View on www.amaanakram.com | Preview by Yahoo | | | | | Tried to download, but the download site only offers aaOceanDeformer.dll and it doesn´t containan addon for softimage. How do I implement this on softimage 2014? Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: 2D facial textures rig on softimage
Thank you Greg. I´ve always read about this method you mention, being the most effective. (render out lypsinch/moods to alpha) and use themas texture sequence on facial model. (effective = render times). I got a really basic version working now, here´s the link on my own setup:2D Toon Texture Face | | | | | | | | | | | 2D Toon Texture Face | | | | View on vimeo.com | Preview by Yahoo | | | | | David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel From: philipp seis To: g...@inlifesize.com; "softimage@listproc.autodesk.com" Sent: Thursday, November 27, 2014 11:28 AM Subject: Re: 2D facial textures rig on softimage https://vimeo.com/100730528 2014-11-27 17:14 GMT+01:00 Greg Maguire : Hi Dave, I've done this in the past using just the FX tree. You can drive the translate 2D node in the FX tree with locators in 3D. Translating the eye locators (normalised to a parent) exporting that to a compositing sequence. All alphas etc where cut in the FX Tree. I had several locators in the 3D scene to change the shape of the eye. Then projected it back onto the 3D face pre-render. Sorry, can't help with the details was a number of years ago but definitely possible. Regards, On Wed, Nov 26, 2014 at 4:54 AM, David Rivera wrote: Hi everyone, I´ve been trying to setup a 2d facial rig onto a 3d face (just a simple sphere) to accomplish something like this: texture Based Facials Prototype | | | | | | | | | | | texture Based Facials Prototype | | | | View on vimeo.com | Preview by Yahoo | | | | | So I´ve attached the setup I got so far (see attachment) and what I´m basically doing is:1. create a sphere and uv unwrap it.2. Create 3 separate files (one for the left eye, one for the right eye and one for mouth) with transparency on .png format 3. Create a shader in the shader tree connecting all 3 of them using a constant node for each into a Color1, Color2, Color3 layerson an Mix 8 Color node for the shader on "alpha" as it´s blending mode.All working fine until now. But here´s what I can´t get straight: How can I manipulate the eye´s position like in the video?- I already tried to setup 2 subTexture projections from the UV editor, but they slide all other textures (eyes and mouth). Even if I make enough subdivisions on the face (the sphere) to separate them from each other, the texture would still slide as I move either subTexture projection.I´ve tried tearing the polygon segment for the sub texture projection but as I resize the subtexture projection on 3d view and then match it insidethe UV editor, it also distorts the texture. I can see on the video the eyes are an image sequence, rigged with the visual panel on the top right.I was told that doing a case by case setup for the 2d texture (either left or right eye) via FXtree it´s way too heavy if I got 20+ textures for each eye.(There´s a video or RayFigs explaining how to set this up on the FX tree).And so, I was recommended that I do the texture swapping via ICE with ID_Attribute. But I´m getting confused; because I don´t exactly know how to mix 3 different files (eyes and mouth.png) on the ICE tree and display them all together working on the viewport. The softimage viewport isn´t helping on all of this, since it will only display the last texture plugged into the shader tree. The FX tree setup *DOES* display the image and the viewport correctly. But I don´t know how to put the pieces together to make the shader tree work on ICE scenario. Could you guys lend me a hand on this kind of setup, please?Thanks! :) David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel -- Greg Maguire | Inlifesize Mobile: +44 7512 361462 | Phone: +44 2890 204739 g...@inlifesize.com | www.inlifesize.com
Re: OT: I´ve seen cool screenshots at http://xsisupport.com/ ...how to?
Thanks Alan. I don´t have that email. I went looking for it at xsisupport, but didn´t see it. :( David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Tuesday, November 4, 2014 9:46 AM, Alan Fregtman wrote: Stephen Blair runs the blog. He chooses them (and all other content) out of his own free will. I suppose you could email him screenshots for his consideration? On Tue Nov 04 2014 at 9:00:26 AM David Rivera wrote: Hi, I know this may be a familiar question, but how do I get screenshots upload to xsisupport.com >or rather: on what basis are they selected? >Thanks. > > > >David Rivera >3D Compositor/Animator >LinkedIN >Behance >VFX Reel
OT: I´ve seen cool screenshots at http://xsisupport.com/ ...how to?
Hi, I know this may be a familiar question, but how do I get screenshots upload to xsisupport.com or rather: on what basis are they selected? Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
OT: Waittaminute, I know that voice - Modo youtube channel.
Is it just me, or does it ring a bell for anyone else? Procedural River System Part 1 Procedural River System Part 1 View on www.youtube.com Preview by Yahoo This one caught my eye: Modo rigging quick look for SI users Modo rigging quick look for SI users View on www.youtube.com Preview by Yahoo David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Drawable Facial Rig
Super thanks Miquel! I´ll look it up. Regards. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Saturday, October 4, 2014 5:55 AM, Miquel Campos wrote: Gear_mc have facial modules ;) https://github.com/miquelcampos/GEAR_mc/releases I should do a little update to fix some bugs. But the facial stuff is working. Miquel Campos www.miquelTD.com On Sat, Oct 4, 2014 at 6:19 PM, Mario Reitbauer wrote: He just showed it us demo. >But it isnt released and I don't think it will in the near future, that guy is >just super busy i would say ;) > > >2014-10-03 17:56 GMT+02:00 David Rivera : > >I remembered GEAR for facial rigging but the GEAR site doesn´t have it to >download... >>Anyone knows how is it going for Jeremie and GEAR in facial rig? >> >> >>David Rivera >>3D Compositor/Animator >>LinkedIN >>Behance >>VFX Reel >> >> >> >>On Thursday, October 2, 2014 1:42 AM, Nicolas Esposito <3dv...@gmail.com> >>wrote: >> >> >> >>Wow! this is impressive RnD! >>+1 for Fabric to come up with something better then this :-) >> >> >>2014-10-02 6:42 GMT+02:00 Eugene Flormata : >> >>amazing! i hope fabric engine takes note for this >>> >>> >>>On Wed, Oct 1, 2014 at 2:56 PM, Ed Schiffer wrote: >>> >>>I've never seen a drawing facil rig before, I think this is quite unique! :: >>>> >>>>http://lesterbanks.com/2014/10/drawable-facial-rig-will-amaze/ >>>> >>>> >>>>-- >>>>www.edschiffer.com >>> >> >> >> >
Re: Muscle system. Free/
YES! David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Wednesday, September 24, 2014 4:27 AM, Jordi Bares wrote: Another reason to keep using XSI… wow… thanks Jordi Bares jordiba...@gmail.com On 24 Sep 2014, at 09:31, Max Evgrafov wrote: 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: Drawable Facial Rig
I remembered GEAR for facial rigging but the GEAR site doesn´t have it to download... Anyone knows how is it going for Jeremie and GEAR in facial rig? David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, October 2, 2014 1:42 AM, Nicolas Esposito <3dv...@gmail.com> wrote: Wow! this is impressive RnD! +1 for Fabric to come up with something better then this :-) 2014-10-02 6:42 GMT+02:00 Eugene Flormata : amazing! i hope fabric engine takes note for this > > >On Wed, Oct 1, 2014 at 2:56 PM, Ed Schiffer wrote: > >I've never seen a drawing facil rig before, I think this is quite unique! :: >> >>http://lesterbanks.com/2014/10/drawable-facial-rig-will-amaze/ >> >> >>-- >>www.edschiffer.com >
Re: Nice, V-Ray 3.0 for Softimage is now available.
OH MY!! emFluids on Vray RT??! VIDEO PLEASE!! :) David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Sunday, September 21, 2014 9:53 AM, Eric Mootz wrote: I showed the new VRay / emFluid5 shaders on the Softimage user meeting day before yesterday => there are witnesses who can confirm that it works :) PS: hadn't had time to make the emFluid5/VRay shader video yet, sorry. Will have it done and uploaded by the end of next week, promise!
Re: Nice, V-Ray 3.0 for Softimage is now available.
Anyone could confirm, if they added the RT tab for the previews on buffer? Or if SI would have that RT option on the preview window (q)? Thanks. Awesome release. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, September 11, 2014 4:59 AM, Simon Reeves wrote: I thought they had done that with their licensing, but I guess it's just the render nodes that are universal... Simon Reeves London, UK si...@simonreeves.com www.simonreeves.com www.analogstudio.co.uk On 10 September 2014 18:16, Greg Punchatz wrote: "Also the VRay for SI page seems to say that if you accept the parting gift of a VRay for Maya or Max license, then you can only use VRay for SI for 6 months concurrently. I would hope they reconsider this. Autodesk removed a similar restriction when we complained." > >My biggest issue with chaos is how they split the licences per app... I prefer >the pay for the render engine and get to use it where I want model that SA >has. I would pay a bit more for that than Vray are charging for the per app >model. > >There are quite a few things I like about V ray, very sexy for some jobs. > >
Toon lens broken on softimage 2014?
Hi. I create a toon paint and host material, go to my cam. Add a "toon lens". Render preview: none, zilch, nada. Apparently there´s nothing that´s got changed on SI 2014 for the toon lens to be broken. Anyone else experiencing this? or known bug? I´m using SI 2014 hotfix 1. Regards. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Alienbrain 10 and Softimage 2015?
Thank you guys for your reply. I´ll put some thinking about alienbrain. I´d also will consider other options. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, July 3, 2014 1:33 PM, Paul Griswold wrote: I haven't been able to get Alienbrain working with 2015 yet. They sent me some beta plugins to test, but with it enabled, Softimage would crash the moment I tried to use the Alienbrain explorer to check out projects. I'm not sure what Avid's plan is for AB these days. It doesn't seem like it's getting much love. -Paul ᐧ On Thu, Jul 3, 2014 at 2:25 PM, Matt Lind wrote: We’ve been using Alienbrain for years on Wildstar. We’re still on it, in fact, but are looking at options to get off of it. Problem is there aren’t too many options out there for asset management to support our particular needs. > >The scripting environment is quick and easy to use compared to anything else >out there. It has a scripting object model and supports almost any ActiveX >compliant language just like Softimage, but Alienbrain is not as reliable. >Importing/checking in files has been a crapshoot. Server isn’t particularly >fast either. Doesn’t scale well beyond 40 users. The supplied plugin causes >crashes and synchronization issues with files sometimes putting them in a >funky state. > >Anyway, Alienbrain is not EOL’d like Softimage, but it’s not actively >developed either. I’ve been at Carbine since 2007 and only 2 versions of >Alienbrain have been released since, and looking at the feature list I’d >consider them to be service packs more than full releases. Technical support >was so bad we terminated the contract. Pricing scheme is horrible. Whenever >we add seats to our pool, we have to buy a current license (v10) and get >charged extra fees for downgrading the license to 8.0 to match our pipeline. >If we upgrade those licenses to 10.0, we’ll be charged again. Needless to >say, we don’t plan to purchase any more licenses. > >If you need asset management, I’d take a look at Core from 5th Kind. If your >needs are simple, you may want to check out Wormhole. > >Matt > > > > > >From:softimage-boun...@listproc.autodesk.com >[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera >Sent: Thursday, July 03, 2014 11:02 AM >To: Softimage Mailing List >Subject: Alienbrain 10 and Softimage 2015? > >Hi, I was wondering if anyone has been using Alienbrain to manage assets for >softimage? >Foundry has some products about this, and I´ve seen others as well. They are >well integrated with Maya. >So If anyone could share some of their experience in using AlienBrain, I´d >love to hear it. > >Thanks. > >David Rivera >3D Compositor/Animator >LinkedIN >Behance >VFX Reel
Alienbrain 10 and Softimage 2015?
Hi, I was wondering if anyone has been using Alienbrain to manage assets for softimage? Foundry has some products about this, and I´ve seen others as well. They are well integrated with Maya. So If anyone could share some of their experience in using AlienBrain, I´d love to hear it. Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Samsung Galaxy 11 by PsyOp
Samsung Galaxy 11 "The Match" Pt.1 Samsung Galaxy 11 "The Match" Pt.1 View on vimeo.com Preview by Yahoo It´s almost regardless to ask what was the assemble team there, but was Softimage involved? :D Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: OT: 3d sculpting app choice?
3dcoat. Because the guy was "bought" for Zbrush, previously developing Scluptris. Additionally the retopo system was way ahead of it´s game back in the day. Stuck to it. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Wednesday, June 25, 2014 10:43 AM, Sebastien Sterling wrote: true but Zbrush is used for very specific things On 25 June 2014 16:34, Greg Punchatz wrote: Look at the general quality of work that comes out of all those programs nothing come close to ZBrush. > > > > > >On Wed, Jun 25, 2014 at 10:28 AM, Sebastien Sterling > wrote: > >As they currently stand and in as much as modeling, sculpting, and re-topology >are concerned: >> >> >> >>Zbrush is great for concept sculpting, hammering out a high rez >>visualization, it's so good in fact that a lot of places use it in >>pre-production >> >>then send the hi-rez concept sculpt to the modeling departments later down >>the line for retopology and uv's, see Reck It Ralph making of. >> >> >>The interface is deceptive, but NOT difficult, i fell into that trap in my >>first approach. The default layout can be drastically customized, it is >>better to think of the interface as a series of trays (Tools, brushes, >>sub-toolz). >> >> >>It keeps you hungry for learning, you will genuinely want to know more about >>the features. >> >> >> >>Mudbox is better for tweaking existing meshes hence demarking itself in mid >>production, it lacks the same re-meshing and re-topology features, >> >>where it "shines" is ease of use and texture workflow, it has an easier >>learning curve then photoshop. >> >>In theory it also has a third strength which is it bridge capabilities with >>other Autodesk products which speeds up workflow e.g blendshapes, while >>preserving textures vertex ID's, >> >>However Autodesk have decided not to capitalize on this and have instead >>adopted version lock bridging e.g: if you have maya 2014 and mudbox 2012 the >>bridge will not work. >> >> >>it is worth noting that Zbrush is quasi platform agnostic, regardless of >>version or distributor. >> >> >> >>This hostage situation resulting in Mudbox slowly deteriorating in both >>functionality and value. which is a shame as it truly is a great piece of kit >>originaly developed by people at WETA. >> >> >> >>Modo is an all in one sculpting modeling re-topology package, and what it >>does it does extremely well, e.g quite possibly the best UV tools in the >>business out of the box. (with the possible exception of 3D coat) >> >> >>However it would seem it's Design industry orientation has left it bias >>towards hard edge modeling and arc-viz, not that it is destitute of organic >>modeling tools, they are good too, but it's array's of arc-viz tools are >>truly intimidating. >> >> >>This bias can also be felt in the handling, conventional selection and >>manipulation, toy with it a bit and you will know what i mean. >> >> >> >>it offers 2 sculpting methods one for quick concept the other more production >>orientated, and some very robust retopology tools. >> >> >>it comes with one of the best renderers out there and employes real unit >>scales, so cm, inch, mm, great for 3d printing. >> >> >> >> >>On 25 June 2014 15:06, Cristobal Infante wrote: >> >>If it's sculpting you are looking for zbrush hands down... >>> >>> >>>You can also do a bit of texturing but it's only polypaint so limited to >>>your polygon count. >>> >>> >>> >>> >>> >>> >>> >>>On 25 June 2014 14:32, David Saber wrote: >>> >>>Hi all, >>>> >>>>I'd like to know what your opinion on 3d sculpting apps? What do you use and why did you choose this app over another? >>>>In the past I used Zbrush but I always found its workflow a bit weird. >>>> >>>>After a web search, I made a list of apps that do sculpting: >>>>- Zbrush. >>>>- Sculptris (seems like a toned down version of Blender? Also from Pixologic) >>>>- 3d coat >>>>- Mudbox (is it still developped?) >>>>- CB Model Pro http://www.cbmodelpro.com/ (never heard of it before this >>>>search) >>>>- Modo >>>>- Cinema 4D >>>>- Blender >>>> >>>>Thanks for your input. >>>> >>>>David >>>> >>> >> >
OT: They got my attention: NATRON?
Natron » Compositing at hand Natron » Compositing at hand This is the week-end, and we have some nice news coming along: Natron 0.93 is out ! You can download it from the download page. We still don’t provide linux binar... View on natron.inria.fr Preview by Yahoo Alexandre Gauthier: Natron, video compositing software View on www.youtube.com Preview by Yahoo Okay, this is something,... Alexandre Gauthier: Natron, video compositing software Anyone close to this circle? Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: OT: Marionettes - Direct TV - The Mill
Amazing Work. It´s my 3rd day watching it over and over, frame to frame. Great voice acting for the woman too. I would be kinda funny to see what the actual real actress did, but I´ll leave that into imagination...heheheh. Thanks for sharing! David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, June 19, 2014 1:13 PM, Jon Swindells wrote: the sublte art of persuasion, a little wine and some Barry White on the gramophone works everytime :) -- Jon Swindells jon_swinde...@fastmail.fm On Thu, Jun 19, 2014, at 08:46 PM, Ed Schiffer wrote: just trying to figure out how the marionette took of her robe, > >but, hey, great piece!! > > > > > >-- > >www.edschiffer.com >
OT: Marionettes - Direct TV - The Mill
I just came across this: DIRECTV - Marionettes "Am I Pretty" TV Spot DIRECTV - Marionettes "Am I Pretty" TV Spot View on www.youtube.com Preview by Yahoo Looks so "lifelike" :) heheh. Anyone on the list could tell us something about the rigging? Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
OT: What was your biggest challenge/nightmare with Softimage and how did you overcome it?
Mine was rigging 3 fully shaped based and IK/FK - eyes, mouth blends, etc.. anthropomorphic characters rigged in only one month. 2 solid weeks coding expressions and then re-adapting to new characters, sculpting mouth (vocal) shapes for a whole week (synoptics included), and finally breaking rigs by 4th week. Ready and delivered. Things got worst when director wanted to add hair on top of all this for 2 of the 3 charactersat final stage... Had to delete hairs on first render test showed to directors. Render time went up for 3 whole days (Quad-core machines with 16 gbs of RAM) for just 250 frames. Animators took them for a ride by the end of the month and everyone happy at former studio. So what was your challenge/nightmare and how did you do to get it out and deliver on time? David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Volume fog and Physical Sun - Softimage
Hi everyone. I came across to this set of nice layered fog pictures: Fog - Arnold for Softimage User Guide - Solid Angle Fog - Arnold for Softimage User Guide - Solid Angle This atmospheric shader node simulates the effect of light scattering, which causes more distant objects to appear lower in contrast, especially in outdoor environm... View on support.solidangle.com Preview by Yahoo I know this is too much asking, but is it possible to immitate that effect with the layered fog pass by default on softimage? I got a scene with physical sun light and another 2 point lights filling light with 100.000 intensity. Would I be able to set up layered fog so that it interacts with physical sun with NO ARNOLD? Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: OT: What strong features have you found in your new transition software that SI didn´t have?
Sergio knows his dealt cards on Modo, @Marco. He KNOWS. :) BTW: I´m going pretty quick with modo. Last week I tackled Hair shading. It´s a blaze to see it perform on viewport. What I definitely need an *intense course* it´s on schematic. I believe the whole power of Nexus is there. Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Wednesday, June 4, 2014 8:12 AM, Sergio Mucino wrote: Hey Marco. I'm curious... Where is Modo falling short for you? Cheers! Sergio Muciño. Sent from my iPad. On Jun 4, 2014, at 6:12 AM, Marco Peixoto wrote: Fist thing you do in Modo is to remove the awfull (IMO) Trackball rotation... that and also the grid Plane they have, it might suits for Modeling but I keep finding it vey introsive and distracting, of course thats me that is not that used to Modo and im slowly trying to see if it fits my CA needs (so far it doesnt) > > > > >On Tue, Jun 3, 2014 at 10:45 AM, Angus Davidson >wrote: > >HI Matt >> >> >>This is the type of vertex maps that Modo supports >> >> >>http://docs.luxology.com/modo/801/help/pages/modotoolbox/WorkingWithVmaps.html >> >> >>Quick table to summarise the link >> >> >>Weight Map Weight Strength Values stored for Falloff and Texturing purposes >>SubD Weight Map Weight Strength Value influences edge creasing in >>SubDivision Surface geometry >>UV Map UV maps translates 3D vertex positions to flat 2D coordinates >>Relative Morph Map Vertex position offset, relative to the base vertex >>position >>Absolute Morph Map Vertex position offset to specific absolute position in >>3D space >>RGB Map Vertex Color map defined by three R, G and B color values >>RGBA Map Vertex Color map defined by three R, G and B color and an >>additional Alpha value >>Pick Map Like a Selection Set, defines groupings of vertices >>Vertex Normal Map Surface Normal direction (Smoothing) values stored as >>fixed value >>Edge Pick Map Like a Selection Set, defines groupings of edges >>Particle Size Map Determines scale values for individual particles >>Particle Dissolve Map Determines transparency values for indvidual >>particles >>Transform Map Determines transform amounts for individual >>vertices/particles >> >> >>If you click the Gear in the top right hand corner of your view in Modo you >>can change the mouse rotation style. >> >> >>I tend to have trackball rotation set to no , and orbit around selection >>checked. (oscillate I uncheck always that’s annoying ;) ) >> >> >>Kind regards >> >> >>Angus >> >> >>From: Matt Lind >>Reply-To: "softimage@listproc.autodesk.com" >>Date: Tuesday 03 June 2014 at 4:49 AM >>To: "softimage@listproc.autodesk.com" >>Subject: RE: OT: What strong features have you found in your new transition >>software that SI didn´t have? >> >> >> >>Well, most people on this forum submitting their thoughts on C4D, Houdini, >>Modo, Maya, etc… tend to review it from a film/video perspective. Many of >>the bullet points are not applicable to other market segments such as games. >>Examples: Alembic support, 3rd party renderers, render farm accessibility, >>etc… All the transition guides I’ve seen to date, regardless of source, >>tend to omit the lower level features leaving many of us in the dark or only >>give us part of the picture. To use an analogy, if art were math class where >>you have to work out a long multi-page problem, a film/video artist is mostly >>interested in the final result and can obtain it from any means necessary >>including a wild guess, whereas a game artist must use the correct process to >>get the answer. >> >>I’m interested in the lower level control over manipulating objects and >>organizing them in intelligent data structures (assets) to abstract them or >>minimize their dependency on the host application. We need to apply metadata >>onto assets so our engine can read that data and know how to process the >>asset in the context of the game. Often metadata is applied as userdata >>blobs/maps, or re-purposed vertex colors, UV properties, user normals, etc. >>Many DCC applications have metadata and lower level features, but not all of >>them expose the functionality to the end user or do so in a user friendly >>way. Sometimes you have to dig into the SDK to get at them at all. >>Softimage, for example, have had user normals since XSI v1.5, but you had to >>use the SDK via script/plugin to expose the capabili
Re: Real time shaders on OpenGL and DirectX9 - Softimage 2012 a la Modo?
OMG, this is gold!! Thank you so much for the help. This pretty much explains it to the core. I appreciate your help Jhon. Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, May 29, 2014 9:57 PM, John Voltaire Tensuan wrote: I have attached an image containing instructions on how to create a new CgFX realtime shader. You can just follow the instructions and copy/paste the contents of the shader code I sent you to the editor window once the shader is created. I’m not 100% sure but if you are using 2012, you might need to refresh the render tree shader list if you have a render tree open after creating the shader. The High Quality Viewport will try to generate realtime shaders that emulate the output of Mental Ray (see attached picture) given that the nodes you are using are supported but this usually comes at the cost of a performance hit to both CPU and GPU due to the resulting complexity of the shader it generates and the high amount of parameters that needs to get evaluated before drawing. Thus using HQV for scenes with a high amount of objects is not recommended. From:David Rivera [mailto:activemotionpictu...@yahoo.com] Sent: Friday, May 30, 2014 7:52 AM To: John Voltaire Tensuan; softimage@listproc.autodesk.com Subject: Re: Real time shaders on OpenGL and DirectX9 - Softimage 2012 a la Modo? Thank you very much! How do I load the CGFX? I can´t drag - drop over the shader tree. I played around with ultimap_preview it seems to ask for all the nodes needed to show the material on OpenGL: Texture coords, Normals, Color Map, Tangent, Spec Map, Ambient Map. But I´d definetly love to use alpha modded version of that metal. today I checked out the videos for softimage 2014 viewport on "beauty" settings. And i see that ambient occlusion, its cool and such.. but I got a question: Previously when you had a color map texture, and then setup a specular map (obviously being grey and b/w) you could only see the TOP result in the viewport (in this case you could only see on TEXTURE mode the Black/White image), DOES THAT still happen with Viewport 2.0? Thanks for the help John. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Wednesday, May 28, 2014 10:47 PM, John Voltaire Tensuan wrote: That OGL workflow has been deprecated and has been replaced by direct GLSL/CgFX/HLSL shaders. You can find these shaders under the Realtime category, a similar shader with a similar effect with what the turorial is using is Realtime->CgFX->metal. I’ve also attached a modified version of it that should support alpha blending. You can find more about this here: http://download.autodesk.com/global/docs/softimage2012/en_us/userguide/index.html?url=files/rt_cgfx_hlsl.htm,topicNumber=d30e337896 From:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera Sent: Thursday, May 29, 2014 1:05 AM To: Softimage Mailing List Subject: Real time shaders on OpenGL and DirectX9 - Softimage 2012 a la Modo? I know...kinda old thread to ask but I have been using Modo for a time now and I´d like to have the same immediate feedback for the material on softimage 2012 viewport. I know it´s kind of retoric, but I´ve setup my material as the digital tutors mention here: Softimage Tutorials > Shading Network Tips and Tricks in Softimage Tutorial > Digital-Tutors But I can´t find some of the inputs (OGL Draw?). I don´t know what shader´s properties to use to generate a real time material. Could someone lend me a hand on this, please? This is what I have on my rendertree: Softimage Tutorials > Shading Network Tips and Tricks in... In this course we will learn various shading network tips and tricks. Each video in this course is a self-contained lesson centering on tips and tricks that c... View on www.digitaltutors.com Preview by Yahoo David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
OT: What strong features have you found in your new transition software that SI didn´t have?
Up until now: Modo beats me to the render in: Displacement, Fur (Dinamic as it should be), RT viewport (GPU power), Soft selection sets (rigging paradise) Your thoughts? Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Real time shaders on OpenGL and DirectX9 - Softimage 2012 a la Modo?
Thank you very much! How do I load the CGFX? I can´t drag - drop over the shader tree. I played around with ultimap_preview it seems to ask for all the nodes needed to show the material on OpenGL: Texture coords, Normals, Color Map, Tangent, Spec Map, Ambient Map. But I´d definetly love to use alpha modded version of that metal. today I checked out the videos for softimage 2014 viewport on "beauty" settings. And i see that ambient occlusion, its cool and such.. but I got a question: Previously when you had a color map texture, and then setup a specular map (obviously being grey and b/w) you could only see the TOP result in the viewport (in this case you could only see on TEXTURE mode the Black/White image), DOES THAT still happen with Viewport 2.0? Thanks for the help John. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Wednesday, May 28, 2014 10:47 PM, John Voltaire Tensuan wrote: That OGL workflow has been deprecated and has been replaced by direct GLSL/CgFX/HLSL shaders. You can find these shaders under the Realtime category, a similar shader with a similar effect with what the turorial is using is Realtime->CgFX->metal. I’ve also attached a modified version of it that should support alpha blending. You can find more about this here: http://download.autodesk.com/global/docs/softimage2012/en_us/userguide/index.html?url=files/rt_cgfx_hlsl.htm,topicNumber=d30e337896 From:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera Sent: Thursday, May 29, 2014 1:05 AM To: Softimage Mailing List Subject: Real time shaders on OpenGL and DirectX9 - Softimage 2012 a la Modo? I know...kinda old thread to ask but I have been using Modo for a time now and I´d like to have the same immediate feedback for the material on softimage 2012 viewport. I know it´s kind of retoric, but I´ve setup my material as the digital tutors mention here: Softimage Tutorials > Shading Network Tips and Tricks in Softimage Tutorial > Digital-Tutors But I can´t find some of the inputs (OGL Draw?). I don´t know what shader´s properties to use to generate a real time material. Could someone lend me a hand on this, please? This is what I have on my rendertree: Softimage Tutorials > Shading Network Tips and Tricks in... In this course we will learn various shading network tips and tricks. Each video in this course is a self-contained lesson centering on tips and tricks that c... View on www.digitaltutors.com Preview by Yahoo David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Softimage 2014 - Japanese presentation
For those of you who didn´t get the chance to see the japanese presentation of Softimage 2014, here you go: 07. Autodesk Softimage 2014 デモンストレーション 07. Autodesk Softimage 2014 デモンストレーション View on www.youtube.com Preview by Yahoo David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: OT: Now that the grief over softimage, how did you get over your it on your daily basis?
@Mirko: Well said. Speed rules over branding. Sadly companies just listen to "word of mouth" which has always been Maya... once the word of mouth was "ICE", AD said: Let´s end development. I can still laugh when the Viewport 2.0 is presented with honkey tones... We baked vertex since Snake SoliderI mean: a real while ago in softimage... David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, May 22, 2014 8:27 AM, Leendert A. Hartog wrote: It obviously is a very generalized model: it needn't apply to you! :D -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Graphic card for optimous performance with Redshift
Thank yo guys. I´ll keep an eye on those cards. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Monday, May 19, 2014 1:44 PM, Christian Freisleder wrote: hey, the titan black is very fast, but considering the benchmarks (http://www.videocardbenchmark.net/high_end_gpus.html) the 780 isn't lame either, and the 6gb version is close to half the price of a titan. so if you want a bargain that's still fast, I would go for the 780 6gb. Christian On 19.05.2014 18:46, David Rivera wrote: Hi, now that Redshift is officially out and running smoothly, I´d like to ask you guys what >Graphic Cards for best GPU performance would be optimum for an I7 stream core? >I´m taking a look at: >EVGA EVGA GeForce GTX TITAN SuperClocked 6GB GDDR5 384bit, Dual-Link DVI-I, >DVI-D, HDMI,DP, SLI Ready Graphics Card Graphics Cards 06G-P4-2791-KR > > >But if I recall, there were some threads that were posted about the >performance of the Quadro K4000 vs Titan. >I can afford something of 1k cost ($1000) but before buying I would like to >ask if there´s a better (cheaper) option? > > >Like you all guys know, I´d like to take these considerations with softimage >and later on the year >transition fully to Modo 801. > > >So what are your thoughts / recommendations? >Thanks for sharing. > > >David. > > > > > > > EVGA EVGA GeForce GTX TITAN SuperClocked 6GB... >Amazon.com: EVGA EVGA GeForce GTX TITAN SuperClocked 6GB GDDR5 384bit, >Dual-Link DVI-I, DVI-D, HDMI,DP, SLI Ready Graphics Card Graphics Cards ... > >View on www.amazon.com Preview by Yahoo > > > > >David Rivera >3D Compositor/Animator >LinkedIN >Behance >VFX Reel
OT: Graphic card for optimous performance with Redshift
Hi, now that Redshift is officially out and running smoothly, I´d like to ask you guys what Graphic Cards for best GPU performance would be optimum for an I7 stream core? I´m taking a look at: EVGA EVGA GeForce GTX TITAN SuperClocked 6GB GDDR5 384bit, Dual-Link DVI-I, DVI-D, HDMI,DP, SLI Ready Graphics Card Graphics Cards 06G-P4-2791-KR But if I recall, there were some threads that were posted about the performance of the Quadro K4000 vs Titan. I can afford something of 1k cost ($1000) but before buying I would like to ask if there´s a better (cheaper) option? Like you all guys know, I´d like to take these considerations with softimage and later on the year transition fully to Modo 801. So what are your thoughts / recommendations? Thanks for sharing. David. EVGA EVGA GeForce GTX TITAN SuperClocked 6GB... Amazon.com: EVGA EVGA GeForce GTX TITAN SuperClocked 6GB GDDR5 384bit, Dual-Link DVI-I, DVI-D, HDMI,DP, SLI Ready Graphics Card Graphics Cards ... View on www.amazon.com Preview by Yahoo David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: XSI to Modo - Strategy
I like the "It´s much safer for Autodesk to keep SI in the shelf" phrase... David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, May 15, 2014 11:38 AM, Sebastien Sterling wrote: Do you reckon they will kill Max ? On 15 May 2014 17:30, Angus Davidson wrote: The Foundry has an interest in Softimage users. Along with SideFX Its doing pretty well on converting them away from Autodesk. > > >Its been repeated many times that Softimage will not be put up for sale. It >makes no business sense for them to put their best out the box DCC in someone >else’s hands. Softimage is much safer for Autodesk on the shelf. > > > > > > >From: David Rivera >Reply-To: David Rivera , >"softimage@listproc.autodesk.com" >Date: Thursday 15 May 2014 at 6:06 PM >To: "softimage@listproc.autodesk.com" >Subject: XSI to Modo - Strategy > > > >Hello. Uhm. Guys I´ve recently come across a little comment on some other >forum (post dated on March) where they mention >The Foundry "could" have interest on acquiring XSI from Autodesk. Is this >rumor "founded" or is it just a rumor? > > > >David Rivera >3D Compositor/Animator >LinkedIN >Behance >VFX Reel >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.
XSI to Modo - Strategy
Hello. Uhm. Guys I´ve recently come across a little comment on some other forum (post dated on March) where they mention The Foundry "could" have interest on acquiring XSI from Autodesk. Is this rumor "founded" or is it just a rumor? David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Animation as Initial state in RBD
I´ve tried it. But not with ICE setup. Rather animating the divot for active/ inactive in a default RBD (no plugins) from the CTRL+4 simulate tab. I got the scene at home. I´ll try to upload it later. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Saturday, May 10, 2014 9:45 AM, Szabolcs Matefy wrote: Hey I’d like to know if constrained animation can serve as initial state for rigid body physics ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli
Re: softimage to modo
OFFTOPIC: I´m sorry to interrupt but, I just messed up my default keyboard configuration on modo. How do I reset to defaults? I´ve been trying to place "U", "T", "V" shortcuts from softimage associated functions, but apparently Modo has some other "extra" kind of configs for these selection sets Help please. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, May 8, 2014 12:15 PM, Matt Lind wrote: Essentially it is a cluster with an associated weightmap to drive the falloff. Maya has this too. Matt From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino [sergio.muc...@gmail.com] Sent: Wednesday, May 07, 2014 12:16 PM To: softimage@listproc.autodesk.com Subject: Re: softimage to modo Modo has a too that I find better than clusters. They're called weight containers. They're basically an item that stores a set of components, and associates weights to them. If you're curious as to how they work, I have a small intro video you could check over here... https://vimeo.com/91349882 I can think of a couple of ways of getting a falloff in the initial weights for the vertices in the container: 1. Just add the vertices to the container, and do a smooth weights on them. 2. Use falloff items to affect the weights I assign to the container. I have not tried this yet, and it'd be a little more involved to set up, but allow a lot of control given the options one has when using falloff items in Modo. In my case, the weighting tools work pretty well for me. There are some things I wish worked better, but there's nothing stopping me yet from getting what I need from the system. Sergio Muciño. Sent from my iPad. On May 7, 2014, at 2:57 PM, Sebastien Sterling wrote: Can you make soft selection clusters ? like in maya ? for rigging and such ? > > > > >On 7 May 2014 19:37, Sergio Mucino wrote: > >I agree. Falloffs in Modo are pretty wild. I haven't done much modeling yet, >but the small things I did, just made me realize I have to rethink my modeling >methods. I've always been relying on soft selections for most things. Falloffs >go way beyond that. >> >> >>Sergio Muciño. >>Sent from my iPad. >> >>On May 7, 2014, at 2:27 PM, Steffen Dünner wrote: >> >> >>2014-05-07 20:10 GMT+02:00 Sergio Mucino : >>> >>>I just discovered the other day that the Edge Bevel tool has some crazy >>>preset profile shapes. >>>And whilst talking about "recent discoveries": I found that the modeling >>>falloffs (and there are plenty of them, most with artist-friendly visual >>>feedback) are working with all possible tools. >>>This means you can e.g. first define a falloff along edges and then use the >>>bevel tool to get a bevel with variable radius. >>>Or you can use the "Edge Weight Tool" (for creating crease weights for Pixar >>>SubDs) in combination with falloffs to create creases that slowly fade from >>>hard to soft. >>>Amazing. Especially if you can adjust both, the tool properties AND the >>>falloffs interactively as long as the tool hasn't been "dropped". >>> >>> >>>Cheers >>>Steffen >>>-- >>> >>>PGP-ID(RSA): 0xD6E0CE93 >>>Fingerprint: 879F 572C FEE4 9DE5 53A8 3C1C 22A9 C8DE D6E0 CE93 >
Re: Softimage to Modo - Modo 801 global Launch
Yes you can. Basically anyone comming from the 2d animation world would be glad with this. I keep saying: Southpark with revamp worflow for 3D. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Friday, April 25, 2014 2:23 PM, Greg Punchatz wrote: I am assuming you can off set keys afterward? If not, it would be too limiting. On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling wrote: But is it a completely parallel system to curves ? or can you tweak curves later ? not sure how this would work with gimble otherwise, unless you keyframe it into the ground. > > > > >On 25 April 2014 18:40, Jordi Bares wrote: > >The difference imho is equivalent to modelling pulling vertices to zbrush >sculpting. It is the state of mind in which you start thinking about poses, >blocking, refinement of animation as a sequence of clear steps rather than a >soup of keyframes. >> >> >>In the sense that an animator does not need to open an curve and worry about >>slopes but only timing and pose, this is imho a completely revamp of how >>things should be done and I would bet money if you put a true animator (2d >>trained with years of experience) the result till blow you mind. >> >> >>My God I have been waiting for this… Finally! >> >> >>It is clear the combination for me is modo+houdini… >> >>Jordi Bares >>jordiba...@gmail.com >> >> >>On 25 Apr 2014, at 18:20, Norbert Kiehne wrote: >> >>Hmmm, maybe I am missing something here, but what is the difference to >>selecting all your controls and using the dopesheet or meta curve region/ >>animation editor to change the timing and spacing of your animation? >>> >>> >>> >>> >>>On 25.04.2014 18:56, Jordi Bares wrote: >>> >>>I would say this is a game changer, just give it to a _real_ character >>>animator (traditionally trained) and I would bet you the output will be >>>amazing. >>>> >>>> >>>>Jordi Bares >>>>jordiba...@gmail.com >>>> >>>>On 25 Apr 2014, at 17:43, David Rivera >>>>wrote: >>>> >>>>Hi, I recorded some of the webinar launch. Around minute 7 you´ll see the >>>>new animation worflow in Modo 801. >>>>>IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking >>>>>"south park 2D" and regular 3D animation >>>>>with this workflow? >>>>> >>>>> >>>>>Modo801 - New Animation worflow >>>>> >>>>> >>>>>ps: video is just uploading. Should be up around 15 more mins. >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> Modo801 - New Animation worflow >>>>> >>>>>View on youtu.be Preview by Yahoo >>>>> >>>>> >>>>> >>>>> >>>>>David Rivera >>>>>3D Compositor/Animator >>>>>LinkedIN >>>>>Behance >>>>>VFX Reel >>>> >>> >>>-- >>>Norbert Kiehne >>>Senior 3D Artist >>> >>> >> >
Softimage blocking and crashing all SCENES!
Hello, basically I´ve encountered this problem today when I open my machine (see atachment) I´ve been away for 3 days on my machine. I believe someone crashed XSI before, now I get this error when opening ANY scene. Anyone has had an issue like this? Please help. Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Softimage to Modo - Modo 801 global Launch
Hi, I recorded some of the webinar launch. Around minute 7 you´ll see the new animation worflow in Modo 801. IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking "south park 2D" and regular 3D animation with this workflow? Modo801 - New Animation worflow ps: video is just uploading. Should be up around 15 more mins. Modo801 - New Animation worflow View on youtu.be Preview by Yahoo David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Softimage to MODO - Forum participation?
Hello, Ï´m curious if anyone has had already downloaded the Modo-15-day trial? I´d like to ask some questions regarding all the videos around youtube about character setup / joints to modo. So I don´t know if there´s a way to register as a Foundry community user of the forum without a modo serial? To my understanding one must buy a Modo licence in order to partcipate in the forums. Anyone knows how one can register to the Modo forums at the Foundry community? Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Re[2]: MODO webinar for Softimage Users - tomorrow, April 3 - Register here...
I´m checking PDT forGTM and it says it´s going to be at 6pm. So If I´m GTM-5 it should start around 1 o´clock at my local time, right? How come they don´t have a "countdown" to webinar? :) David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, April 3, 2014 10:48 AM, Eugen Sares wrote: ... and 7:00pm for central european summer time, correct? Not that easy... ;p -- Originalnachricht -- Von: "Ognjen Vukovic" An: "softimage" Gesendet: 03.04.2014 17:36:53 Betreff: Re: MODO webinar for Softimage Users - tomorrow, April 3 - Register here... Its at 6 gmt right? > > > > >On Thu, Apr 3, 2014 at 5:34 PM, Sebastien Sterling > wrote: > >It's happening soon right ? like in 2 to 3 hours ? >> >> >> >> >>On 3 April 2014 16:25, Sergio Mucino wrote: >> >>I think Tim mentioned it may be offered again at a later date. I hope they'd >>try to accommodate those who couldn't make it due to scheduling reasons. >>> >>>Sergio Muciño. >>>Sent from my iPad. >>> >>>On Apr 3, 2014, at 10:54 AM, Martin Yara wrote: >>> >>> >>>I see, thanks for answering. >>>> >>>> >>>>I can't really understand the decisions software companies are taking >>>>lately. >>>> >>>> >>>>Well, I guess I'll miss this webinar. >>>> >>>> >>>> >>>> >>>>Martin >>>> >>>> >>>> >>>> >>>>On Thu, Apr 3, 2014 at 11:46 PM, Tim Crowson >>>> wrote: >>>> >>>>Not my call... just passing along the answer to the question... >>>>> >>>>> >>>>> >>>>> >>>>>On 4/3/2014 9:35 AM, Martin Yara wrote: >>>>> >>>>>I understand if they don't want to use their bandwidth to offer a recorded >>>>>version. But what is the problem in being re-brocasted? >>>>>>It could reach more users specially for those who can't watch it live for >>>>>>N reasons, and increment the chances of having new modo users. >>>>>> >>>>>> >>>>>> >>>>>>If it isn't a paid webinar then I don't really get this "transparency" ? >>>>>>. If the point is to gain modo users and sell more seats, The Foundry >>>>>>should be more than glad if this seminar is rebrocasted all around the >>>>>>globe without using their bandwidth. >>>>>> >>>>>> >>>>>> >>>>>> >>>>>>Martin >>>>>> >>>>>> >>>>>> >>>>>> >>>> >> > Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv.
Re: Pretty cool :) - Legolize Ice Compound
Thank you for sharing! Taking a look asap! David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, April 3, 2014 6:12 AM, Eric Deren wrote: Very cool! I believe Alan Jones was showing me one of these a few years ago when he was working in London, you guys should compare notes. -Eric -Original Message- From: Chris Marshall Sent: Thursday, April 03, 2014 6:39 AM To: softimage@listproc.autodesk.com Subject: Re: Pretty cool :) - Legolize Ice Compound This was one I put together https://vimeo.com/77203638 https://vimeo.com/77682802 Uses a combination of 4x2, 2x2, 2x1 and 1x1 bricks.
3D Printing experience on Softimage
Hey everyone, thanks for your replies on the previous subject of Quadro K4000. Yesterday I was googling around for 3d printers. I really liked this one: http://www.youtube.com/watch?v=CHAU-9VIwzk I was wondering if anyone has already start printing some 3D stuff over anyone of these 3d printers? I know there is a software that comes along with it so you can input your models and print them out. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Redshift - GPU accel on Quadro K4000
Hello everyone. I´ve been recommended -not enough through :) - that I switch to Redshift render. So finally I upgraded my Quadro card to K4000. Up until now, I´m very very very much impressed with MODO 3D (my 3d package of transition) and results are astonishing. I can almost feel the Realtime engines like Crytek or UDK for PS4. So being our software of preference, I´m trying to pick up a GPU renderer (Redshift) in softimage. One thing I´m trying to wrap my head around it´s the entire rebuild connectivity of materials for redshift. So if anyone, please, has a blog or an article to share to strat up my baby steps on using Redshift I´d appreciate it deeply thankful to help me out with that. Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Softimage Joypad (Joystick) controllers a la MODO?
Hi. I´m really glad we can all agree that certain tools on softimage have been primary for real production environments (such as ICE) but once we´ve enter the MOCAP era, and everyone WOWzes to what it could do, long ago there were joystick capture controllers for softimage. The downside to implement semi-automated movement in xsi were that the default controllers and expressions closed down everytime you shut XSI. I came across this little video:https://vimeo.com/87786784 It seems MODO doesn´t have that "forgetting expression issue" and that it can be mapped to Joystick (I´d love if it was possible to map JOYPAD a la ps3 controllers). Does anyone in the group have experience in that joystick capture data in XSI or MODO now -2014-? (I know drivers were outdated back in 2010 which is when I did this: https://vimeo.com/14791632) Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Packing UVS in Softimage
Hi everyone. I saw a video (i think it was the new features on 2012) where they showed how to pack uvs. I remember there was a bunch of elephants, and the guy explaining grabbed all of them and arranged them for uv packing from the unfold menu. I have not seen that video again. Today I needed to recreate that workflow for a bunch of objects tied together on a single proyection (pack uvs) and the only thing I found was this: http://www.screencast.com/t/yWkUipBZvkv But I know that other uv packing video with the elephants it´s out there on youtube, but I can´t seem to find it. Could anyone point me in the right direction with the name of the video or at least a close result to show how the UV packing from the unfold menu works? Thanks. Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Softimage webinar - Q/A - finally uploaded
Kickstart: I definetly believe in the system. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Wednesday, March 19, 2014 6:30 PM, "pete...@skynet.be" wrote: kickstart that! I’m definitely backing that – one of the best suggestions yet. From: Bk Sent: Wednesday, March 19, 2014 9:09 PM To: softimage@listproc.autodesk.com Subject: Re: Softimage webinar - Q/A - finally uploaded Ok. Why don't we all put in some money and hire out a stand at siggraph? I'm serious. It would be so much fun. On 19 Mar 2014, at 20:02, Sebastien Sterling wrote: Lol, yeah Adam, it would be funny to have a Softimage booth, showing of the Latest from Mootz and LK, Pooby and exocortec, not to mention Fabric integration. a healthy roaster of artists like David. > >Press wondering, ..."but aren't you dead ?" > >AD staff steaming silently in the corner "Why Won't you DIE !" > > > > >On 19 March 2014 19:52, Adam Sale wrote: > >I think it would be great to have a Siggraph presence where we have a lineup >of Soft artists showing exactly what you mentioned Dave. >> >>Can't do this kind of scenarios, where even if you can do it in Maya, show >>how much longer it takes. >> >>With all of the attention being given the EOL of Soft, people might be >>interested in seeing what all the noise is about. >> >> >> >> >> >>On Wed, Mar 19, 2014 at 12:48 PM, olivier jeannel >>wrote: >> >>I'm not fan of the idea. >>>Frankly there's tons of tutorial in Maya already. If someone want's to transition, there are a lot of material to train with. >>>As already said, no need to try to work the same workflow in another app, it's different. >>> >>>Here, it's more "Give us some cool hint so we can copy them" .That's the whole thing since the "anouncement". >>>"Give us your top 5", "what"s the 80% ice nodes..." >>> >>>Last thing I want to do is help AD in any way. I mean, nothing against the users, but frankly now you want to help AD make more money. >>> >>>AD, Give us the ability to continue to buy seats, in exchange we show you. >>> >>>I'm bad, my mother told me ... >>> >>> >>> >>> >>> >>>Le 19/03/2014 20:35, Bk a écrit : >>> >>>I'd love for AD to agree to a " First get an expert to do it in Softimage >>>and get an expert do it in Maya" comparitive workflow video series. >>>>It would be most entertaining. >>>>Especially when you start bringing ice into the equation. Ive had some >>>>experience of this before. One notable occasion went Me in ice -30 mins.. >>>>2 guys in Maya- a week and a half, but to be fair, they would usually >>>>achieve things in under a week. >>>> >>>> >>>> >>>> >>>>On 19 Mar 2014, at 19:22, Nicolas Esposito <3dv...@gmail.com> wrote: >>>> >>>> >>>>I asked directly to Maurice to do some videos to compare the workflow of a >>>>single task using Softimage and Maya, similar to what Emilio Hernandez did >>>>for the Dorrito technique >>>>> >>>>>I really hope that they'll do that because right now I want to know how >>>>>the workflow will change >>>>> >>>>>By the way, on the area blog there's no Softimage 2015 announcement... >>>>> >>>>>Jesus...even with all those request and question they just don't care >>>>>about Softimage, not even a single line...except the farewell from Mark >>>>>Schnnoegel >>>>> >>>>> >>>>> >>>>>2014-03-19 19:55 GMT+01:00 Paulo César Duarte : >>>>> >>>>>What I don't understand is howthey want me tomakethe transition toa >>>>>software thatdoesn't have thetools thatI usedbefore? Such as >>>>>ICEmainly,in MaxorMaya2015I won't havemyworkflowagain,sothere is >>>>>notransition. >>>>>> >>>>>> >>>>>>I will continueusingSoftimage as long as I can, and >>>>>>complementwithHoudini,Modo or Blenderwhennecessary... because these >>>>>>softwares are those that more listen to your users, and that is the >>>>>>future for me. >>>>>> >>>>>> >>>>>> >>>>>>2014-03-19 14:23 GMT-03:00 David Rivera : >>>>>> >>>>>> >>>>>>So I head onto: >>>>>>>http://area.autodesk.com/products/features/softimage , right? and I >>>>>>>skipped intro (in a 1 hour lenght video, skipping intro >>>>>>>is going straight to the middle, after all the "verbose"). So what >>>>>>>they´re doing? Talking about maya in a softimage video. >>>>>>> >>>>>>> >>>>>>>Quitted. Closed the tab on browser. Go on with my life. >>>>>>>Now I´m pissed, because at the "last announcement" there wasn´t even a >>>>>>>word of consideration for 15 years career on softimage. >>>>>>>Not even an apology for taking away the the one thing that supports >>>>>>>families and pays bills... >>>>>>> >>>>>>> >>>>>>> >>>>>>>David Rivera >>>>>>>3D Compositor/Animator >>>>>>>LinkedIN >>>>>>>Behance >>>>>>>VFX Reel >>>>>> >>>>>> >>>>>> -- >>>>>> >>>>>>www.pauloduarte.ws >>>>> >>> >> >
Softimage webinar - Q/A - finally uploaded
So I head onto: http://area.autodesk.com/products/features/softimage , right? and I skipped intro (in a 1 hour lenght video, skipping intro is going straight to the middle, after all the "verbose"). So what they´re doing? Talking about maya in a softimage video. Quitted. Closed the tab on browser. Go on with my life. Now I´m pissed, because at the "last announcement" there wasn´t even a word of consideration for 15 years career on softimage. Not even an apology for taking away the the one thing that supports families and pays bills... David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Anyone in the SI list transitioning to MODO? -Please add your mail here
Mail added. Thanks Angel and everyone who´s been adding their emails. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Wednesday, March 19, 2014 12:11 AM, Angel Negron wrote: hello, i am interested in learning modo and its tools sets. Date: Tue, 18 Mar 2014 20:33:41 -0400 From: d...@upbeatunique.com To: activemotionpictu...@yahoo.com; softimage@listproc.autodesk.com Subject: Re: Anyone in the SI list transitioning to MODO? -Please add your mail here The more videos I have been watching and exploring in the program, the more I am liking it. I am no where near doing what I can in Softimage but there are a lot of nice things in there. Some of the workflows are a different paradigm, but I can see myself picking it up quickly. Looking forward to 801... it is everywhere... Dan On 3/18/2014 8:30 PM, David Rivera wrote: Hi Daniel Kim. We´re building up the list for the benefit of sharing what´s it been to go to Modo. >We are partially waiting for the MODO webinar to come. Then you´ll see this >thread (and their mails) move >a little more regarding topics. >In the mean time, I myself am watching every modo video I can check out to get >into The Foundry mentality-aspects-of-3D. > > > >Cheers. > > >David Rivera >3D Compositor/Animator >LinkedIN >Behance >VFX Reel > > > >On Monday, March 17, 2014 3:17 PM, Daniel Kim wrote: > >So, many people are adding their email for Modo here, and anyone know how to >connect each other with those email? >Is there going to be a mailing list like Softimage? > > > > >--- >Daniel Kim >Animation Director & Professional 3D Generalist >http://www.danielkim3d.com >--- > > > > -- Dan Pejril Upbeat Unique Entertainment www.UpbeatUnique.com
Re: Anyone in the SI list transitioning to MODO? -Please add your mail here
Hi Daniel Kim. We´re building up the list for the benefit of sharing what´s it been to go to Modo. We are partially waiting for the MODO webinar to come. Then you´ll see this thread (and their mails) move a little more regarding topics. In the mean time, I myself am watching every modo video I can check out to get into The Foundry mentality-aspects-of-3D. Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Monday, March 17, 2014 3:17 PM, Daniel Kim wrote: So, many people are adding their email for Modo here, and anyone know how to connect each other with those email? Is there going to be a mailing list like Softimage? --- Daniel Kim Animation Director & Professional 3D Generalist http://www.danielkim3d.com ---
Re: Anyone in the SI list transitioning to MODO? -Please add your mail here
Game development is also my primary reason to work with Modo 3D, since the last Android game I placed on google play was made with Softimage, I also need to look how to carry it out on to Modo and Unity 3D. Mail added. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Monday, March 17, 2014 3:24 AM, Szabolcs Matefy wrote: szabol...@crytek.com anyway, I’d like to talk to any modo artists working in game development… From:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera Sent: Saturday, March 15, 2014 2:20 AM To: john clausing; softimage@listproc.autodesk.com; softimage@listproc.autodesk.com Subject: Re: Anyone in the SI list transitioning to MODO? -Please add your mail here @Jhon Clausing, no man, actually we´re tightening this together. I think the softimage fellowship should be carried for ever. Even if it means to move on to another software. :) David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Friday, March 14, 2014 8:26 AM, john clausing wrote: is it too late to add my email for MODO? here it is jclausin...@yahoo.com On Friday, March 14, 2014 9:20 AM, Perry Harovas wrote: Tim, thank you so much! Great explanation, and thanks for taking the time to explain. Here is more info: I also found that these three videos are VERY well put together to describe these concepts in depth. https://www.youtube.com/channel/UCP6sGw7AB-WiKWHUgpXwWgg The one called SHADER TREE FIGHT (linked below) is about 30 minutes, and really goes in depth explaining the concept behind the modo Shader Tree. I watched it this morning, and already feel far more comfortable in modo. https://www.youtube.com/watch?v=qRUGaS7AdQw Hope you all find theses as useful as I did... On Thu, Mar 13, 2014 at 9:31 PM, David Rivera wrote: Thank you Tim. that´s a lifesaver regarding XSI/MODO mentality concerning passes. Wow. There´s much to mine on. hehhehe. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, March 13, 2014 11:29 AM, Tim Crowson wrote: By the way, if any of you get into Modo's render passes, you need to be sure you understand what they are. The first thing you want to do is to turn off 'Auto-Add'. Just do it. Otherwise you'll shoot yourself later, once you understand what passes are So Passes. In Modo, parameters are called 'channels'. You change a value anywhere, and you've changed a channel. Passes are containers for channel values. You need to let that sink in. Passes are containers for channel values. This means that you could very well have a camera animated one way in Pass A, and the same camera animated in a totally different way in Pass B. This is fundamentally different to how XSI does things. Now the workflow for doing overrides and partitioning is not as fluid as it is in Soft (and I've opened bugs in the bug tracking system for this), but you need to recognize the raw power behind what the system offers: on a per-pass basis, you can store completely different values for parameters. Now... if you have Auto-Add on and you're in a pass... any changes you make to channels (move a camera, tweak a light) get stored ONLY IN THAT PASS. Coming from XSI, you're accostumed to moving the camera around and it be the same camera position for all passes. But since Modo's passes are containers for unique channel values, you can have the camera be in a different place entirely depending on the pass. And if you have Auto-Add on, your work will only be local to that pass! You can always push the changes from that pass back to the default state, but it's better to just disable Auto-Add in the first place. -Tim -- Perry Harovas 203-448-7206 Animation and Visual Effects http://www.TheAfterImage.com -24 years experience -Co-Author of "Mastering Maya" -Member of the Visual Effects Society (VES)
Re: Anyone in the SI list transitioning to MODO? -Please add your mail here
This video has been posted before, so I credit the one who did it. In the mean time: Play from minute 48 onwards. I was crying in joy. How could´ve we have not seen this in our softimage era? * Passes and materials interactive architecture: YES give me TWO to go, please!! * Swipe cursor over preview render to "accel" (and here the GPU IT´s ON the software) * Multi threading? I can place 2 Cudas and laugh at RT preview window!!! * D00d, seriously? blending modes a la Photoshop on 3D app for interactive viewer with materials? Layering "masks"? Nah. get out...Really?! I´m paying an intro cour$e on modo ASAP! https://vimeo.com/68862342 David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
OT: Humor. Just thinking....just thinking...
Everyone: can you see the jpg? :) Just thinking...just, thinking. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel<>
Re: Anyone in the SI list transitioning to MODO? -Please add your mail here
Thank you for sharing Perry, I´ve posted today´s article; basically to help softimage fellows out there to find a place where Modo info is related to softimage. Credited you here: http://3dcinetv.com/softimage-to-modo/ David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Friday, March 14, 2014 8:19 AM, Perry Harovas wrote: Tim, thank you so much! Great explanation, and thanks for taking the time to explain. Here is more info: I also found that these three videos are VERY well put together to describe these concepts in depth. https://www.youtube.com/channel/UCP6sGw7AB-WiKWHUgpXwWgg The one called SHADER TREE FIGHT (linked below) is about 30 minutes, and really goes in depth explaining the concept behind the modo Shader Tree. I watched it this morning, and already feel far more comfortable in modo. https://www.youtube.com/watch?v=qRUGaS7AdQw Hope you all find theses as useful as I did... On Thu, Mar 13, 2014 at 9:31 PM, David Rivera wrote: Thank you Tim. that´s a lifesaver regarding XSI/MODO mentality concerning passes. >Wow. There´s much to mine on. hehhehe. > > > > > >David Rivera >3D Compositor/Animator >LinkedIN >Behance >VFX Reel > > > >On Thursday, March 13, 2014 11:29 AM, Tim Crowson > wrote: > >By the way, if any of you get into Modo's render passes, you need to be sure >you understand what they are. The first thing you want to do is to turn off >'Auto-Add'. Just do it. Otherwise you'll shoot yourself later, once you >understand what passes are > >So Passes. > >In Modo, parameters are called 'channels'. You change a value anywhere, and you've changed a channel. Passes are containers for channel values. You need to let that sink in. Passes are containers for channel values. This means that you could very well have a camera animated one way in Pass A, and the same camera animated in a totally different way in Pass B. This is fundamentally different to how XSI does things. Now the workflow for doing overrides and partitioning is not as fluid as it is in Soft (and I've opened bugs in the bug tracking system for this), but you need to recognize the raw power behind what the system offers: on a per-pass basis, you can store completely different values for parameters. > >Now... if you have Auto-Add on and you're in a pass... any changes you make to channels (move a camera, tweak a light) get stored ONLY IN THAT PASS. Coming from XSI, you're accostumed to moving the camera around and it be the same camera position for all passes. But since Modo's passes are containers for unique channel values, you can have the camera be in a different place entirely depending on the pass. And if you have Auto-Add on, your work will only be local to that pass! You can always push the changes from that pass back to the default state, but it's better to just disable Auto-Add in the first place. > >-Tim > > > > -- Perry Harovas 203-448-7206 Animation and Visual Effects http://www.TheAfterImage.com -24 years experience -Co-Author of "Mastering Maya" -Member of the Visual Effects Society (VES)
Re: Anyone in the SI list transitioning to MODO? -Please add your mail here
@Jhon Clausing, no man, actually we´re tightening this together. I think the softimage fellowship should be carried for ever. Even if it means to move on to another software. :) David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Friday, March 14, 2014 8:26 AM, john clausing wrote: is it too late to add my email for MODO? here it is jclausin...@yahoo.com On Friday, March 14, 2014 9:20 AM, Perry Harovas wrote: Tim, thank you so much! Great explanation, and thanks for taking the time to explain. Here is more info: I also found that these three videos are VERY well put together to describe these concepts in depth. https://www.youtube.com/channel/UCP6sGw7AB-WiKWHUgpXwWgg The one called SHADER TREE FIGHT (linked below) is about 30 minutes, and really goes in depth explaining the concept behind the modo Shader Tree. I watched it this morning, and already feel far more comfortable in modo. https://www.youtube.com/watch?v=qRUGaS7AdQw Hope you all find theses as useful as I did... On Thu, Mar 13, 2014 at 9:31 PM, David Rivera wrote: Thank you Tim. that´s a lifesaver regarding XSI/MODO mentality concerning passes. >Wow. There´s much to mine on. hehhehe. > > > > > >David Rivera >3D Compositor/Animator >LinkedIN >Behance >VFX Reel > > > >On Thursday, March 13, 2014 11:29 AM, Tim Crowson > wrote: > >By the way, if any of you get into Modo's render passes, you need to be sure >you understand what they are. The first thing you want to do is to turn off >'Auto-Add'. Just do it. Otherwise you'll shoot yourself later, once you >understand what passes are > >So Passes. > >In Modo, parameters are called 'channels'. You change a value anywhere, and you've changed a channel. Passes are containers for channel values. You need to let that sink in. Passes are containers for channel values. This means that you could very well have a camera animated one way in Pass A, and the same camera animated in a totally different way in Pass B. This is fundamentally different to how XSI does things. Now the workflow for doing overrides and partitioning is not as fluid as it is in Soft (and I've opened bugs in the bug tracking system for this), but you need to recognize the raw power behind what the system offers: on a per-pass basis, you can store completely different values for parameters. > >Now... if you have Auto-Add on and you're in a pass... any changes you make to channels (move a camera, tweak a light) get stored ONLY IN THAT PASS. Coming from XSI, you're accostumed to moving the camera around and it be the same camera position for all passes. But since Modo's passes are containers for unique channel values, you can have the camera be in a different place entirely depending on the pass. And if you have Auto-Add on, your work will only be local to that pass! You can always push the changes from that pass back to the default state, but it's better to just disable Auto-Add in the first place. > >-Tim > > > > -- Perry Harovas 203-448-7206 Animation and Visual Effects http://www.TheAfterImage.com -24 years experience -Co-Author of "Mastering Maya" -Member of the Visual Effects Society (VES)
Re: Let´s start the youtube channel: ThankyouSoftimage
I already created a new g+ user and youtube channel. they do link together (automatically) nowadays. But I´d really be happy if all of us could use the youtube channel to upload (and host) videos instead of our personal accounts. What do you think? David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Friday, March 14, 2014 5:10 PM, Nika Ragua wrote: i think its cool - there were TD guys wanted to make some tribute film with interviews and hookers, maybe you could use them somehow 2014-03-15 1:55 GMT+04:00 David Rivera : https://www.youtube.com/user/thankyousoftimage > > >I see that the page: 3dwillneverbethesame.com already has people with some >videos from own´s users accounts, so I could use this channel >to "playlist" every thing "human" related to softimage. I know it´s going >everydirection, but I thought I could help us all to have a place to show >the human reaction on dslr. > > >Tell me what you think. > > >Thanks. > > >David Rivera >3D Compositor/Animator >LinkedIN >Behance >VFX Reel > > > >On Friday, March 14, 2014 3:29 PM, David Rivera > wrote: > >So, I just thought: IT would be simpler, to download an already uploaded video >to youtube (HD1920x1080) to start collecting >our ideas and thoughts about the farewell to Sotimage. I would like to know if >everyone also is thinking this is useful (and >will be forever hung) on ONE single channel. I personally love VIMEO. but >people has a Youtube in the same place than maya, >oups..that part slipped... > > >The idea would be to share upload code password so everyone in the list could >personally upload theirs in the same channel. > > >I´m sure most of us have a lot to show and say (if you want, not necessarily >appearing, but uploading a "farewell" softimage >video). > > >Basic questions to show on video would be: >1. How long have you been using softimage >2. Say 3 remarkable things about SI >3. What was your most challenging and your most satisfying project? >4. What new "horizon" would you choose next (what new pipeline / software are >you planning to use in the future). > > >Let´s hear it. > > >Cheers. > >David Rivera >3D Compositor/Animator >LinkedIN >Behance >VFX Reel > >
Re: Let´s start the youtube channel: ThankyouSoftimage
https://www.youtube.com/user/thankyousoftimage I see that the page: 3dwillneverbethesame.com already has people with some videos from own´s users accounts, so I could use this channel to "playlist" every thing "human" related to softimage. I know it´s going everydirection, but I thought I could help us all to have a place to show the human reaction on dslr. Tell me what you think. Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Friday, March 14, 2014 3:29 PM, David Rivera wrote: So, I just thought: IT would be simpler, to download an already uploaded video to youtube (HD1920x1080) to start collecting our ideas and thoughts about the farewell to Sotimage. I would like to know if everyone also is thinking this is useful (and will be forever hung) on ONE single channel. I personally love VIMEO. but people has a Youtube in the same place than maya, oups..that part slipped... The idea would be to share upload code password so everyone in the list could personally upload theirs in the same channel. I´m sure most of us have a lot to show and say (if you want, not necessarily appearing, but uploading a "farewell" softimage video). Basic questions to show on video would be: 1. How long have you been using softimage 2. Say 3 remarkable things about SI 3. What was your most challenging and your most satisfying project? 4. What new "horizon" would you choose next (what new pipeline / software are you planning to use in the future). Let´s hear it. Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Let´s start the youtube channel: ThankyouSoftimage
So, I just thought: IT would be simpler, to download an already uploaded video to youtube (HD1920x1080) to start collecting our ideas and thoughts about the farewell to Sotimage. I would like to know if everyone also is thinking this is useful (and will be forever hung) on ONE single channel. I personally love VIMEO. but people has a Youtube in the same place than maya, oups..that part slipped... The idea would be to share upload code password so everyone in the list could personally upload theirs in the same channel. I´m sure most of us have a lot to show and say (if you want, not necessarily appearing, but uploading a "farewell" softimage video). Basic questions to show on video would be: 1. How long have you been using softimage 2. Say 3 remarkable things about SI 3. What was your most challenging and your most satisfying project? 4. What new "horizon" would you choose next (what new pipeline / software are you planning to use in the future). Let´s hear it. Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: Luxology Modo Webinar - Brad Peebler
Those are pretty numbers. I surely was confused by some other forum. my apologies. WOw, let´s start te questioning!! :D David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, March 13, 2014 8:44 PM, Tim Crowson wrote: Not sure what you mean by 'pretty low numbers' on the official forums. They always seem buzzing to me. That's really the big place, honestly. What official Foundry site were you referring to? -Tim On 3/13/2014 8:40 PM, David Rivera wrote: Does "Modo community" have any "strong-placed" social site? I´ve been looking like crazy and I read pretty low numbers on the official Foundry site (forums), CGSociety has a little more numbers, but still, could you ask Tim, where do modo people hang around, if you don´t mind, please? >Thanks. Means a lot that someone fully experienced on Modo comes around to give his review and his perspective on how to mine on Modo.. :) hehheh. > > > > >David Rivera >3D Compositor/Animator >LinkedIN >Behance >VFX Reel > > > >On Thursday, March 13, 2014 6:13 PM, Sebastien Sterling > wrote: > >If you are in contact with him Tim, i'm sure it is fine the community will >understand, lol a ceo exhibiting remorse about missing a meeting, i doubt many >of us are used to such reverence :P > > > > >On 13 March 2014 21:21, Tim Crowson wrote: > >Brad says he's still working on a date for the webinar. It looks now like will >not be next week but the week after that. He recognizes that this is later >than planned, but he's been absolutely awash in emails and communications. >> >>-Tim >> >> >> >> > > > -- Signature
Re: Luxology Modo Webinar - Brad Peebler
Does "Modo community" have any "strong-placed" social site? I´ve been looking like crazy and I read pretty low numbers on the official Foundry site (forums), CGSociety has a little more numbers, but still, could you ask Tim, where do modo people hang around, if you don´t mind, please? Thanks. Means a lot that someone fully experienced on Modo comes around to give his review and his perspective on how to mine on Modo.. :) hehheh. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, March 13, 2014 6:13 PM, Sebastien Sterling wrote: If you are in contact with him Tim, i'm sure it is fine the community will understand, lol a ceo exhibiting remorse about missing a meeting, i doubt many of us are used to such reverence :P On 13 March 2014 21:21, Tim Crowson wrote: Brad says he's still working on a date for the webinar. It looks now like will not be next week but the week after that. He recognizes that this is later than planned, but he's been absolutely awash in emails and communications. > >-Tim > > > >
Re: Anyone in the SI list transitioning to MODO? -Please add your mail here
Thank you Tim. that´s a lifesaver regarding XSI/MODO mentality concerning passes. Wow. There´s much to mine on. hehhehe. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, March 13, 2014 11:29 AM, Tim Crowson wrote: By the way, if any of you get into Modo's render passes, you need to be sure you understand what they are. The first thing you want to do is to turn off 'Auto-Add'. Just do it. Otherwise you'll shoot yourself later, once you understand what passes are So Passes. In Modo, parameters are called 'channels'. You change a value anywhere, and you've changed a channel. Passes are containers for channel values. You need to let that sink in. Passes are containers for channel values. This means that you could very well have a camera animated one way in Pass A, and the same camera animated in a totally different way in Pass B. This is fundamentally different to how XSI does things. Now the workflow for doing overrides and partitioning is not as fluid as it is in Soft (and I've opened bugs in the bug tracking system for this), but you need to recognize the raw power behind what the system offers: on a per-pass basis, you can store completely different values for parameters. Now... if you have Auto-Add on and you're in a pass... any changes you make to channels (move a camera, tweak a light) get stored ONLY IN THAT PASS. Coming from XSI, you're accostumed to moving the camera around and it be the same camera position for all passes. But since Modo's passes are containers for unique channel values, you can have the camera be in a different place entirely depending on the pass. And if you have Auto-Add on, your work will only be local to that pass! You can always push the changes from that pass back to the default state, but it's better to just disable Auto-Add in the first place. -Tim
Re: Anyone in the SI list transitioning to MODO? -Please add your mail here
I just checked, it´s up. Maybe some rare ip problems on local server? Dunno. I´m thinking about summarizing points for tomorrow´s post. If all agree :) Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Thursday, March 13, 2014 5:34 AM, Daniel Sweeney wrote: http://3dcinetv.com/softimage-to-modo/ David your site seems to be down, well at least when i try and see it? anyone else having this problem? Daniel Sweeney 3D Creative Director Mobile:+44 (0)7743429771 Email:dan...@northforge.co.uk Web:http://northforge.co.uk On Thu, Mar 13, 2014 at 10:17 AM, Szabolcs Matefy wrote: OK, but it works for SDS only, and I need shading control on real time objects via edge hardening or softening > >From:softimage-boun...@listproc.autodesk.com >[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson >Sent: Thursday, March 13, 2014 10:35 AM > >To: softimage@listproc.autodesk.com >Subject: RE: Anyone in the SI list transitioning to MODO? -Please add your >mail here > >Hi there > >You can use the edge weight tool to do just that. > >from the inline help > >The Edge Weight tool allows you to add creasing to subdivision surfaces >without adding additional geometry by creating a "weight" on various edges. To >use the tool simply select an edge or edges and click on the Edge Weight Tool >button in the Vertex Map menu and then click and drag in the 3D viewport. >Setting the value to 100% will create a completely hard edge whereas a value >of 0% allows the default interpolation of the limit surface through the >control vertices. It is also possible in modo to set edge weights to negative >values which will push the limit surface away from the control vertices. > >This tool is actually using the generic "Weight Tool" but first selects the >Subdivision Vertex Map so that the appropriate vertex map is adjusted when >using the tool > > > > > > > > >From:Szabolcs Matefy [szabol...@crytek.com] >Sent: 13 March 2014 11:02 AM >To: softimage@listproc.autodesk.com >Subject: RE: Anyone in the SI list transitioning to MODO? -Please add your >mail here >The more time I spend with modo, the more I love it. I was a LW user years >(10+) ago, so it’s a kinda refreshing memories. > >The major issue to me now is the lack of direct control over hard-edge and >soft-edge. > >Cheers > > >Szabolcs > >From:softimage-boun...@listproc.autodesk.com >[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Dan Pejril >Sent: Thursday, March 13, 2014 8:21 AM >To: softimage@listproc.autodesk.com >Subject: Re: Anyone in the SI list transitioning to MODO? -Please add your >mail here > >Thank you Tim, Great news! >On 3/12/2014 11:19 PM, Tim Crowson wrote: >Dan, there is a global Pref to turn this off. Prefs > Display > OpenGL > >Trackball Rotation > unckeck'Trackball Rotation' >>-Tim >>On 3/12/2014 8:16 PM, Dan Pejril wrote: >>Hi David, >>> >>>This is a great idea, thank you for taking this on. I am seriously >>>evaluating it, but haven't had much time recently. >>> >>>I did find one thing that was driving me crazy. That is how Modo's camera >>>navigation works in the viewport (the trackball effect). If you click on the >>>gear icon in the upper right corner of the viewport, you will get >>>properties, where under Mouse Control: Trackball Rotation, switch the option >>>to No. Unfortunately it only works on a per viewport basis, not universally >>>for all viewports. I haven't found the universal control yet to switch that >>>off. >>> >>> >>> >>>On 3/12/2014 5:45 PM, David Rivera wrote: >>>Thank you for adding your emails to this thread. I´m also looking forward >>>for the modo webinar. In the mean time I'm setting up a page on my website >>>dedicated >>>>to the subject of transitioning to Modo: >>>>http://3dcinetv.com/softimage-to-modo/ >>>> >>>>I know we are still a SI user mailing list. I don't pretend to override >>>>anything, but for anyone evaluating modo, and getting >>>>all there's out there on the net about it, will come handy to have points >>>>of reference summarized from a former Softimage user, on how to "Work", >>>>"Workaround" >>>> >>>>and solve >>>>issues on MODO a la Softimage (at least while the learning curve increases). >>>> >>>>The general idea would be to have a summarized content on how Softima
Re: Anyone in the SI list transitioning to MODO? -Please add your mail here
Thank you for adding your emails to this thread. I´m also looking forward for the modo webinar. In the mean time I'm setting up a page on my website dedicated to the subject of transitioning to Modo: http://3dcinetv.com/softimage-to-modo/ I know we are still a SI user mailing list. I don't pretend to override anything, but for anyone evaluating modo, and getting all there's out there on the net about it, will come handy to have points of reference summarized from a former Softimage user, on how to "Work", "Workaround" and solve issues on MODO a la Softimage (at least while the learning curve increases). The general idea would be to have a summarized content on how Softimage and Modo work-alike and what new concepts should be introduced in Modo mentality for the former SI user. Postings will be each friday. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Tuesday, March 11, 2014 11:01 AM, Ahmed Barakat wrote: I would sure like to take a look at it aabara...@gmail.com On Mon, Mar 10, 2014 at 3:21 PM, Tim Crowson wrote: Yes the lack of non-rigging-related operator stack (not just history) has been an issue for some people who really do like to model more procedurally. In rigging, you'll find that deformers are stacked using Order of Operations, similarly to the operator stack in Softimage, on a per-deformer basis. But that's not the same thing as a construction history, or procedural modeling, which every agrees would be awesome to have. >-Tim > > > >On 3/10/2014 3:05 AM, Szabolcs Matefy wrote: > >I am evaluating modo now as an alternative, and it looks really promising, >however, I miss the history. But since I worked with LW before SI for four >years, it’s really fun to feel a somehow familiar feeling :D >> >>From:softimage-boun...@listproc.autodesk.com >>[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera >>Sent: Saturday, March 08, 2014 9:23 PM >>To: softimage@listproc.autodesk.com >>Subject: Anyone in the SI list transitioning to MODO? -Please add your mail >>here >> >>Hi, I was really touched by some of the in-depth opinions about leaving SI. >>TD´s perspective, and other >>users who have dedicated their lives (literally) to build a rock-solid >>pipeline for studios all around the world >>using softimage, have really made me think a lot into consideration. >> >>So, to cut a long story short, I´d like to know if there´s a thread in the >>list that´s already being aligned into >>the Softimage/MODO transition? If not, I´d like to start it off with this >>post. >> >>I´m going into MODO and here´s my email: >> >>david_rivera...@yahoo.com >> >>Thanks. >> >>David Rivera >>3D Compositor/Animator >>LinkedIN >>Behance >>VFX Reel > >-- > >
Re: A germ of an idea.
I´m currently using and abusing toon shading for a short 3d stereo project I have with a character, with the valuable help and knowledge from all of you guys in the list. I made a videogame for educational purposes for Android on Softimage: http://goo.gl/qWGsgP Maybe showing the VIDEOGAME part of Softimage would help to the assets and values of the "life after softimage" video edition? Tell me how can I contribute, please. Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Wednesday, March 12, 2014 2:37 PM, Daniel Kim wrote: Let me join this great stuff. I like to add any talents I have for this cool one. I am animation director and 3D generalist. I can do Modeling, Texture, Rigging, Animating, Lighting, only I can't do is ICE :) Cheers Daniel --- Daniel Kim Animation Director & Professional 3D Generalist http://www.danielkim3d.com ---
Re: Deadline problems
Network paths are extremely important. (map a letter as Drive in windows, which is a shared folder for all the net to see) That folder *MUST* be the same folder where you created your XSI Project. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Monday, March 10, 2014 11:44 AM, David Rivera wrote: Hi Paul. Please send a pic on how the deadline monitor looks like, I recently had a great time being assisted by the technical department at Thnkbox software. Also dealing softimage and sending jobs. I got 6 machines working together. It´s a charm. Hit me back. Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Monday, March 10, 2014 11:40 AM, Francisco Criado wrote: first thing that comes to my mind is pools and groups, sorry if it sounds silly... F. 2014-03-10 13:35 GMT-03:00 Paul Griswold : Any Deadline experts out there? > > >I am using 6.1 & having a problem where the jobs, whether I manually submit or >submit from Softimage, are ending up Queued, but they're never picked up by >the slaves. The slaves all show an Idle status & never pick up the scenes. > > >Deadline is normally rock solid, and I've already submitted a support request, >but I'm on a tight timeline so I figured someone here might have a suggestion. > > >Thanks! > > >Paul > > >ᐧ
Re: Deadline problems
Hi Paul. Please send a pic on how the deadline monitor looks like, I recently had a great time being assisted by the technical department at Thnkbox software. Also dealing softimage and sending jobs. I got 6 machines working together. It´s a charm. Hit me back. Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Monday, March 10, 2014 11:40 AM, Francisco Criado wrote: first thing that comes to my mind is pools and groups, sorry if it sounds silly... F. 2014-03-10 13:35 GMT-03:00 Paul Griswold : Any Deadline experts out there? > > >I am using 6.1 & having a problem where the jobs, whether I manually submit or >submit from Softimage, are ending up Queued, but they're never picked up by >the slaves. The slaves all show an Idle status & never pick up the scenes. > > >Deadline is normally rock solid, and I've already submitted a support request, >but I'm on a tight timeline so I figured someone here might have a suggestion. > > >Thanks! > > >Paul > > >ᐧ
Re: Anyone in the SI list transitioning to MODO? -Please add your mail here
Thank you Tim. I´d be great to hear from anyone who´s been doing Modo in-the-depths for all kinds of stuff like: animation (rigging), modeling, rendering. I was checking out the help documents and they have a really mind-foward mentality regarding modeling and pass bulding. Looking foward to that webinar. Modo´s interface It´s friendly, clean, and once you take a look at the general mindset, it becomes kinda intuitive. (at least from what´s seen in the videos). Cheers. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel On Sunday, March 9, 2014 12:51 PM, Christoph Muetze wrote: ...looking forward to spending some time with Modo... c...@glarestudios.de On 08/03/14 23:36, Eugen Sares wrote: > Looking into it as well now... > m...@eugensares.at <mailto:m...@eugensares.at>
Anyone in the SI list transitioning to MODO? -Please add your mail here
Hi, I was really touched by some of the in-depth opinions about leaving SI. TD´s perspective, and other users who have dedicated their lives (literally) to build a rock-solid pipeline for studios all around the world using softimage, have really made me think a lot into consideration. So, to cut a long story short, I´d like to know if there´s a thread in the list that´s already being aligned into the Softimage/MODO transition? If not, I´d like to start it off with this post. I´m going into MODO and here´s my email: david_rivera...@yahoo.com Thanks. David Rivera 3D Compositor/Animator LinkedIN Behance VFX Reel
Re: MODO > XSI layout and Shorcut keys
Amazing!! Thanks for the link. Also: I notice the Preferences >Remapping > Mouse input presets, only cover MOUSE modding. What about the keyboard? Thanks. David R. On Thursday, March 6, 2014 6:26 PM, Tim Crowson wrote: By the way, one of the Modo users, Adam O'Hern, put a good bit of thought into his cadjunkie zen layout. It's not geared toward every single step of the process, but it's very well thought-out and gives you an idea of how flexible the UI is. -Tim On 3/6/2014 4:59 PM, David Rivera wrote: Hi I was wondering if anyone knows a layout for MODO that looks like XSI? >And also what shortcut keys is this post referring to?? - The keyboard >shortcuts in Modo can resemble >XSI´s? >http://community.thefoundry.co.uk/discussion/topic.aspx?f=32&t=7369 > > >Thanks. >David R. > -- Signature
MODO > XSI layout and Shorcut keys
Hi I was wondering if anyone knows a layout for MODO that looks like XSI? And also what shortcut keys is this post referring to?? - The keyboard shortcuts in Modo can resemble XSI´s? http://community.thefoundry.co.uk/discussion/topic.aspx?f=32&t=7369 Thanks. David R.
Re: Luxology Modo 50% off for this mailing list - A new word from Brad Peebler
Yes, please I´m into the webinar. I recently saw this: https://vimeo.com/76876920 and I´m picturing myself adding more "modo mentality" asap :) Thanks. David R. On Thursday, March 6, 2014 2:01 PM, Nic Sievers wrote: Count me in as well On Thu, Mar 6, 2014 at 10:59 AM, Sebastien Sterling wrote: Webinar sounds cool would love to hear where things are going > > > > >On 6 March 2014 18:54, Maurício PC wrote: > >I'm also in for the webinar. Brads webinar are always fun and he can convey >and express himself really well. Looking forward to it. >> >> >> >>On Thu, Mar 6, 2014 at 3:44 PM, Michael Clarke wrote: >> >>Count me in for the webinar. >>> >>> >>> >>> >>>Very interested to see what could become of the package if it has some >>>customer-focused dedication behind it. >>> >>> >>>I suspect my strategy at this point shared by a number of other users. I'll >>>continue to use SI and take the Maya path for the moment. The real decision >>>will be whether to continue with maintenance or to continue to use SI (an >>>probably Maya) without a viable upgrade path. Either way, i am going to be >>>looking for a package to fill in some gaps and MODO looks like a reasonably >>>priced quality alternative with a future. If in two years it looks like it >>>could one day be a truly complete app comparable to AD's offerings, then the >>>decision to cut ties with AD becomes less difficult. Up until that point — >>>and as some have pointed out already, several years beyond, — SI will remain >>>a functional tool capable of handling most of my needs. >>> >>> >>>MODO can at minimum be something of a stopgap to hedge the risks. It looks >>>like fairly low cost way of providing a buffer to the current dilemma. It's >>>value as a supplemental tool is worth looking into, whether or not it ever >>>becomes a primary production tool. The whole relationship with The Foundry >>>feels good at this point. >>> >>> >>>One more thing. AD had some great people working there, and most of the >>>folks who interacted with customers were extremely dedicated and helpful. >>>What I always sensed from them, however, was a disconnect between the >>>support and development teams, and the decision makers within the company. >>>That's something smaller companies like LUX/Foundry can handle differently. >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>> >>>I'm not looking for MODO to become my primary tool. >>> >>> >>>On Mar 6, 2014, at 12:09 PM, Eugen Sares wrote: >>> >>>In for that webinar, too... -- Originalnachricht -- Von: "Tim Crowson" An: softimage@listproc.autodesk.com Gesendet: 06.03.2014 19:01:30 Betreff: Re: Luxology Modo 50% off for this mailing list - A new word from Brad Peebler Yes there is. Not much of a secret anymore :-) > >-Tim > > > >On 3/6/2014 11:55 AM, Paul Griswold wrote: > >Oh don't get me started on the history of Modo - it'll totally derail >things. >> >> >>I'm an old-time Lightwave beta tester from the early-mid 1990's. Brad >>Peebler was my contact at NewTek back in those days. There's a whole >>drama around how Modo came about. >>ᐧ >> >> >> >>On Thu, Mar 6, 2014 at 12:52 PM, Tim Crowson >> wrote: >> >>Mmm Paul I think you're getting close to the genetic fallacy with >>that. Also I'm not sure Modo was ever intended to replace Lightwave. >>Maybe, just not sure...? >>> >>>I think your point about opening things up the way ICE does is an >>>important distinction to make though. ICE is a platform, not just series >>>of tools to meet specific needs. As such, it shares a room with very few >>>systems (Houdini, Maya internally as I understand...). But the vast >>>majority of 3D applications out there, including Softimage (minus ICE), >>>are built to address specific, known production needs. I don't think >>>it's fair to criticize the choice to design an application this way, >>>simply because such a design choice indicates that the developer is >>>trying to meet artists' known needs. Certainly there's absolutely no >>>denying the power and flexibility of a platform like ICE/Houdini, which >>>essentially opens up a layer between the raw API and the immediate >>>toolset exposed to the user, allowing them to create new tools via >>>node-based programming. But if that'sall we had, I doubt many of us >>>could get our work done on time. Most of us still need traditional, focused toolsets as well. >>> >>> >>>As for Modo, people are going to have to take the responsibility of >>>doing their own due diligence in evaluating it. There's no definite >>>answer to 'can it replace Softimage?' That's silly. It just depends on >>>what your needs are, like everything else. In its current state and >>>because of our pipeline her
Re: Softimage 14... 15...
Er...particles are not the same after version 7. If anything else as "legacy" is running out of my memory. ICE definetly makes life easier with effect-driven creations, also doing amazing things with topology and bones (rigging). On Wednesday, March 5, 2014 3:43 PM, Chris Johnson wrote: I would do it for Polygenizer alone...used that a ton of times. On Wed, Mar 5, 2014 at 3:30 PM, WilliamP wrote: >Thanks! > >ICE was to work with models, which it did not officially do in 7.01... does it work well? > >Polygonizer? >- Original Message - >>From: Gustavo Eggert Boehs >>To: softimage@listproc.autodesk.com >>Sent: Wednesday, March 05, 2014 3:17 PM >>Subject: Re: Softimage 14... 15... >> >>Important things I can recall: claimed speed and stabity upgrade, ice and >>scene tools for accessing performance, Lagoa (it's not real flow but it is >>good for simulating a few splashes here and there), polygonizer, strands are >>really usable for hair and fur specially if you can render them outside >>mental ray, there is syflex in ice, a slightly more accessible interface to >>ice through some menus and... I guess that is that for the purposes you >>describe. >>Anything important I am missing? >> >> >> >> >>Em quarta-feira, 5 de março de 2014, WilliamP escreveu: >> >> >>>Hi All >>> >>>As my business partner Leoung has mentioned on here, we're still using 7.01 >>>and were pondering upgrading to the new version and then coasting again for >>>a few more years with the 2014-15 version and saving a switch to another >>>software for a later date when it might be clearer where to jump to. >>> >>>Can anyone give me a short rundown of the most useful changes that have >>>come out in Softimage since Autodesk took over? If they are like many >>>changes, ICE, or subdivision surfaces, for example, I did not know ahead of >>>time how useful they going to be till I was working with them, so I am not >>>sure looking at a simple list of the changes is going to tell me which >>>one's will mean anything significant in production. We work primarily in >>>medical and technical(CAD based) animation... no games or movie work. >>> >>>Thanks ahead for any time you can give me... this is a difficult time for >>>everyone... >>> >>>William >> >>-- >> >>Gustavo E Boehs >>Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina | >>http://www.gustavoeb.com.br/ >>
Re: FXGuide want Softimage stories...
It was October 1999 and I was still a student, researching for a college or university that would teach 3d graphics. I´ve heard all about maya and such and such movies being created with it. Then life as it had it, took me to Spain. There I found a training center. The guy told me: you have great skills with 3DsMax, would you consider Maya (€16.000) or Softimage (€11.000)? I asked: what movies have been made. I saw the list, and also the mayor animators / producers the teacher had contact with. He told me: Softimage is the wave of the future. I enrolled. At first It was very hard to go with so many buttons. I studied guides and the rest it´s history. Great support of the community (xsibase.com, edharriss). Since then I need not look back at my decision. Until today I feel comfortable that the software delivers. Thank you guys (si-community and mailing list). David R. On Wednesday, March 5, 2014 8:06 AM, Arvid Björn wrote: Just posted this, let's hear some more! I remember seeing "Godzilla was animated with Softimage" in the end credits of Godzilla in the 90's, I remember feeling all warm and fuzzy just knowing about it. I spent a lot of time making dinosaurs and that sort of thing in Softimage|3D to learn more. I remember using a GMX2000 Glint graphics card the price of a decent car just to be able to run a high resolution screen (1600x1200). I remember becoming extremely quick with Soft3D, the user interface was so amazingly different from anything else. Middle click menus, double-, triple- and even quadruple clicking keys for shortcuts on the keyboard, left, middle and right mouse buttons being used for various smart context sensitive tasks. It still blows my mind when I remind myself that X C and V letters themselves actually sort of resembles graphic representations of scaling, rotation and translation tools, respectively. I remember baby-sitting a render all night long just because MR would crash every 5 or so frames for my first large commercial production, 750 frames of hard earned PAL frames. Went to bed at 9am. I remember that quirky little side program, Softimage|Particle? I loved playing with it even though it really couldn't do a whole lot. I remember the first buzz on Sumatra, and even though XSI 1.0 wasn't really ready and I started off a bit reluctant, by v1.5 I was flying.The render tree seemed intimidating, yet curiously inviting, and it turned out to change everything about how I worked. I remember the last version of Softimage|3D, 4.0. RIP old friend. I remember the blazingly fast SubD's in XSI 3.0 (I think?), suddenly you could modify amazingly detailed subdivided objects in real time, the mayans stood by watching in awe. I remember spending time learning Softimage|Behaviour, did some tests, fun but ultimately it stayed experimental. I remember going to Siggraph 2007 in San Diego, where they showcased Moondust, a.k.a ICE to standing ovations. It was simply HUGE. Still is actually, amazing piece of software engineering. I even remember the amazingly simple licensing where you just pressed a button inside XSI to get an updated license file, it was all connected and working. Then there was Autodesk. Thanks for all these years Softimage, you've always been my favorite tool – nay companion. On Wed, Mar 5, 2014 at 1:30 PM, Andy Nicholas wrote: Hi guys, >I just got contacted by Ian Failes from FXGuide. He's looking for people to add >their stories about Softimage to his article. > >You can add a comment here: > >http://www.fxguide.com/quicktakes/remembering-softimage/ > > >Cheers, >A >
Re: Salvage the list.
So official "posting" for everyone to know (and get cached on google´s bots) are: softimage.tv, and si-community ? Or vimeo channels? Please help us so the whole planet knows. Also Twitter with official account for this list, it´s a point missing. thank you all, guys. We´re really making this hard news trhough. David R. On Wednesday, March 5, 2014 11:28 AM, Francisco Criado wrote: the original idea was to make a new mailing list that will not only give home to the ones that will keep using softimage, but also the ones that will migrate to other software, and coninue sharing ideas, workflows and methods to translate softimage workarounds to other software too. So the name related to softimage wouldnt work in my opinion. F. 2014-03-05 13:16 GMT-03:00 Gustavo Eggert Boehs : Xsi orphans > >Em quarta-feira, 5 de março de 2014, Leendert A. Hartog >escreveu: > > > >>Naming it shouldn’t pose too much of a problem: simply recall it the XSI-mailing list as opposed to Autodeskian Softimage one >> >>Leendert >> >>Leendert A. Hartog – Softimage hobbyist >>AKA Hirazi Blue – Administrator @, NOT the owner of si-community.com >> >> > >-- > >Gustavo E Boehs >Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina | >http://www.gustavoeb.com.br/ >
Re: Save Softimage Petition
I´m "tweeting" with the hashtag #savesoftimage Also on facebook. On Wednesday, March 5, 2014 10:22 AM, Ana Gomez wrote: done On Wed, Mar 5, 2014 at 4:20 PM, Edy Susanto Lim wrote: done > > > > >On Wed, Mar 5, 2014 at 10:16 AM, Martin Yara wrote: > >It's been tweeted and RT already. >> >> >>Martin >> >> >> >> >> >>On Thu, Mar 6, 2014 at 12:10 AM, javier gonzalez >>wrote: >> >>Can anyone pass the info to japan fellows... >>> >>> >>> >>> > > >-- >Edy Susanto Lim >TD >http://sawamura.neorack.com
automatic Random color for ID Material color
Hello, I´ve seen a video tutorial where the guy explains that he uses a "random" function to "color" each object with a random-non-repeating color for later compositing. Anyone knows such technique? or recalls where could the video be found? I don´t remember well, but he uses it on the color wheel...I might be wrong... Thanks. David.
Re: AnimSchool Picker for Softimage
THANK YOU SO VERY MUCH!! :) :) This made my day. David. On Monday, February 10, 2014 2:29 PM, David Gallagher wrote: Hey all! We are soon releasing our AnimSchool Picker plugin for Softimage. We offer this free to the public. http://www.animschool.com/pickerInfo.aspx If anyone would like to test it, please email me: da...@animschool.com Thanks! Dave G
Re: Have you seen a fluor sack model in xsi ready to animate?
THANKS a lot Alan! the model is no longer available in rray.de On Tuesday, January 21, 2014 1:33 PM, Alan Fregtman wrote: I still have that zip. "Harold" the sack is in it: https://dl.dropboxusercontent.com/u/441883/xsi/xsiDB_resources.zip On Tue, Jan 21, 2014 at 1:11 PM, Eric Thivierge wrote: Hey, I might have it at home on a hard drive or it's still sitting in the xsidb archive .zip file I created when I shut it down but I don't have access to the ftp at work. I can look tonight unless someone else on the list has the archive handy to see if it's in there. I don't mind if you want to share it via dropbox or something. > >I should put it on my site when I find it. > >Will take a look tonight. >Eric T. > > >On Tuesday, January 21, 2014 1:08:27 PM, David Rivera wrote: > >Hi Eric Thivierge, I know this is quite an old thread, but I have a >>friend who wants to give a shot >>to become an animator in softimage. I didn´t want to point him to >>download Malcom from animschool, >>so instead I thought of Harold Sac model (really basic stuff so he can >>start on animation). >>But the link is now broken and I don´t know if you have an updated >>link on it? >>Could you please help me out with that? >>Thanks. >> >>-Best regards. >>David. >> >> >> >>On Wednesday, May 26, 2010 9:19 PM, Eric Thivierge / XSI Database >> wrote: >>Would love feedback on it. Message me offline with any issues and I'll >>see if I can fix it up a bit. >> >>Cheers, >> >> >>Eric Thivierge >>Technical Director >>http://www.ethivierge.com <http://www.ethivierge.com/> >> >> >> >> >>On Wed, May 26, 2010 at 9:58 PM, David Rivera >>> >><mailto:activemotionpictu...@yahoo.com>> wrote: >>> Thank you Eric! I knew I had seen it somewhere!. >>> I´ll try it just for fun on xsi 2010 :) >>> >>> Bests. >>> David. >>> >>> >>> From: Eric Thivierge / XSI Database > <mailto:ethivie...@gmail.com>> >>> To: softimage@listproc.autodesk.com >><mailto:softimage@listproc.autodesk.com> >> >>> Sent: Wed, May 26, 2010 7:54:30 PM >>> Subject: Re: Have you seen a fluor sack model in xsi ready to animate? >>> >>> http://www.xsidatabase.com/content/harold_sak >>> >>> I need to really update it but maybe it'll work for now? >>> >>> >>> Eric Thivierge >>> Technical Director >> > http://www.ethivierge.com <http://www.ethivierge.com/> >> >>> >>> >>> >>> On Wed, May 26, 2010 at 8:41 PM, David Rivera >>> > >><mailto:activemotionpictu...@yahoo.com>> wrote: >>>> I think I´ve seen it somewhere back when XSI wasn´t even born. But I´ve >>>> searched for a rigged >>>> model of the famous sack (or at least something that would appeal >>to it in >>>> xsi) but so far I haven´t got >>>> any luck. >>>> It´s not that I can´t create one...it´s just that a valuable time >>would go >>>> to waste if it already exist. >>>> Have you seen one ready to animate? >>>> Thanks. >>>> ps: I know maya´s got gazillions of these...but xsi? >>>> David. >>>> >>> >>> >>> >> >> >> >> >
Re: Nvidia GTX 660 and Softimage 2012/ 2014
Thank you guys. I´ll look into redshift. I´m also using Deadline 6 for farming, hope it "combo-es". Cheers. David. On Friday, January 31, 2014 5:22 PM, Ola Madsen wrote: Autodesk have chosen to only implement iRay (the part of Mental Ray that can utilize the GPUs) in 3DS Max. There’s an “old” thread about implementing it yourself at http://www.si-community.com/community/viewtopic.php?f=10&t=1948&hilit=iray But if you want to use GPU rendering in Soft I’d recommend you have a look at Redshift instead. https://www.redshift3d.com/ So to summarize. No, soft will not render any waster regardless of which card you get. Cheers Ola From:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Rivera Sent: Friday, January 31, 2014 3:57 PM To: softimage@listproc.autodesk.com Subject: Nvidia GTX 660 and Softimage 2012/ 2014 Hi everyone. Yesterday I was talking to a coleague and he mentioned that a gamming card inside my cpu will "render" no difference against the GTX 660 I already have installed for softimage 2012, since CUDA wasn´t fully supported in that version of mental ray. So I wonder if I get the chance to install softimage 2014, how do I need to configure mentalray to use and abuse the CUDA power of the card? Will my renders go faster? Or I should definetly go the road of a Quadro card? Cheers. David.
Re: OT (offtopic): 2D animation software combined with 3D vectors
at: 2:54 we see the one I´m asking for (software): http://www.youtube.com/watch?v=4gAlsk9t950 On Wednesday, February 5, 2014 3:08 PM, David Rivera wrote: Hi, since I saw paperman I was shocked on how they accomplished such beautiful stylized animations with 2D vectors on 3D space. My question is: is this software out now? or is it only Disney-propietary? I´d also like to ask anyone of you who have experience in working 2D animation titles, on which software do you feel most comfortable working the first rough (2d) animations, for timming and such. Long ago, I saw a software that looks like this: http://www.animationandvideo.com/2012/04/synfig-studio-free-professional-2d.html But it´s interface it´s black. You know: layers at the bottom, character and pieces to the right, tools on left. I know it´s pretty generic reference, but if anyone of you could help me out with that description, I´d greatly appreciate it. Thanks. Bests. David R.
OT (offtopic): 2D animation software combined with 3D vectors
Hi, since I saw paperman I was shocked on how they accomplished such beautiful stylized animations with 2D vectors on 3D space. My question is: is this software out now? or is it only Disney-propietary? I´d also like to ask anyone of you who have experience in working 2D animation titles, on which software do you feel most comfortable working the first rough (2d) animations, for timming and such. Long ago, I saw a software that looks like this: http://www.animationandvideo.com/2012/04/synfig-studio-free-professional-2d.html But it´s interface it´s black. You know: layers at the bottom, character and pieces to the right, tools on left. I know it´s pretty generic reference, but if anyone of you could help me out with that description, I´d greatly appreciate it. Thanks. Bests. David R.
Nvidia GTX 660 and Softimage 2012/ 2014
Hi everyone. Yesterday I was talking to a coleague and he mentioned that a gamming card inside my cpu will "render" no difference against the GTX 660 I already have installed for softimage 2012, since CUDA wasn´t fully supported in that version of mental ray. So I wonder if I get the chance to install softimage 2014, how do I need to configure mentalray to use and abuse the CUDA power of the card? Will my renders go faster? Or I should definetly go the road of a Quadro card? Cheers. David.
Solutions for running softimage on a MAC Station?
Hi list, I talked to an IT guy the other day. He says that the MAC/WIN problem with softimage could be solved by virtualizing the MAC so Softimage can run in it. So I suggested that virtualization probably won´t take full advantage of the graphics card (as it is only an emulator of a "safe" display for windows in any case). So we agreed on making heavy-test-renders to see that point happen. In any case, are there any other solutions to installing Softimage into Mac stations? I´ve been googling and found no good - liable results. If anyone on the list with experience on network rendering / installing shares his/her experience on a softimage environment on MAC, would be greatly appreaciated. Thanks. Cheers. David.
Re: Have you seen a fluor sack model in xsi ready to animate?
Hi Eric Thivierge, I know this is quite an old thread, but I have a friend who wants to give a shot to become an animator in softimage. I didn´t want to point him to download Malcom from animschool, so instead I thought of Harold Sac model (really basic stuff so he can start on animation). But the link is now broken and I don´t know if you have an updated link on it? Could you please help me out with that? Thanks. -Best regards. David. On Wednesday, May 26, 2010 9:19 PM, Eric Thivierge / XSI Database wrote: Would love feedback on it. Message me offline with any issues and I'll see if I can fix it up a bit. Cheers, Eric Thivierge Technical Director http://www.ethivierge.com On Wed, May 26, 2010 at 9:58 PM, David Rivera wrote: > Thank you Eric! I knew I had seen it somewhere!. > I´ll try it just for fun on xsi 2010 :) > > Bests. > David. > > > From: Eric Thivierge / XSI Database > To: softimage@listproc.autodesk.com > Sent: Wed, May 26, 2010 7:54:30 PM > Subject: Re: Have you seen a fluor sack model in xsi ready to animate? > > http://www.xsidatabase.com/content/harold_sak > > I need to really update it but maybe it'll work for now? > > > Eric Thivierge > Technical Director > http://www.ethivierge.com > > > > On Wed, May 26, 2010 at 8:41 PM, David Rivera > wrote: >> I think I´ve seen it somewhere back when XSI wasn´t even born. But I´ve >> searched for a rigged >> model of the famous sack (or at least something that would appeal to it in >> xsi) but so far I haven´t got >> any luck. >> It´s not that I can´t create one...it´s just that a valuable time would go >> to waste if it already exist. >> Have you seen one ready to animate? >> Thanks. >> ps: I know maya´s got gazillions of these...but xsi? >> David. >> > > >
Hardware recommendations for softimage 2014?
Hi, I know this is an old one, about hardware configurations, but I´d like to ask what kind of motherboard+processor+graphics card would you go to really work with a nice feedback in response to softimage 2014 modeling / rendering / simulation? Thanks. Best regards. David.