Re: The Softimage mailing list

2019-11-18 Thread Fabricio Chamon
Hey Everyone!

I’ve been silently watching this list for a few years now. Just wanted to
say a big thank you for every single person that make it a great community!

This list helped me countless times, so I can’t appreciate it enough.
Really.

I kept on doing 3d (now in Houdini), but Soft has a special palce in my
heart =)

In the future I hope to meet some of you so in person, so we can have a
beer and discuss how great SI was at the time.

Cheers all.

Em seg, 18 de nov de 2019 às 09:33, Andres Stephens 
escreveu:

> There is a Softimage discord server.
>
> discord invite
>   >
>
> -Draise
> +57 3138116821
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Pierre Schiller <
> activemotionpictu...@gmail.com>
> *Sent:* Wednesday, November 13, 2019 10:35:49 PM
> *To:* Official Softimage Users Mailing List.
> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNchiLG9o7ECJDJ0Mw-2FRzSlfldhFWvv2G7M9xrogMv-2BiUgrG-2BmCVAfC2HxBWG0Czpbw8UUe9Xkbh68Twjp-2FiA-2FSErDaB0QMN6TZInAAMY3U5tTiO1pHL3fqc59MeZ53LOZG-2Fxgw7w1ET7NsZfhM1NrTIoU8e4itqB8an6cilichw7ugVnCs-2Bwed9bSquuodJl4wL3PlTXpIO5wcLvXRKdeVH91vi9muSMORcCEgPclL9bWwdBwH79LDSIC5kHXD4I-2BqgVWHO-2F7xPjli1wLLdQObMWh9A8eGijJv-2B8PEr-2B-2Bud7twvYoFKcaaRFdUUw89FfQZuujDAKoAOa-2FaB-2FICZ3kFgjg-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuTQh-2BpmaaD46trMxi3pTyL-2FWYqAio4sz2Gr9AkhJrylCYGAWiIk9xBGTK3w8sLgMOZ-2FzIB8wECyboS8lDf-2FhwluqdXDFcBwF1m19RDlp8nTHqIFjv0ZnglAXm9TKMGT-2BuJQo8-2Bj83HBe8C6gjAe4aaVI6lpeVKWCESl2AvrkBLJszRQX85zPK3OL0-2FherO-2FPpA-3D
>   <
> softimage@listproc.autodesk.com>
>
> *Subject:* Re: The Softimage mailing list
>
> I still transfer rigs from SI to Unity, if that's any idication of how
> core-to-the-bone it is for me.
>
> ICE still saves the day over any Modo, Maya, Max system, any day
> blindfolded.
>
> I owe it to this list to pilot ICE to such extent. I should put a 10 year
> ICE annyversary reel sometime
> I would dedicate it to this amazing group list and its talented and
> friendly colleagues.
>
> Again, anyone not interested in moving to a Discord server?
>
> Cheers.
>
> On Wed, Nov 13, 2019, 9:02 PM Eric Turman  wrote:
>
> LOL...I'm using Softimage at this very moment...still. I want to learn
> more Houdini and Blender 2.8 is much better, but I am working on a book
> cover and I need to get the job done more quickly than the time it would
> take to get it done in either of those two. Softimgage has not reached the
> end of its useful life for me ;)
>
> On Wed, Nov 13, 2019 at 5:48 PM Ed Manning  wrote:
>
> I'll stop using Soft when they pry it from my cold, dead hands.
>
> Does look like it's time to learn Blender, though.
>
> Houdini is working more and more like Soft with every release. Or I should
> probably say the artist-centric part of its workflow is. So maybe I'll go
> there instead of Blender, but Blender + Epic support is really enticing...
>
>
>
> On Wed, Nov 13, 2019 at 10:17 AM Mirko Jankovic <
> mirko.yanko...@protonmail.com> wrote:
>
> I've rendered bunch of projects done with octane in blender and they were
> all pure crap compared to redshift. rendering 5 times longer and still
> haveing 

Re: London work and how to pitch myself in these

2018-05-29 Thread Fabricio Chamon
Hey don’t want to hijack Laurence’s thread, but extending his questions,
I’m also interested in applying to some UK companies on the next months.

What are the chances of having a sponsored work permit these days? I mean,
of course it will depend on many factors like open positions,
recomendations, immigration policies and the artist skills itself.

I just wanted to have a glimpse of what to expect (or not), in a way that I
can prepare myself beforehand.

How inclined are recruiters to hire people from outside UK? How much of the
work force inside big companies (think Framestore/MPC/ILM/Dneg) are from
sponsored artists? What about medium size companies (think MvsM), do they
also benefit from/want/invest on foreign people?

I’ve also heard (from colleagues working in London) that houdini artists
are desperately needed everywhere. How much of this is true? Despite being
a generalist for the last 12yrs, I’m inclined towards pitching myself as a
houdini fx artist.. but I just don’t want to be too optimistic and hence
all the questions. Also this would help me puting together a proper reel.

Maybe someone had been through this process recently and can share some of
his experiences?

Thanks guys.

Em ter, 29 de mai de 2018 às 16:42, pedro santos 
escreveu:

> A ping for you sir! :)
> Hope it worked out!
>
> Cheers
>
> On 25 May 2018 at 18:53, Laurence Dodd  wrote:
>
>> I think thats my problem, I'm a bit nervous to put myself out there as a
>> "houdini" guy, but I would have thought proceduralism and vex would be the
>> thing that was wanted. I've had a pretty scatter gun approach to learning
>> so far, thinking that I'd start by being able to take something from
>> modelling through to rendered images, including the things that I do most
>> in my day to day Soft life. I have done some jobs in Houdini, like
>> modelling and texturing the Roman warships for the Britannia tv show.
>> This all leads on from the earlier thread about Houdini as a general tool.
>>
>> Thanks, it's way too long, I need to cut out some old stuff.
>>
>> Cheers Pedro
>>
>> On 25 May 2018 at 18:28, pedro santos  wrote:
>>
>>> Well
>>> My issue with taking on Houdini jobs is usually I don't do much of
>>> rendering or FX, so if you've been learning that, it's probably a safer bet
>>> than what I've been doing:  Proeduralism and VEX.
>>>
>>> Chin up, something will come along. Enjoyed the demo reel!
>>> Cheers
>>> Pedro
>>>
>>>
>>>
>>>
>>> On 25 May 2018 at 17:21, Laurence Dodd  wrote:
>>>
 Hi All
 After two gigs falling through in a row I'm a bit bereft of work, which
 leads me to think where do I pitch myself to companies now, who wants an
 old xsi generalist, who has been using/learning Houdini for a year or so,
 can light render etc in Maya, but thats the extent of my Maya?

 Feeling all a bit scrap heapy all of a sudden.
 Sorry for a pre weekend downer.




 --

 Laurence Dodd
 Porkpie Animation
 E: laure...@porkpie.tv
 W: www.porkpie.tv
 

Re: Any mid-term work going on in London ?

2018-05-25 Thread Fabricio Chamon
Haha good luck my friend! Next time lets try and catch up for a beer.

Happy ICEIng!

Em sex, 25 de mai de 2018 às 14:15, pedro santos <probi...@gmail.com>
escreveu:

> Hey Fabricio
> Thanks for the contact! Will be busy next two weeks! Wiht ICE! Ehehe :)
>
> Cheers
>
> Pedro
>
> On 21 May 2018 at 16:21, pedro santos <probi...@gmail.com> wrote:
>
>> The aforementioned asset that mimics some of XSI vector Array display :)
>>
>> https://vimeo.com/271092936
>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzS3nHFJpHH1mihN2vNWVF73yH4QzPTUaj-2BU-2FV4xCvLLTnZ7suFMzmFdGmjVRnYdJAxVY-2F5M380PkfQ8TNK8ovM5rxNeeTCOnkRGaT-2F-2Fqta38pWvWMaql23pwdaAWmes-2Fu-2FwoONKissOPCP2dnxYlCF-2B0HhMxKC0lm9F-2FMl3byx3bR1GVkswL5dLE9PXiIbm19apHcpRYf3tH7YXSxuyBNu7ncc-2BdMimwIcfImc7ZiT6E4jK09XHLgEH5f8yJ95V74hA3mQMTpuDhrdhmxsM3IJSUCCWR6tjlQ4LSOLotsXT8F4ynKZxV-2Bd5cVR69gOS-2BpGRc1pzO86HINOejwmu5jHmeBpoYQ0dskWBwKinQxud2meq7veEiEzbY67et6IhiJRyRUeZOSbdjM3rPyKWZB9LTiV7qW416Q-2FSIu2ctVw82ULuKVzYXaUGFebfFb0MlYs7wtIZ0Mv7oDkOd73UNSiNM7V6kqAX0P-2B99aeG6v-2FIIZfKrKRrHaEgoFO-2B6gxr3ccLnKl27K5D4J3eru-2Fj92sHHhpIaBUxe1oeJY32aYTmyb4N16JQ29qG3d4Wic76UBrE9F6pH1ko7b5iNdsJ80c2i8kSquwNvkqFTnOFfhttQ34EYhsfPsazE74TXFsGc0N8aIxvTPO4FOROosNSP3pOto3sVO5rvbRl4tHUeWdz2HA9G2Ytamcr8RbqyWCUjfm14GFAPMdtxZHZXIT1fNTDLuGNlTHR-2FSuJHemvUf-2BuFDgi4zpTmyYWKh2zUWyl2A1j1hpdC-2F0eZh0LdAoQUp-2BkYMIhmMLT3rOK9QKoqFY8HaLSdLtCjSO18324TwrHSoN50aL2nn5Lrz0Zkbd-2B5l147WPJH6jVVVsCUT4Y0j8ZdQimIrW-2FX2RQwu0A-2BXOlDim1dlivUGoybGdLF2TPrlth8jpY13MAd-2Fa-2BviozBYt1U3hn6IKQD4LMIqa9Cis4eWhAEy67b6pA8mL4ObNV88FfyIw6ywE244dosehCgaY44yT-2F7TR1VMwBnY6LIXUOxSaReB7GM-2FWzbceFURLSEgK0fRFiQJH-2BaS9NjI7ac71nP2zYopw0CLf60SyDXiMqTyeN4NvXcCSC4-2FZJ-2BUjnCwojYvL7YU2JzluRb6reenpUGtLL37I0vGO9UQ-2FdF-2F0Htc-2FBpmWFbVTfkJ77FPRPtCwKWab50Q7-2B7P0usmy0LqgZn6LQFqj-2FHvPsDhWOO2P2gGpH-2FghnhixV-2BWElJOWlPSlqnRNAqJBp-2Bz2ZvdV9T9J0kQP-2Bdcu17CVgRmknsSeSWi_JMu0mdrK-2Fn2owjRP5g3qAQ1C7kDEskIBa1XyHuFI87xwS575ReJ-2FXb49h3rqMTnKmBNGLY-2F1lZ8SJymHcXKcYYfTeJ-2FC5SNip3Trzdl1jpIMRYMN6qJpA0U8BJsqBsHFizOQ-2BniyNFDcB9tbDvjhNoqTlSmlF90l4BJ7I2yy-2FwZTDgPJpdYd8Gy-2FivNhWXiStW54FkaXKD-2FF1JfhK-2FfgBGgT7pPJpKiDWrycakhVQic-3D>
>>
>> Cheers
>>
>>
>> On 20 May 2018 at 12:08, pedro santos <probi...@gmail.com> wrote:
>>
>>> Hey Fabricio!
>>> My fault for not mentioning it earlier :P Back to BR or somewhere else?
>>>
>>> Houdini is a system of mountains :D Always something new to climb!
>>> Ehehe. I would have a lot to say in the "Non-VFX" thread but in due time
>>> and with more knowledge.
>>>
>>> Thanks for checking!
>>>
>>> Best
>>> Pedro
>>>
>>>
>>> On 20 May 2018 at 07:04, Fabricio Chamon <xsiml...@gmail.com> wrote:
>>>
>>>> Doh, was there one week ago. Had a couple of beers with some fellow
>>>> friends.
>>>>
>>>> Nice work on the crowds btw Pedro. It is interesting to watch how fast
>>>> you are climbing the houdini mountain.
>>>>
>>>> I had a friend looking for xsi artists this week. Will check if he
>>>> still has an open position.
>>>>
>>>> Em sex, 18 de mai de 2018 às 13:40, pedro santos <probi...@gmail.com>
>>>> escreveu:
>>>>
>>>>> Hey list
>>>>> Came to London to work for Crowd at MPC. Here's a summary of the
>>>>> challenges I responded to in Houdini: https://vimeo.com/268613846
>>>>> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6iB4H67OtDu1LYz6krlc8-2FqBeLCXrELBQVbfMn71cNywwCM9MLKQNt6NvY2bdnUVgo3ga6X6AbaGT-2Fd7ob90wVGbm6Qf5hW0ivxnEGxvzj1nWazkybWc26Iz8UMdS25EOduMrZGHYMiH0p52YteffmLtYGYbLGECLRyRsZ5K4qoNJnN9jLfEubIVBN-2Bh-2BPqTDnyIax0ewKAvEqd96FFup0xSf5yyjU-2BS091wjtIJwfycLuZZVFGWGeCSv7Tyes-2BIWNgOCUAfSGBjXkvHTeuqnae0-2BJJECv0AeOgNxmP-2BxG4FHIsQogmH8inL-2FicM-2Fo520aYct7eCwPhk8W67NmQVw1z0RDLIfFmF1cf-2BG1Z6n-2FzTpXQxB6LpkUtqckWBiTH4EAFrv7-2BeP7zO3mq-2BgbZG5DLt6L92DhC-2FIpLxK19dNdAaTH4-2FI3kxkY3nXcDl-2BomJvVyq7i8UuDy-2BhdcoQiJ5fQBt2Gd5hZmK-2FHTuYZqN-2FFYks1-2Bkt9K7erS2uOw33xzk1mb-2BKXj02erAOk7yGFsnHP7ZJNk2VwzVeKAsjoTJ6uMfH-2FxU0uAZ6xQh3B6SGPNgU62QnowUQCtM9VacnGIEUK4PtHQSTm9fvWLMagynowhnWIOqNflsOUubJmZJpVk8xas0ckmAaF2LUIJRX1QkBd6fayOdKdSCs6j1L39VX6rjT-2FMZKGO15dZVIHEff2Z7WtX1P8XhfVeK115bVzCM-2BdrHYu2nTDXGxHq8CexZsZBXNdMTb-2FLE7gZmXFIPcA87AbQtMNHocqIZMP-2F1y0WYYu1AohSdb4pf4LWjhdcpHJhZXIFUzbMzbTeS6EuGSYaoV8exZA54zjgSYgjWXpvuN6pNSyclg2A-2Fg7Fm1wmTrb2CSIOI3XQC0ogqdrFAkRDNbMPxXfES7YHp-2BEhbc9y3BTdWOWldoKs1JfD-2F-2BVpzD1WH9weLA3hTS16G4yMRmePxX0jGpR3lVMO1g5ZBu7wf-2F-2B7LATNvSUvfwTJP8-2FIZHeN8TC-2BrjdHUvUhkJyDEIeIzeJH5tSiJbKyul81ibtvNNVwkCiSzUlplQhoIy1AOvStoP91hUxKx0FRbDMiCcxKOnwOJOg

Re: Any mid-term work going on in London ?

2018-05-20 Thread Fabricio Chamon
Doh, was there one week ago. Had a couple of beers with some fellow
friends.

Nice work on the crowds btw Pedro. It is interesting to watch how fast you
are climbing the houdini mountain.

I had a friend looking for xsi artists this week. Will check if he still
has an open position.

Em sex, 18 de mai de 2018 às 13:40, pedro santos 
escreveu:

> Hey list
> Came to London to work for Crowd at MPC. Here's a summary of the
> challenges I responded to in Houdini: 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_268613846=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Xm-zX_R4GN4pKlK0dQkEwr0en726yP2aFTauqYiCYYw=WxXt8NMjsZFAqkkTwOnRoYRuy1Mj0GQe01splOHkNdY=
> 
>
> At the moment, I'm looking for the next thing to hop on. Most jobs for
> Houdini are VFX centric (rings a bell with a recent thread hun?) and I'm
> mostly a generalist leaning more towards geometry, rigging and motion
> processing side of things.
>
> Here's some Orbolt Assets: 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__orbolt.com_search_-3Fq-3Dprobiner=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Xm-zX_R4GN4pKlK0dQkEwr0en726yP2aFTauqYiCYYw=DWR2JqdLa9LGxT8hQr7lxv6P91d7L5NgW0GZlReZDEc=
> 
> Building one right now to visualize arrays of vectors, which Houdini
> doesn't currently support like XSI does: 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__i.imgur.com_ZPki1XN.png=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=Xm-zX_R4GN4pKlK0dQkEwr0en726yP2aFTauqYiCYYw=xASBsHhWnyudydSa5nEmbwFqpLlWpXbV1TPBpmCL4EI=
> 
>
> Let me know if there's something mid-term going be it for Houdini or XSI
> or even just if you're around and want to have a chat!
>
> Thanks
> Pedro
>
>
> --
> --
>
> Pedro Alpiarça dos Santos
>
>
> * probiner.xyz
> 

Re: Houdini : non VFX jobs?

2018-05-04 Thread Fabricio Chamon
Houdini conversation with ex-soft people in a pub...sounds like a cool
place to be. =)

I’m London atm (and for the next week), if anybody is keen for a beer or
two...let me know

Cheers

Em sex, 4 de mai de 2018 às 09:30, Jordi Bares 
escreveu:

> On 3 May 2018, at 18:24, Jonathan Moore  wrote:
>
> This is what I would love to understand if you don’t mind…
>
>
> A conversation best partnered with pint's of ale to fuel the conversation
> at some point. :)
>
>
> Sounds like a good idea.. have you been around Chancery Lane pubs?? Fancy
> meeting??? It is really cool area
>
> jb
>
>
> On 3 May 2018 at 18:17, Jordi Bares  wrote:
>
>>
>>
>> And by my judgement, Houdini is no closer to being a generalist
>> replacement for Softimage.
>>
>>
>> This is what I would love to understand if you don’t mind…
>>
>> jb
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
>> "unsubscribe" in the subject, and reply to confirm.
>>
>
>  --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
> "unsubscribe" in the subject, and reply to confirm.
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: OT'ish - Installing Crate for Maya?

2018-04-28 Thread Fabricio Chamon
I believe maya does support multiple uv sets in its current built in abc
implementation (at least from 2017 onwards). I have used it many times, the
thing is it is super picky about the file format and how it is constructed
(when coming from houdini in my case).

I had plenty of issues to transfer normal, multi uvs and velocity data. But
once you go through all the gotchas it works.

Em sex, 27 de abr de 2018 às 16:54, Orlando Esponda <
orlando.espo...@gmail.com> escreveu:

> Does your .mod file point to the right path? (in your case I think it's
> C:/ExocortexAlembic/Maya2016/Module   please note it uses forward
> slashes). Also you need the right build for the right Maya version. For
> instance a 2016 build won't work on 2016.5
>
> On Tue, Apr 24, 2018 at 2:43 AM, Morten Bartholdy 
> wrote:
>
>> I found the Exocortex Alembic google group and found some info. Installed
>> it by copying the modules folder to
>>
>> C:\ExocortexAlembic\Maya2016\Module
>>
>> - and put the .mod file in
>>
>> C:\Program Files\Autodesk\Maya2016.5\modules
>>
>> - and made sure the path in the .mod file was
>> C:\ExocortexAlembic\Maya2016\Module
>>
>> Still it does not show up in Maya, so I am kind of stuck.
>>
>>
>> Morten
>>
>>
>> > Den 23. april 2018 klokken 15:44 skrev Morten Bartholdy <
>> x...@colorshopvfx.dk>:
>> >
>> >
>> > I have run into Mayas alembic IO not supporting multiple UV sets
>> (surprise), so I am trying to install Crate for Maya.
>> >
>> > Unfortunately I have no Maya plugin installation experience and our
>> current Maya artist is not terribly techy. The Crate documentation says to
>> copy the Maya2016ExocortexAlembic.mod file to my Maya users folder
>> >
>> > C:\Users\MB\Documents\maya\2016 in my case,
>> >
>> > and copy the content of the Module folder into the same place and edit
>> the .mod file path, then load the plugin in Mayas Plug-in Manager.
>> >
>> > Unfortunately I see no Crate reference in Maya so no cigar. I am sure
>> this is supersimple to fix but am stuck, so I would appreciate if someone
>> could point me in the right direction.
>> >
>> > Thanks :)
>> >
>> > Morten
>> > --
>> > Softimage Mailing List.
>> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Re: The Maya Chronicles - or how retarded that software is...

2018-03-30 Thread Fabricio Chamon
Ok I have to agree with you Andy, I also had many crashes with SI.. no dcc
is 100% reliable, that is the nature of software. For me the big difference
is: I knew where to expect a crash in softmage.. like “move operators up
and down the stack=danger.. have a boolean going on? Danger times
1”..But in maya it happens out of the blue sometimes.. also the
hypershade have its own thing and hangs for good 5-10 seconds before
opening, even without shader thumbnails.

In the meantime houdini is working beautifully here, and handles the most
absurd node combinations I make when mistyping node names... only thing
that crashes houdini is the polydoctor sop

Em sex, 30 de mar de 2018 às 18:10, Andy Chlupka (Goehler) <
lists.andy.goeh...@gmail.com> escreveu:

> To be totally honest, that’s how I had to deal with Softimage/Arnold. I
> would sometimes only open a scene and have it crash for no reason. I could
> never say Softimage had been a robust experience. After moving to Houdini,
> it took almost two years to get rid of my fear to click the wrong thing to
> provoke a crash. That’s how unstable Soft was for me. Luckily I have found
> peace in Houdini.
>
> Dont bash to hard on crashes, I’ve felt them and they left deep scars.
>
> Andy
>
>
>
> On Mar 30, 2018, at 3:19 PM, Fabricio Chamon <xsiml...@gmail.com> wrote:
>
> Protip: have 2 maya sessions opened -> Begin working on one of them ->
> wait for the crash -> kill on task manager -> fire up another session ->
> continue work on already opened session while new one loads -> no wait 3
> minutes for maya to start -> happyness (?)
>
> This is how I work in maya EVERYTIME.
>
> I’m lucky enough to be almost 100% houdini these days. =)
>
> Em sex, 30 de mar de 2018 às 09:15, Mirko Jankovic <
> mirkoj.anima...@gmail.com> escreveu:
>
> How do you know when someone is working with maya?
>>
>> He have his task manager opened non stop for killing the process when it
>> becomes non responsive...again.. and again..
>>
>> 
>>
>>
>> On Fri, Mar 30, 2018 at 1:09 PM, Laurence Dodd <laure...@porkpie.tv>
>> wrote:
>>
>>> Ive spent the last month or so lighting and rendering in Maya; I was
>>> thinking there would be something in there that made me go "oh yeah!, thats
>>> really good", but no not once.
>>> It felt I was fighting the software the whole time, fighting and
>>> waiting. It's just so slow to do anything, why click once when you can
>>> click five times seems to be the thinking.
>>> I think the thing I was most surprised about was the lack of feedback
>>> from the program, with Soft and Houdini you get a clue what they expect you
>>> to click on to complete a task, but you get nothing, it's do it then undo
>>> and try the other way around.
>>>
>>> Pushing on with my learning of Houdini it is then, just sometimes need
>>> to take work to pay bills.
>>>
>>> On 30 March 2018 at 11:59, Mirko Jankovic <mirkoj.anima...@gmail.com>
>>> wrote:
>>>
>>>> - select, obj in the scene, move it, crash maya. repeat
>>>>
>>>> - try to got o time in timeline, wait a bit... crash.. repeat
>>>>
>>>> - press F, view port goes completely black. try on couple scenes and
>>>> even blank scene with cube.. same thing. see online that there are others
>>>> with same issue and you need ot reset all preferences.. do that and hope
>>>> same crap won;t happen again for who knows what reason.
>>>>
>>>> - waste half day waiting for relatively simple scene to even load...
>>>> move project to SSD... loading time identical as from NAS over network.. go
>>>> back to waiting and wasting time...
>>>>
>>>> - waste a week on stupid retarded errors in rendering, props
>>>> disappearing and appearing randomly in frames, render done but frames not
>>>> written out.,.. at the end reinstall maya from 2018.2 back to 2018. sort
>>>> out some of those things.. get back others ...
>>>>
>>>> I will never understand how people manage to complete anything in
>>>> normal time frame with this piece of crap.
>>>> Actually I do understand.. they never complete in time...
>>>>
>>>> On Thu, Mar 29, 2018 at 9:15 PM, Sven Constable <
>>>> sixsi_l...@imagefront.de> wrote:
>>>>
>>>>> Ok, no teeths but decent knowledge of marketing. That guy is so spot
>>>>> on, it's kinda terrifiyng. lol
>>>>>
>>>>>
>>>

Re: The Maya Chronicles - or how retarded that software is...

2018-03-30 Thread Fabricio Chamon
Protip: have 2 maya sessions opened -> Begin working on one of them -> wait
for the crash -> kill on task manager -> fire up another session ->
continue work on already opened session while new one loads -> no wait 3
minutes for maya to start -> happyness (?)

This is how I work in maya EVERYTIME.

I’m lucky enough to be almost 100% houdini these days. =)

Em sex, 30 de mar de 2018 às 09:15, Mirko Jankovic <
mirkoj.anima...@gmail.com> escreveu:

> How do you know when someone is working with maya?
>
> He have his task manager opened non stop for killing the process when it
> becomes non responsive...again.. and again..
>
>
>
>
> On Fri, Mar 30, 2018 at 1:09 PM, Laurence Dodd 
> wrote:
>
>> Ive spent the last month or so lighting and rendering in Maya; I was
>> thinking there would be something in there that made me go "oh yeah!, thats
>> really good", but no not once.
>> It felt I was fighting the software the whole time, fighting and waiting.
>> It's just so slow to do anything, why click once when you can click five
>> times seems to be the thinking.
>> I think the thing I was most surprised about was the lack of feedback
>> from the program, with Soft and Houdini you get a clue what they expect you
>> to click on to complete a task, but you get nothing, it's do it then undo
>> and try the other way around.
>>
>> Pushing on with my learning of Houdini it is then, just sometimes need to
>> take work to pay bills.
>>
>> On 30 March 2018 at 11:59, Mirko Jankovic 
>> wrote:
>>
>>> - select, obj in the scene, move it, crash maya. repeat
>>>
>>> - try to got o time in timeline, wait a bit... crash.. repeat
>>>
>>> - press F, view port goes completely black. try on couple scenes and
>>> even blank scene with cube.. same thing. see online that there are others
>>> with same issue and you need ot reset all preferences.. do that and hope
>>> same crap won;t happen again for who knows what reason.
>>>
>>> - waste half day waiting for relatively simple scene to even load...
>>> move project to SSD... loading time identical as from NAS over network.. go
>>> back to waiting and wasting time...
>>>
>>> - waste a week on stupid retarded errors in rendering, props
>>> disappearing and appearing randomly in frames, render done but frames not
>>> written out.,.. at the end reinstall maya from 2018.2 back to 2018. sort
>>> out some of those things.. get back others ...
>>>
>>> I will never understand how people manage to complete anything in normal
>>> time frame with this piece of crap.
>>> Actually I do understand.. they never complete in time...
>>>
>>> On Thu, Mar 29, 2018 at 9:15 PM, Sven Constable <
>>> sixsi_l...@imagefront.de> wrote:
>>>
 Ok, no teeths but decent knowledge of marketing. That guy is so spot
 on, it's kinda terrifiyng. lol



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Anto Matkovic
 *Sent:* Thursday, March 29, 2018 10:47 AM
 *To:* Official Softimage Users Mailing List.
 https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JTr-cpBV47I3AaD-lW9zUGdeZye_oG6lfzc4EQZE2ZI=8mWuOGH-e_6ydZZN2BYQ3uk2A-L-2uIszvPHZR-Wsvk=
 
 *Subject:* Re: The Maya Chronicles - or how retarded that software
 is...



 It always been like that. I think my first responsibility in 3d world
 could be described as ''hypershade boy'' :), it was a Maya class where I
 had to start earlier, to launch Mayas and Hypershade windows, so other
 students would be able to use them before end of class (or something like
 that). More or less, that 'position' is possible today.



 Anyway I heard great news, there is a new principal developer in Maya
 team, who already have experiences all over industry. While we don't know
 for details of his actual engagement, here's what he did for Microsoft and
 Valve:



 https://urldefense.proofpoint.com/v2/url?u=https-3A__www.youtube.com_watch-3Fv-3DKHG6fXEba0A=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=JTr-cpBV47I3AaD-lW9zUGdeZye_oG6lfzc4EQZE2ZI=voKSK4fDPuurUaLtOa_cLKpB4JAlY567VfZNzGiv5uc=
 

 

Re: the end.....again

2018-01-20 Thread Fabricio Chamon
ah..didn't know that, thanks for pointing out Stephen.

2018-01-20 10:20 GMT-02:00 Stephen Blair <stephenrbl...@gmail.com>:

> The 2015 doc download includes both the user and sdk guides.
>
> http://download.autodesk.com/us/support/files/softimage_
> 2015_offline_help/softimage_2015_offline_help_enu.zip
>
> On Sat, Jan 20, 2018 at 7:09 AM, Fabricio Chamon <xsiml...@gmail.com>
> wrote:
>
>> Here's my backup copy of the Developer docs in case anybody needs it:
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.dropbox.com_s_v2hk9jq4lhgx6wy_softimage-2D2015-2D=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=hGXelFAns-_AO8MyOIt02SuTAPZmoFjYca16B-c6UAI=iVOPbqHw_qP4vM8miEFhZSBaoyHxq0yuK_fw0F9AOao=
>> developer-help.zip?dl=1
>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__www.dropbox.com_s_v2hk9jq4lhgx6wy_softimage-2D2015-2Ddeveloper-2Dhelp.zip-3Fdl-3D1=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=mi5yE89XcNcU6sPt7TqRpHqqG6DCxMve-lt-kdMS5bs=NDG5ea6eyyQ5zBRhGpyNybRb_hblco30kvWjHB3wUq0=>
>>
>> 2018-01-19 13:04 GMT-02:00 Morten Bartholdy <x...@colorshopvfx.dk>:
>>
>>> Sad indeed. I bet the decision has been made based on traffic stats...
>>> Extra beer tonight.
>>>
>>> Morten
>>>
>>>
>>>
>>> > Den 18. januar 2018 klokken 17:14 skrev adrian wyer <
>>> adrian.w...@fluid-pictures.com>:
>>> >
>>> >
>>> > so it would seem the softimage online help has finally gone to the
>>> great
>>> > internet archive in the sky
>>> >
>>> >
>>> >
>>> > ladies and gentlemen, a moment of silence if you wouldn't mind.
>>> >
>>> >
>>> >
>>> >
>>> >
>>> > a
>>> >
>>> >
>>> >
>>> > Adrian Wyer
>>> > Fluid Pictures
>>> > 4th Floor
>>> > 4 Bath Place
>>> > Rivington Street
>>> > London
>>> > EC2A 3DR
>>> > ++44(0) 207 684 5575
>>> >
>>> >
>>> > adrian.w...@fluid-pictures.com
>>> >
>>> > www.fluid-pictures.com
>>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.fluid-2Dpictures.com=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=mi5yE89XcNcU6sPt7TqRpHqqG6DCxMve-lt-kdMS5bs=HF1XqIzy7_RhOAbvWXmYJGLPdb53rAZAraBWq7Sfk3I=>
>>> > <blocked::blocked::blocked::blocked::blocked::https://urldefense.proofpoint.com/v2/url?u=https-3A__urldef=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=hGXelFAns-_AO8MyOIt02SuTAPZmoFjYca16B-c6UAI=_6SUG4ZqeVEV24YJTYzFs0Hoa2EmJO4vrkNtklEIBDo=
>>> ense.proofpoint.com/v2/url?u=http-3A__www.fluid-2Dpictures.c
>>> om_=DwICAg=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA
>>> =GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=RRFLmGbgfBe5r
>>> rSGySdDbwGMKU6SZhoUv_tcDFE23-g=VNRpefse9QGkUlUwJWirzVMIuhn
>>> mDsBs_Ju99LVv3bY=
>>> > >
>>> >
>>> >
>>> >
>>> > Fluid Pictures Limited is registered in England and Wales.
>>> > Company number:5657815
>>> > VAT number: 872 6893 71
>>> >
>>> >
>>> >
>>> > --
>>> > Softimage Mailing List.
>>> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: the end.....again

2018-01-20 Thread Fabricio Chamon
Here's my backup copy of the Developer docs in case anybody needs it:
https://urldefense.proofpoint.com/v2/url?u=https-3A__www.dropbox.com_s_v2hk9jq4lhgx6wy_softimage-2D2015-2Ddeveloper-2Dhelp.zip-3Fdl-3D1=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=mi5yE89XcNcU6sPt7TqRpHqqG6DCxMve-lt-kdMS5bs=NDG5ea6eyyQ5zBRhGpyNybRb_hblco30kvWjHB3wUq0=

2018-01-19 13:04 GMT-02:00 Morten Bartholdy :

> Sad indeed. I bet the decision has been made based on traffic stats...
> Extra beer tonight.
>
> Morten
>
>
>
> > Den 18. januar 2018 klokken 17:14 skrev adrian wyer <
> adrian.w...@fluid-pictures.com>:
> >
> >
> > so it would seem the softimage online help has finally gone to the great
> > internet archive in the sky
> >
> >
> >
> > ladies and gentlemen, a moment of silence if you wouldn't mind.
> >
> >
> >
> >
> >
> > a
> >
> >
> >
> > Adrian Wyer
> > Fluid Pictures
> > 4th Floor
> > 4 Bath Place
> > Rivington Street
> > London
> > EC2A 3DR
> > ++44(0) 207 684 5575
> >
> >
> > adrian.w...@fluid-pictures.com
> >
> > www.fluid-pictures.com
> >  urldefense.proofpoint.com/v2/url?u=http-3A__www.fluid-
> 2Dpictures.com_=DwICAg=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_
> IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=
> RRFLmGbgfBe5rrSGySdDbwGMKU6SZhoUv_tcDFE23-g=
> VNRpefse9QGkUlUwJWirzVMIuhnmDsBs_Ju99LVv3bY=
> > >
> >
> >
> >
> > Fluid Pictures Limited is registered in England and Wales.
> > Company number:5657815
> > VAT number: 872 6893 71
> >
> >
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Houdini Digital Assets for Softies

2017-03-29 Thread Fabricio Chamon
softLib looks good!

Em qua, 29 de mar de 2017 às 18:51, Andy Nicholas 
escreveu:

>
>
>
>
>
>
>
>
>
>
> haha! :)
>
>
>
>
>
> Will leave this question hanging tonight in case anyone else wants
>
> to chime in. Final decision can happen tomorrow.
>
>
>
>
>
>
> On 29/03/2017 17:38, Olivier Jeannel
>
> wrote:
>
>
>
>
> Autodesk lib ?
>
> N too rancorous...
>
>
>
>
>
> On Wednesday, March 29, 2017, Andy Nicholas 
>
> wrote:
>
>
>
>
> I'd probably go with
>
> something like Andy's siLib or softLib - it's a bit more
>
> obvious what it is. Probably the latter if it was up to me.
>
>
>
>
>
> What do you guys think? Any other suggestions?
>
>
>
>
>
> On 29/03/2017 17:14, Jonathan Moore wrote:
>
>
>
>
>
>
> I was thinking H20...
>
>
>
>
>
> On 29 March 2017 at 17:12, Andy
>
> Goehler 
>
> wrote:
>
>
> In
>
> honor of inspiration how about?
>
>
>
>
>
> • softLib
>
>
> • siLib
>
>
> • ICELib
>
>
>
>
>
>
>
>
>
>
> > On Mar 29, 2017, at 6:08 PM, Andy Nicholas
>
> 
>
> wrote:
>
>
> >
>
>
> > Continuing the thread here:
>
>
> >
>
>
> > Any suggestions for a name?
>
>
> > A
>
>
> >
>
>
> > On 29/03/2017 17:00, Andy Nicholas wrote:
>
>
> >> I'm more than happy to help. I'm just
>
> unsure how much time I'll be
>
>
> >> able to devote to this as I'm pretty
>
> busy with some personal work at
>
>
> >> the moment.
>
>
> >>
>
>
> >> How about I set up something similar to
>
> Nick's on Github and we go
>
>
> >> from there?
>
>
> >>
>
>
> >> We need a name for it. Let's start a
>
> new thread on the list and move
>
>
> >> discussions over to that. Is that okay?
>
>
> >>
>
>
> >> A
>
>
> >
>
>
> > --
>
>
> > Softimage Mailing List.
>
>
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>
> with "unsubscribe" in the subject, and reply to
>
> confirm.
>
>
>
>
>
>
>
>
> --
>
>
> Softimage Mailing List.
>
>
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>
> with "unsubscribe" in the subject, and reply to
>
> confirm.
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> --
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> --
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
>
>
>
> --
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
--
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Re: Random Thoughts about H.

2017-03-28 Thread Fabricio Chamon
putting my little knowledge to action:

from what I understand about your question, you need to store your
calculated data as an attribute (per point, in this case). Then just refer
to it at other nodes on your tree. While at the object context there's no
such a thing as a generalized "get" node, because you'll be using the
attribute value directly inside nodes (at input parameters or inside vex on
the "...wrangle" nodes). Inside VOPs the equivalent to ICE "get data" is
the "bind" node and equivalent to "set data" node is "bind export" node.

Is that what you asked?

2017-03-28 16:07 GMT+02:00 <p...@bustykelp.com>:

> thanks for the replies. much appreciated
> What I really want to know is not so much how to do the maths to calculate
> a PRF , as I have that working.
> In ICE, when you ‘get pointreferenceframe’ it automatically calculates it
> on the location and feeds you the result but its just a GET .. Is there a
> way of triggering a similar behaviour, rather than literally connecting
> maths nodes to calculate it yourself. for example would it have to be done
> in VEX? so you have one node which does the work and feeds you a PRF?
>
>
>
> *From:* Olivier Jeannel <facialdel...@gmail.com>
> *Sent:* Tuesday, March 28, 2017 12:24 PM
> *To:* Official Softimage Users Mailing List.https://groups.google.
> com/forum/#!forum/xsi_list <softimage@listproc.autodesk.com>
> *Subject:* Re: Random Thoughts about H.
>
> Not exactly the Point Reference frame, but I used this method to get
> "solid" rotation on a projetc. Not sure it's simple enough, as you have to
> feed the orient attribute with something to start using it localy.
> https://vimeo.com/207626604
>
> 2017-03-28 11:51 GMT+02:00 Fabricio Chamon <xsiml...@gmail.com>:
>
>> whaaat? that is do comforting. =)
>> nice job sidefx
>>
>> 2017-03-28 11:42 GMT+02:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>>
>>> Very impressive indeed.
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andy Nicholas
>>> *Sent:* 28 March 2017 09:47
>>> *To:* softimage@listproc.autodesk.com
>>>
>>> *Subject:* Re: Random Thoughts about H.
>>>
>>>
>>>
>>> Hahahaha! That's amazing :) When I got an email from SideFX changing the
>>> status of the RFE to "Fixed", I just assumed that they had agreed that it
>>> was a valid request that they'd look into, not that they'd actually gone
>>> and bloody done it. Well done SideFX!
>>>
>>> In case he's still reading this thread, thanks to Mark Tucker at SideFX
>>> who dealt with this so promptly.
>>>
>>> A
>>>
>>> On 28/03/2017 08:31, Andy Goehler wrote:
>>>
>>> Good morning,
>>>
>>>
>>>
>>> this is the awesome support at SideFX
>>>
>>>
>>>
>>> Available in the daily builds.
>>>
>>> yesterday
>>>
>>> Houdini 16.0.561
>>>
>>> Added a hotkey to temporary toggle the state of the "Allow Dropping
>>> Nodes on Wires" preference while in the middle of dragging a node.
>>>
>>>
>>>
>>>
>>>
>>> On Mon, 27 Mar 2017 at 12:22, Andy Nicholas <a...@andynicholas.com>
>>> wrote:
>>>
>>> No problem Jonathan.
>>>
>>> A quick update to this following discussions with SideFX:
>>>
>>> 1) I don't recall if this was mentioned in the thread earlier, but they
>>> mentioned that you can enable/disable the auto-connect on wires using
>>> CTRL+8 or in the Network View menu under Tools-> Allow Dropping Nodes on
>>> Wires. This doesn't work during a drag operation though, so I've gone back
>>> and explained the desired workflow of having a modifier key to toggle the
>>> behaviour during the dragging of nodes. I just thought I'd post this in
>>> here now case it's useful to anyone in the mean time.
>>>
>>> 2) They pointed out that I was incorrect when I said earlier in this
>>> thread there wasn't an equivalent view of Softimage's Explorer view where
>>> you can see clean hierarchies of objects. You can do it in the Tree View.
>>> You just need to enable the Object Filter (the first button in the Tree
>>> View's tool bar). You can also right click on the Tree View toolbar, and
>>> there are various other options in there which can be helpful for sorting
>>> and gr

Re: Random Thoughts about H.

2017-03-28 Thread Fabricio Chamon
whaaat? that is do comforting. =)
nice job sidefx

2017-03-28 11:42 GMT+02:00 Jonathan Moore :

> Very impressive indeed.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Andy Nicholas
> *Sent:* 28 March 2017 09:47
> *To:* softimage@listproc.autodesk.com
>
> *Subject:* Re: Random Thoughts about H.
>
>
>
> Hahahaha! That's amazing :) When I got an email from SideFX changing the
> status of the RFE to "Fixed", I just assumed that they had agreed that it
> was a valid request that they'd look into, not that they'd actually gone
> and bloody done it. Well done SideFX!
>
> In case he's still reading this thread, thanks to Mark Tucker at SideFX
> who dealt with this so promptly.
>
> A
>
> On 28/03/2017 08:31, Andy Goehler wrote:
>
> Good morning,
>
>
>
> this is the awesome support at SideFX
>
>
>
> Available in the daily builds.
>
> yesterday
>
> Houdini 16.0.561
>
> Added a hotkey to temporary toggle the state of the "Allow Dropping Nodes
> on Wires" preference while in the middle of dragging a node.
>
>
>
>
>
> On Mon, 27 Mar 2017 at 12:22, Andy Nicholas  wrote:
>
> No problem Jonathan.
>
> A quick update to this following discussions with SideFX:
>
> 1) I don't recall if this was mentioned in the thread earlier, but they
> mentioned that you can enable/disable the auto-connect on wires using
> CTRL+8 or in the Network View menu under Tools-> Allow Dropping Nodes on
> Wires. This doesn't work during a drag operation though, so I've gone back
> and explained the desired workflow of having a modifier key to toggle the
> behaviour during the dragging of nodes. I just thought I'd post this in
> here now case it's useful to anyone in the mean time.
>
> 2) They pointed out that I was incorrect when I said earlier in this
> thread there wasn't an equivalent view of Softimage's Explorer view where
> you can see clean hierarchies of objects. You can do it in the Tree View.
> You just need to enable the Object Filter (the first button in the Tree
> View's tool bar). You can also right click on the Tree View toolbar, and
> there are various other options in there which can be helpful for sorting
> and grouping the objects in a tree structure. Definitely worth playing with
> anyway. Sorry for the misinformation before!
>
> Cheers,
> A
>
>
>
> On 26/03/2017 13:55, Jonathan Moore wrote:
>
> Thanks Andy.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com ] *On
> Behalf Of *Andy Nicholas
> *Sent:* 26 March 2017 00:37
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> 
> *Subject:* Re: Random Thoughts about H.
>
>
>
> I also like Pauls idea of a modifier key to disable the auto connection on
> demand. Definitely seems a worthwhile enhancement request.
>
>
>
> FYI, I’ve submitted an RFE to Side Effects and sent them the link to this
> thread.
>
>
>
> A
>
>
>
>
>
> --
>
> Softimage Mailing List.
>
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> "unsubscribe" in the subject, and reply to confirm.
>
>
>
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> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
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Re: Latest Houdini Wrangle Masterclass

2017-03-28 Thread Fabricio Chamon
thank you all. The packed prim route looks like exactly what I wanted.
cheers.

2017-03-28 0:24 GMT+02:00 Andy Nicholas <a...@andynicholas.com>:

> It’s actually a special seed that causes the rand() function to cycle its
> value every 100 frames ;)
>
>
> On 27 Mar 2017, at 22:50, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
> I was waiting for ‘who at all the pies?’
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com
> <softimage-boun...@listproc.autodesk.com>] *On Behalf Of *Jordi Bares
> *Sent:* 27 March 2017 22:48
> *To:* Official Softimage Users Mailing List. https://groups.google.
> com/forum/#!forum/xsi_list <softimage@listproc.autodesk.com>
> *Subject:* Re: Latest Houdini Wrangle Masterclass
>
> Nice seed
>
> Sent from my iPhone
>
>
> On 27 Mar 2017, at 22:36, Andy Nicholas <a...@andynicholas.com> wrote:
>
> Here’s a variant that doesn’t require you to type any names, plus you get
> super efficient packed primitives.
>
> Basically, you just pack each set of primitives (i.e. one for each sphere,
> torus, etc) first, then merge them all together in a Merge SOP. Now you can
> just grab them as individual primitives inside VEX which is incredibly
> convenient. It works because each packed primitive has the @path attribute
> to indicate where it came from that you can use directly in the
> @instancepath attribute.
>
> Hopefully the attached image should show up below.
>
> A
>
>
> 
>
>
>
> On 27 Mar 2017, at 18:47, Fabricio Chamon <xsiml...@gmail.com> wrote:
>
> hijacking the thread, while staying on topic =) :
>
> I'd like to instance randomly between 3 objects on the resulting points of
> a scatter node. Here`s my take at it:
>
> 
>
> now the question: while this works I don't like the idea of typing in
> object names on the string array..I'd prefer something like wiring inputs
> to a merge node and querying the connected nodes from that merge node from
> inside attrib wrangle. Is that possible, or are there more clever ways to
> accomplish the same task?
>
> thanks!
>
>
> 2017-03-21 10:13 GMT+01:00 Fabricio Chamon <xsiml...@gmail.com>:
>
> thanks for the link Jonathan. It is so informative! And it clearly points
> a beginner to the right direction performance-wise, as there are many ways
> to do the same thing in vex.
>
> 2017-03-21 0:42 GMT+01:00 Eugene Flormata <eug...@flormata.com>:
>
> so this hasn't changed much since in the 16 update? I just started some
> tutorials on game tutors
> and bought https://vimeo.com/195580569, it got into vex pretty quickly.
> coding in general is pretty outside my skillset, so I'm looking for basics
> in houdini to pick up.
> https://www.pluralsight.com/courses/houdini-practical-math-tips I even
> bought a month of pluralsight to learn this, which I think Jordi posted in
> a thread a while back?
>
>
> I'm trying to find more things to learn houdini and upgrade my skillset
> thanks for the post!
>
> On Mon, Mar 20, 2017 at 4:02 AM, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
> Something for those of you that are trying to get to grips with VEX
> Wrangles in Houdini
>
> https://vimeo.com/173658697
>
> It’s a Jeff Wagner 2hr session so it has plenty of (valuable) digressions,
> and on that basis it’s one that you’ll want to watch a few times. Be sure
> to download the deck and example files too (I’d download the Vimeo video as
> well so you can setup bookmarks in VLC). Jeff has been with SideFX since
> the very beginning so his webinars are always full of great insights into
> Houdini’s mysterious ways. 
>
> This was released soon after 15.5 was introduced so it’s the most up to
> date VEX Wrangles material available from SideFX.
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
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>
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Re: Great rigging tutorial for those new to Houdini

2017-03-25 Thread Fabricio Chamon
super cool! clever and easy to follow...thanks for the link.

2017-03-24 17:11 GMT+01:00 Jonathan Moore :

> It’s focus is the non-destructive benefits of using CHOP’s for rigging.
>
>
>
> https://vimeo.com/209784546
>
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Re: Random Thoughts about H.

2017-03-25 Thread Fabricio Chamon
After some weeks learning houdini I have to agree 100% with Dan. It is
super useful in all contexts other than VOPs.

Em sáb, 25 de mar de 2017 às 21:39, Dan Yargici 
escreveu:

> I just wish you could disable drop on line per context. I would hate to
> work in the network editor without it, but I hate it ferociously in VOPs...
>
> Sent from my phone...
>
> On 24 Mar 2017 5:52 pm, "Andy Nicholas"  wrote:
>
>
>
>
>
>
>
>
>
>
>
> +1. Literally found that happening to me too today inside an
>
> overcrowded shader. It's incredibly easy to accidentally hook up
>
> stuff without noticing.
>
>
>
>
>
> On 24/03/2017 17:02, p...@bustykelp.com
>
> wrote:
>
>
>
>
>
>
>
>
>
>
> All they’d need is to have an option to hold down ALT or
>
> something when moving nodes to prevent them connecting. It
>
> doesn’t have to be drastic redesign. I’ll do a video next
>
> week showing how annoying it can be. Often because I don’t
>
> notice its happened until my tool stops working
>
>
>
>
>
>
>
>
>
>
>
> *From:* Olivier Jeannel 
>
>
>
> *Sent:* Friday, March 24, 2017 4:32 PM
>
>
> *To:* Official
>
> Softimage Users Mailing
>
> List.https://groups.google.com/forum/#!forum/xsi_list
> 
>
>
>
> *Subject:* Re: Random Thoughts about H.
>
>
>
>
>
>
>
>
>
>
>
> Paul,
>
> yes when you freshly arrive from ice, I had that same
>
> feeling. I'm twice more focused in vop than I was in Ice
>
> because of that vicious habit it has to connect nodes when
>
> you just drag another node near it.
>
> It has also a crude tendency to autocorupt vop nodes
>
> when they turn red sometime they just don't come back. No
>
> big deal, a copy/ paste of the corrupted node often bring
>
> things back.
>
>
> And when you are in some for each nodes, when dealing
>
> with arrays (which are far from friendly) it can get
>
> really annoying.
>
>
> But a part from that bad design, houdini really well
>
> worth the efforts and the patience.
>
>
>
>
>
> On Friday, March 24, 2017, Jonathan Moore 
>
> wrote:
>
>
>
>
>
>
>
>
> I’m
>
> confident SideFX will sort out any teething
>
> problems ref the VOP’s and network editor
>
> interaction model. I would however suggest that
>
> you send a bug report in with a video. SideFX
>
> are pretty good on this stuff especially when it
>
> involves new features.
>
>
>
>
>
>
>
>
>
>
>
> *From:*
>
> softimage-boun...@listproc.autodesk.com
>
> [mailto:softimage-boun...@listproc.autodesk.com]
>
> *On Behalf Of *javascript:_e(%7B%7D,'cvml','p...@bustykelp.com');
>
>
> *Sent:* 24 March 2017 13:05
>
>
> *To:* Official Softimage Users Mailing
>
> List.https://groups.google.com/forum/#!forum/xsi_list
>
> 
>
>
> *Subject:* Re: Random Thoughts about H.
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> I understand that when it works as
>
> planned its a good feature and it
>
> * would* be really
>
> useful if I could control when it does and
>
> when it doesn’t happen. (by holding a key
>
> down for example)
>
>
>
>
>
>
>
>
>
>
>
>
>
> In ICE, it works fine because it
>
> happens when you place a new node. NOT
>
> when you re-organise the tree. But in
>
> Houdini, it happens just when you move
>
> nodes a bit.  So I  have the choice of
>
> either having my nodes spread apart SO far
>
> that they are tiny and I can’t read them,
>
> but the risk is reduced a bit. Or having
>
> them naturally close, but constantly auto
>
> connecting and messsing up my work.
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> *From:* Simon Reeves
>
>
>
>
>
>
> *Sent:* Friday, March 24,
>
> 2017 12:04 PM
>
>
>
>
>
>
> *To:* Official Softimage
>
> Users Mailing
>
> List.https://groups.google.com/forum/#!forum/xsi_list
>
>
>
>
>
>
>
> *Subject:* Re: Random Thoughts
>
> about H.
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> I feel like if you disabled 'auto
>
> connecting dropping nodes onto wires'
>
> youd disable a really useful feature,
>
> can you not just be more careful ;)
>
>
> and regards to copy + paste, alt+drag to
>
> copy is very useful because you can
>
> place them
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> On Fri, 24 Mar 2017 at 11:46
>
> Jonathan Moore 
>
> wrote:
>
>
>
>
>
>
>
>
>
>
> The improvements
>
> to the network editor in Houdini
>
> 16 is probably my favourite
>
> aspect of the release. It
>
> answers many of the complaints
>
> you mention Oliver.
>
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com
>
> [mailto:softimage-boun...@listproc.autodesk.com]
>
> *On Behalf Of *Olivier
>
> Jeannel
>
>
> *Sent:* 24 March 2017
>
> 09:46
>
>
> *To:* Official
>
> Softimage Users Mailing List.
> https://groups.google.com/forum/#!forum/xsi_list
>
> 
>
>
>
>
>
>
>
>
>
>
>
>
>
> *Subject:* Re: Random
>
> Thoughts about H.
>
>
>
>
>
>
>
>
>
>
>
>
>
> Getting back to the
>
> subject of organisation, I still
>
> consider myself as a 

Re: Latest Houdini Wrangle Masterclass

2017-03-21 Thread Fabricio Chamon
thanks for the link Jonathan. It is so informative! And it clearly points a
beginner to the right direction performance-wise, as there are many ways to
do the same thing in vex.

2017-03-21 0:42 GMT+01:00 Eugene Flormata :

> so this hasn't changed much since in the 16 update? I just started some
> tutorials on game tutors
> and bought https://vimeo.com/195580569, it got into vex pretty quickly.
> coding in general is pretty outside my skillset, so I'm looking for basics
> in houdini to pick up.
> https://www.pluralsight.com/courses/houdini-practical-math-tips I even
> bought a month of pluralsight to learn this, which I think Jordi posted in
> a thread a while back?
>
>
> I'm trying to find more things to learn houdini and upgrade my skillset
> thanks for the post!
>
> On Mon, Mar 20, 2017 at 4:02 AM, Jonathan Moore  > wrote:
>
>> Something for those of you that are trying to get to grips with VEX
>> Wrangles in Houdini
>>
>>
>>
>> https://vimeo.com/173658697
>>
>>
>>
>> It’s a Jeff Wagner 2hr session so it has plenty of (valuable)
>> digressions, and on that basis it’s one that you’ll want to watch a few
>> times. Be sure to download the deck and example files too (I’d download the
>> Vimeo video as well so you can setup bookmarks in VLC). Jeff has been with
>> SideFX since the very beginning so his webinars are always full of great
>> insights into Houdini’s mysterious ways. 
>>
>>
>>
>> This was released soon after 15.5 was introduced so it’s the most up to
>> date VEX Wrangles material available from SideFX.
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: houdini question (and where to ask)

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

2017-03-15 12:59 GMT+01:00 Andy Nicholas <a...@andynicholas.com>:

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

Re: Redshift - shapeInstanceTime

2017-03-13 Thread Fabricio Chamon
ok thanks Tim.

2017-03-13 22:39 GMT+01:00 Tim Crowson <tcrow...@gmail.com>:

> It is still unsupported as far as I know.
> On Mon, Mar 13, 2017 at 2:33 PM Fabricio Chamon <xsiml...@gmail.com>
> wrote:
>
>> Can anyone confirm Redshift still does not support shapeInstanceTime on
>> pointclouds? I couldn't find any info on the docs or forums.
>>
>> thanks.
>> --
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>
>
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Redshift - shapeInstanceTime

2017-03-13 Thread Fabricio Chamon
Can anyone confirm Redshift still does not support shapeInstanceTime on
pointclouds? I couldn't find any info on the docs or forums.

thanks.
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Re: Houdini tutorial | Building the orientation matrix for local rotation

2017-03-13 Thread Fabricio Chamon
thanks for the tutorial Olivier, helps a lot!

2017-03-10 23:29 GMT+01:00 Olivier Jeannel :

> No problem Jonathan !
> I'm rather happy :)
>  Still on 15.5, I'm waiting a bit before switching to 16. I barely use the
> point SOP, but for the tut I was trying to do it the most classical way,
> plus I'm a super slow typer, doing it in wrangle would have made my
> audience fall asleep ;)
>
>
> 2017-03-10 21:10 GMT+01:00 Jonathan Moore :
>
>> Oliver, Hope you don’t think I wasn’t being critical when I mentioned the
>> Point SOP being deprecated in H16. I’d already mentioned that it was a good
>> tutorial. 
>>
>>
>>
>> I just think it’s good for those on this list that have just made the
>> move to H16 to do things the new recommend way (avoid using the old Point
>> SOP because it’s single threaded). On that basis you can also add the ‘piv’
>> attribute through the new Attribute Expression as well. It’s no different
>> than using a Wrangle. It just avoids using two separate nodes.
>>
>>
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ed Schiffer
>> *Sent:* 10 March 2017 19:35
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list <
>> softimage@listproc.autodesk.com>
>> *Subject:* Re: Houdini tutorial | Building the orientation matrix for
>> local rotation
>>
>>
>>
>> really good tutorial, Oliver.
>>
>>
>>
>> thanks
>>
>>
>>
>> On 10 March 2017 at 08:42, Tim Bolland  wrote:
>>
>> Thank you Olivier!
>>
>>
>> --
>>
>> *From:* softimage-boun...@listproc.autodesk.com <
>> softimage-boun...@listproc.autodesk.com> on behalf of Olivier Jeannel <
>> facialdel...@gmail.com>
>> *Sent:* 09 March 2017 13:39
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Houdini tutorial | Building the orientation matrix for local
>> rotation
>>
>>
>>
>> I made a little tutorial on how to get local rotation when working in
>> houdini.
>>
>> https://vimeo.com/207626604
>>
>> 
>>
>> Building the orientation matrix for local rotation
>> 
>>
>> vimeo.com
>>
>> Sorry the phone rang at the end of the video.
>>
>>
>>
>>
>>
>> Build an orientation matrix
>>
>> Rotate using the orient attribute before the copy sop
>>
>> Rotate objects after the copy sop.
>>
>>
>>
>> And it's all VOP !
>>
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>>
>>
>> --
>>
>> www.edschiffer.com
>>
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>
>
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Re: houdini question (and where to ask)

2017-03-07 Thread Fabricio Chamon
ail” mode which brings you
>>>> back to O(N). Not saying that one approach is better than the other though,
>>>> only that it is possible.
>>>>
>>>>
>>>>
>>>> On 7 March 2017 at 00:12, Andy Nicholas <a...@andynicholas.com> wrote:
>>>>
>>>> Yep it is possible, but you wouldn't want to do it because each
>>>> calculation of the maximum value would be running across N points to
>>>> calculate that. That'd make it an O(N^2) operation, albeit spread over
>>>> multiple threads.
>>>>
>>>> It might seem like a pain to have to do this in advance using an
>>>> Attribute Promote, but by doing so, it's actually forcing you to work in a
>>>> more efficient way. Go with it ;)
>>>>
>>>>
>>>>
>>>> On 06/03/2017 16:32, Christopher Crouzet wrote:
>>>>
>>>> It *is* possible to retrieve the maximum value in a VOP since nothing
>>>> stops anyone from manually iterating through all the points of the
>>>> geometry. This kind of operation might be more suited in “detail” mode
>>>> though.
>>>>
>>>> Also, having the ramp normalized to the [0, 1] range in both the X and
>>>> Y axis is usually “workarounded” by adding a float parameter for the
>>>> amplitude (Y axis) that is used as a global multiplier (making later
>>>> tweakings convenient!), and a float2 parameter for the target range (X
>>>> axis) that is then remapped using `fit("my_ramp", 0.0, 1.0, range_min,
>>>> range_max)` (which is also convenient for later tweakings!).
>>>>
>>>> Now, if you really want to have an actual FCurve, then just create a
>>>> simple float parameter, add all the keys however you want, then query it in
>>>> using `chf("my_param", the_time_in_seconds)` in VEX/VOP, or using the
>>>> equivalent expression.
>>>>
>>>>
>>>>
>>>> On 6 March 2017 at 23:29, Jonathan Moore <jonathan.moo...@gmail.com>
>>>> wrote:
>>>>
>>>> Fabricio ,
>>>>
>>>>
>>>>
>>>> The Attribute Promote help page has approx 15 examples you can load.
>>>> Hopefully you might find something within the examples to inspires a
>>>> solution.
>>>>
>>>>
>>>>
>>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Olivier Jeannel
>>>> *Sent:* 06 March 2017 15:56
>>>> *To:* Official Softimage Users Mailing List.
>>>> https://groups.google.com/forum/#!forum/xsi_list <
>>>> softimage@listproc.autodesk.com>
>>>>
>>>>
>>>> *Subject:* Re: houdini question (and where to ask)
>>>>
>>>>
>>>>
>>>> You can't get the "get maximum in set" when inside a vop.
>>>>
>>>> But, you get those options with the promote attribute sop.
>>>>
>>>>
>>>>
>>>>
>>>> On Monday, March 6, 2017, Oscar Juarez <tridi.animei...@gmail.com>
>>>> wrote:
>>>>
>>>> I would like to be proven wrong, but that would be the way, I mean in
>>>> your second pointvop you don't need to add another noise, your noise is
>>>> already saved in an attribute, when you promote just check off delete
>>>> original and you can access the same noise. Also noises have specific
>>>> output ranges, they come in the documentation, so you can always add a fit
>>>> node to change your range to what you need, in the geometry spreadsheet you
>>>> can also sort by value so you can see max and min.
>>>>
>>>>
>>>>
>>>> If you press X with your mouse over the noise output it will add a
>>>> visualization node, you can visualize on the viewport or in the geometry
>>>> spreadsheet the values. I know its not the same but as far as I know their
>>>> is no way to do the same as the get maximum in set node in a vopsop 
>>>> context.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On Mon, Mar 6, 2017 at 3:57 PM, Fabricio Chamon <xsiml...@gmail.com>
>>>> wrote:
>>>>
>>>> thanks everyone. The ramp parameter kind of works but as you say, is
>>>> not that user friendly and does n

Re: houdini question (and where to ask)

2017-03-06 Thread Fabricio Chamon
thanks everyone. The ramp parameter kind of works but as you say, is not
that user friendly and does not show the points below 0. (that's ok, but I
wonder if it is possible to write a custom widget in houdini)

anyway, the thing I could not get right just yet is that sort of "get
maximum in set" thing. Sorry for using ICE language, I'm trying to be open
minded here, so please tell me if that`s not the correct mindset.

so on this graph:

[image: Imagem inline 1]

...how could I get the maximum value of the output noise node and compare
to a single point output of the same node?

>From what I can tell, I'd have to:

1- create this pointvop node with a turbnoise, then store the output noise
into an attribute (via bindexport?)
2- up one level -> drop an attrib promote (detail), set to maximum
3- drop another pointvop node with another noise node inside (same
parameters) and compare the result noise to that found on the atrib promote
node??

I'm 99% sure this is totally wrong...how would you go about that single
task specifically?

and finally, thanks for the suggestions on houdini forums and discord. will
try both (although I pretty much like this list =) )


2017-03-06 15:17 GMT+01:00 gareth bell <garethb...@outlook.com>:

> yeah - the lack of handles is frustrating
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Olivier Jeannel <
> facialdel...@gmail.com>
> *Sent:* 06 March 2017 14:05:17
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: houdini question (and where to ask)
>
> yep but it has no handles
> and try to make négative values, it takes them but wont show on the curve
> as it has a 0,1 space.
> Unless i'm wrong (which i'd love to be)
>
> Le 6 mars 2017 14:36, "Olivier Jeannel" <facialdel...@gmail.com> a écrit :
>
>> in vop, bind and bind export node will get an set datas.
>> Ramp Parameters is sort of fcurve.
>> It's a bit weak in terms of curve manipulation, but does the job.
>> It has 2 modes rgb (ramp) and spline.
>> If you use several ramps in the same vop, name them with different name
>> or they might not export.
>>
>> Le 6 mars 2017 14:28, "Fabricio Chamon" <xsiml...@gmail.com> a écrit :
>>
>>> ..sorry, hit send too soon.
>>>
>>> Question #1: are there any equivalents to ICE "get ... in set"? or or do
>>> I have to iterate and store values for later comparision? In other words:
>>> what is the best or recommended workflow to compare single point data with
>>> global point data?
>>>
>>> Question #2: any nodes that resemble a fCurve node, like we have in ICE?
>>> if not, what is the alternative?
>>>
>>> and finally, I can see this list is becoming more and more houdini-esque
>>> than ever..but, what is the best place to ask beginner questions like the
>>> above? houdini foruns, houdini list, odForce...
>>>
>>> thanks!
>>>
>>> 2017-03-06 14:23 GMT+01:00 Fabricio Chamon <xsiml...@gmail.com>:
>>>
>>>> Hi, I'm slowly getting into houdini and this is my first attempt to
>>>> port a really simple ridged fractal deformer made in ICE to houdini (using
>>>> pointvop).
>>>>
>>>> Question #1: are there any equivalents to ICE "get ... in set"? or or
>>>> do I have to iterate and store values for later comparision? In other
>>>> words: what is the best or recommended workflow to compare single point
>>>> data with
>>>>
>>>
>>>
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>>>
>>
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Re: houdini question (and where to ask)

2017-03-06 Thread Fabricio Chamon
..sorry, hit send too soon.

Question #1: are there any equivalents to ICE "get ... in set"? or or do I
have to iterate and store values for later comparision? In other words:
what is the best or recommended workflow to compare single point data with
global point data?

Question #2: any nodes that resemble a fCurve node, like we have in ICE? if
not, what is the alternative?

and finally, I can see this list is becoming more and more houdini-esque
than ever..but, what is the best place to ask beginner questions like the
above? houdini foruns, houdini list, odForce...

thanks!

2017-03-06 14:23 GMT+01:00 Fabricio Chamon <xsiml...@gmail.com>:

> Hi, I'm slowly getting into houdini and this is my first attempt to port a
> really simple ridged fractal deformer made in ICE to houdini (using
> pointvop).
>
> Question #1: are there any equivalents to ICE "get ... in set"? or or do I
> have to iterate and store values for later comparision? In other words:
> what is the best or recommended workflow to compare single point data with
>
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houdini question (and where to ask)

2017-03-06 Thread Fabricio Chamon
Hi, I'm slowly getting into houdini and this is my first attempt to port a
really simple ridged fractal deformer made in ICE to houdini (using
pointvop).

Question #1: are there any equivalents to ICE "get ... in set"? or or do I
have to iterate and store values for later comparision? In other words:
what is the best or recommended workflow to compare single point data with
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Re: OT - In Berlin

2017-02-13 Thread Fabricio Chamon
haha allright. Thanks Walt! cheers

2017-02-13 9:30 GMT+01:00 wavo <w...@fiftyeight.com>:

> Hallo,
> wrong city ;-)
>
> have a nice time
>
> Walt
>
>
>
>
>
> Am 2/11/2017 um 12:53 AM schrieb Fabricio Chamon:
>
> Hey German folks,
>
> Sorry for the OT, I'm in Berlin for the next 2 months, maybe someone is up
> for a beer or two, chat about 3d, life or anything else. I know German has
> many great former Softimage TDs around, and super talented artists as
> well... so if someone is keen to catch up sometime just tell me the place.
> =)
>
> Better reply to this e-mail: fabricio.cha...@gmail.com
>
> Have a nice weekend guys.
>
> Cheers,
> Fabricio Chamon
>
>
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>
>
>
> --
>
>
> *Walter Volbers*
> Senior Animator
>
> *FIFTYEIGHT* 3D
> Animation & Digital Effects GmbH
>
> Kontorhaus Osthafen
> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
>
> Telefon +49 (0) 69.48 000 55.50 <+49%2069%20480005550>
> Telefax +49 (0) 69.48 000 55.15 <+49%2069%20480005515>
>
>
>
> *mailto:w...@fiftyeight.com <w...@fiftyeight.com>
> http://www.fiftyeight.com <http://www.fiftyeight.com> *
>
> 
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
>
> *http://www.ESC58.de <http://www.ESC58.de> *
>
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Re: OT - In Berlin

2017-02-10 Thread Fabricio Chamon
..and of course I mispelled Germany! haha..shame =)

2017-02-11 0:53 GMT+01:00 Fabricio Chamon <xsiml...@gmail.com>:

> Hey German folks,
>
> Sorry for the OT, I'm in Berlin for the next 2 months, maybe someone is up
> for a beer or two, chat about 3d, life or anything else. I know German has
> many great former Softimage TDs around, and super talented artists as
> well... so if someone is keen to catch up sometime just tell me the place.
> =)
>
> Better reply to this e-mail: fabricio.cha...@gmail.com
>
> Have a nice weekend guys.
>
> Cheers,
> Fabricio Chamon
>
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OT - In Berlin

2017-02-10 Thread Fabricio Chamon
Hey German folks,

Sorry for the OT, I'm in Berlin for the next 2 months, maybe someone is up
for a beer or two, chat about 3d, life or anything else. I know German has
many great former Softimage TDs around, and super talented artists as
well... so if someone is keen to catch up sometime just tell me the place.
=)

Better reply to this e-mail: fabricio.cha...@gmail.com

Have a nice weekend guys.

Cheers,
Fabricio Chamon
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Re: Find cluster from polygon - script

2016-12-14 Thread Fabricio Chamon
thanks guys. In the end I went for loops, and even created a handy function
that builds a dictionary with component ID -> cluster mappings. It is not
super fast, and it only supports 1 to 1 relationships, but served well for
its purpose. I just need one call, so I stored everything into an ice
operator that ultimately gets freezed.

here's the code snippet if anybody needs it:


function buildComponentClusterDictionary(inMesh, clsType){
//clsTypes: pnt | poly | edge ...
var clusters = inMesh.ActivePrimitive.Geometry.clusters
dClusters = new ActiveXObject("Scripting.Dictionary");
for (i=0;i<clusters.count;i++){
var cluster = clusters(i);
if (cluster.type == clsType){
var clsElements = cluster.Elements;
var aItems = clsElements.Array.toArray();
for (j=0;j<aItems.length;j++){
dClusters.add(aItems[j], cluster);
}
}
}
return dClusters;
}

////
//example//
////

//setup scene with sphere and a point cluster...
var sphere = CreatePrim("Sphere", "MeshSurface", null, null);;
SelectGeometryComponents(sphere+".pnt[1,5-8,12-15,19-22,26-29,33-36,40-43,47-50,54-LAST]");
CreateCluster(null);
ActivateObjectSelTool(null);
DeselectAll();

//call function and retrieve cluster of point #7
var clusterDictionary = buildComponentClusterDictionary(sphere, "pnt");
logmessage("Cluster for Point 7 is: " + clusterDictionary(7));


2016-12-14 2:52 GMT-02:00 Martin Yara <furik...@gmail.com>:

> If you are using python, you can get all clusters elements with
> Cluster.Elements and then search in that list with 'if .. in", that would
> save you from looping through all the elements.
>
> But, since you can have one poly index in multiple clusters you'll still
> need to loop through all the PolyClusters.
>
> # PolyIndex = The Index of your Polygon in integer.
> cls = obj.ActivePrimitive.Geometry.Clusters.Filter('poly')
> for cl in cls:
> elms = cl.Elements
> if PolyIndex in elms:
> print "[%s] in [%s]" % (PolyIndex,cl.Name)
>
> Martin
>
> On Wed, Dec 14, 2016 at 12:59 PM, Matt Lind <speye...@hotmail.com> wrote:
>
>> Depends how the polygon is referenced in your code.
>>
>> A Polygon is a geometry component and part of the object's primitive.  A
>> Cluster is a type of metadata and lives outside the geometry, but makes
>> references to parts of the geometry.  Most methods provided in the SDK
>> work
>> in a top-down fashion.  That is, they start with a major object or
>> primitive, then the methods dig down to find subcomponents or elements of
>> smaller stature.  What you're requesting is the ability to go the other
>> direction (bottom-up).  While some examples of that do exist in the SDK,
>> they're pretty scarce and I don't think any exist for your particular
>> request.
>>
>> If you have a reference to a polygon as a ClusterElement you may be able
>> to
>> call the .Parent property to crawl up the graph to get the Cluster that
>> owns
>> it.
>>
>> If you have a reference to a polygon as a PolygonFace as obtained through
>> most of the geometry methods, then no.  You must traverse the clusters and
>> query if the polygon is contained within.
>>
>> If you want to bypass the object model and go completely old school
>> command
>> based manipulating of strings, you may (in some cases) dump the full path
>> of
>> the polygon, then tokenize it by '.' characters and crawl up the path
>> until
>> you find the cluster.  There are limitations with this method as the
>> number
>> of path components is not consistent and will change depending on various
>> factors such as whether the object is part of a model or not, the type of
>> cluster applied (polygon, point, sample, ...), the context in which the
>> polygon reference was obtained, etc...  Any solution using this tactic can
>> work for specific situations, but will be error prone for the general
>> case.
>>
>> In some back door esoteric secret handshake situations, you might be able
>> to
>> use a SubComponent Object to find the cluster, but if you do that you
>> already know the cluster, so creating the SubComponent is irrelevant.
>>
>> Long story short, if you only need to find the owning cluster once or
>> twice,
>> then just traverse the clusters and query if the polygon is in the
>> cluster.
>> If you have to do this en masse, then it might pay off to create reverse
>> lookups maps using a simple associative array to store references to the
>> cluster in the indices (eg; Array[PolygonIndex] = Cluster).  Creating the
>> maps will take some time, but once they're established your lookups will
>&

Re: Setting ICE attribute DataArray in javascript

2016-12-14 Thread Fabricio Chamon
hey nice tips Matt, thanks for the detailed explanation. I'll look into the
GridData object on the next time.

cheers.

2016-12-14 2:33 GMT-02:00 Matt Lind <speye...@hotmail.com>:

> I always cringe when I see the SafeArray suggestion as it doesn't tell the
> whole story.
>
> I haven't tried this for ICE attributes, but for all other things JScript
> requiring the use of an array, you can use the GridData object from the
> Softimage SDK.  It's a lot more convenient than dabbling with the esoteric
> SafeArray object and is fully supported by the Softimage SDK avoiding the
> workarounds for certain commands and methods.  The GridData object is smart
> enough to automatically resize itself when ingesting data from a known
> source (for multi-dimensional arrays):
>
> var oObject= Selection(0);
> var oGridData  = XSIFactory.CreateGridData();
> oGridData.Data = oObject.ActivePrimitive.Geometry.Vertices.PositionArray;
>
> LogMessage( "Grid[rows,cols]: " + oGridData.RowCount + ", " +
> oGridData.ColumnCount, siComment );
>
>
> The Grid doesn’t auto-resize for all array types, but it supports most
> you’ll
> encounter such as cluster data (envelopes, materials, user normals, vertex
> colors, texture UVWs, ...).  to write the data to another property, just
> assign the .Data property in reverse of what is shown above.
>
> oCluster.Elements.Array = oGridData.Data;
>
> Anyway, writing the data to the ICE Attribute does work, but as you found
> out you must freeze the modeling history of the ICE Attribute property
> because technically (I think) it’s an operator.  That implies it has an
> internal update callback which will get triggered after any attempt you
> make
> to modify the data.  You make a change, then the update callback is
> triggered recomputing and applying the original data you overwrote.
> Freezing the operator converts it to static data which you can then modify
> with script.
>
> As for purely JScript issues with arrays, you only need to convert to a
> safeArray when you need to modify array data and send it back into
> Softimage.  If you’re just reading data, or modifying it locally with no
> intention of sending it back where it came from, you don’t have to convert.
> that’ll save overhead in the runtime of your code.
>
> Another shortcut is the use of the .Array() method to convert the data to
> safeArray to make it more concise and easier to read in code.  For example:
>
> // Get envelope weights and convert from safeArray to JScript array in the
> process
> var aEnvelopeWeights = ( oEnvelope.weights.Array ).toArray();
>
> // Get vertex colors on mesh located nearest specified set of position
> coordinates
> var oPointLocators = oPolygonMesh.GetClosestLocations( aPositions );
> aVertexColors = oPolygonMesh.EvaluateClusterProperty( oPointLocators,
> oParentCluster, oClusterProperty ).toArray();
>
> Just enclose the quantity to be converted in parentheses, then append
> .Array() to the right parenthesis.  the only caveat is to make sure the
> quantity to be converted is not null or else it’ll throw an error.
>
> Matt
>
>
>
>
>
> Date: Tue, 13 Dec 2016 20:34:02 -0200
> From: Fabricio Chamon <xsiml...@gmail.com>
> Subject: Setting ICE attribute DataArray in javascript
> To: "softimage@listproc.autodesk.com"
> <softimage@listproc.autodesk.com>
>
> Hey,
>
> lots of questions these days, sorry.
>
> So I'm searching all day through the list and internet to find a solution
> for this... I'm trying to set per polygon ice attribute values on a mesh
> via sdk (javascript).
> The subject was already discussed, Stephen Blair have some studies on it,
> one solution was given but in the end I'm still not able to get it working.
>
> So here's roughly my code:
>
> var ICEAttr = highResGeo.AddICEAttribute("rbdId", siICENodeDataLong,
> siICENodeStructureSingle, siICENodeContextComponent2D );
> var myDataArray = new Array();
> var faces = highResGeo.Facets;
> for (i=0;i<faces.count;i++){
> var face = faces(i);
> myDataArray[i] = parseInt(x); //does not matter, assume any value for x
> }
>
> //now here's the tricky part
>
> da1 = getSafeArray(myDataArray);
> da2 = getSafeArray([myDataArray]);
> ICEAttr.DataArray = da2;
>
>
> //helper function
> function getSafeArray(jsArr) {
> var dict = new ActiveXObject("Scripting.Dictionary");
> for (var i = 0; i < jsArr.length; i++)
> dict.add(i, jsArr[i]);
> return dict.Items();
> }
>
>
>
>
> This SafeArray stuff is the solution proposed by Stephen on his blog...but
> gives me :
>
> *WARNING : 3392 - Invalid offset specified while extracting data from this
> attribute: *
> *// *
>
> Any hints on what I'm doing wrong ??
>
> Thanks!
>
>
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Re: thickness - avoiding self intersections

2016-12-13 Thread Fabricio Chamon
oh that is really neat Cristobal, thanks for the screenshot and
explanation! going to use that right now!

2016-12-13 21:58 GMT-02:00 Cristobal Infante <cgc...@gmail.com>:

> Another option would have been to ray the original geo to the converted
> vdb geo. Using vdb reshape for the erode, and minimun distance on the ray
> node. This would give you the same topo, on the inner side so no need to
> worry about UVs.
>
> So many options ;)
>
>
> On Tue, 13 Dec 2016 at 22:08, Fabricio Chamon <xsiml...@gmail.com> wrote:
>
>> doh..sorry I misspelled your name. Jonathan =)
>>
>> 2016-12-13 20:07 GMT-02:00 Fabricio Chamon <xsiml...@gmail.com>:
>>
>> yeah Johnatan me to, not super addicted to the voronoi stuff...that
>> straight edges are terrible... I like to use the iterative shatter in
>> IFX...to be honest IFX is a super tool for shattering, but it crashes often
>> with complex geometry (or skips the operator), which makes it unsuable
>> unfortunatelly. Houdini on the other hand is super robust, but needs more
>> advanced work to get that detailed edges.
>>
>> I've already seen this guy's video, it is a nice technique, but it limits
>> you in a way you can't distort too much the geometry or it starts
>> degrading. In such a procedural oriented DCC like houdini I tend to dislike
>> having these limitations, because it makes you care too much about your
>> parameters, and your output is not 100% reliable all the time. One could
>> introduce small artifacts that are hard to see in dense meshes but will
>> surelly show up as holes or overlapping geo at rendertime.
>>
>> anyway, I'm also diving slowly into houdini as projects allow, and I'm
>> liking it so much!
>>
>> 2016-12-13 19:31 GMT-02:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>>
>> hey thanks everyone for the feedback. I tried meshmixer, but houdini
>> actually does the job better and faster (of course because it is more
>> biased in terms of workflow choices), so I'll stick to that ultimately. The
>> attribute transfer SOP was what I needed. yayy =)
>>
>>
>> Had a little play with MeshMixer and came to the same conclusions.
>>
>> Your original request made think a bit more about fracturing in Houdini.
>> I tend to use iFX in XSI and transfer the fractured geometry via Alembic to
>> Houdini as I don't like using Voronoi fracturing. In researching other
>> techniques I came across a nice workflow using Attribute Transfer and
>> Attribute VOP's to apply noise to both the edges and internal faces of the
>> Voronoi fracture to get rid of the straight edges and planer internal
>> faces. Not sure if it's any use to you or if it's a techniques you're
>> already using but somebody might find it useful.
>>
>> It's so simple I'm a tad annoyed I didn't think of something similar
>> myself - but I'm relatively new to Houdini so I'm not beating myself up too
>> much!  :)
>>
>> https://vimeo.com/176497413
>>
>>
>>
>>
>> On 13 December 2016 at 19:48, Fabricio Chamon <xsiml...@gmail.com> wrote:
>>
>> hey thanks everyone for the feedback. I tried meshmixer, but houdini
>> actually does the job better and faster (of course because it is more
>> biased in terms of workflow choices), so I'll stick to that ultimately. The
>> attribute transfer SOP was what I needed. yayy =)
>>
>> 2016-12-12 19:10 GMT-02:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>>
>> you could try Meshmixer, it’s free and used for 3D printing but has a
>> “hollowing” feature that might work.
>>
>> -Ronald
>>
>>
>> Interesting. Meshmixer works in a similar manner to the VDB tools in
>> Houdini (it's solidifying and hollowing tools are based on voxels).
>>
>> I can see how it's useful for it's designed purpose in 3d printing but it
>> will be interesting to throw some lower poly stuff at it and see how much
>> of the topology survives the process.
>>
>> On 12 December 2016 at 15:41, toonafish <ron...@toonafish.nl> wrote:
>>
>> you could try Meshmixer, it’s free and used for 3D printing but has a
>> “hollowing” feature that might work.
>>
>>
>>
>> -Ronald
>>
>>
>>
>>
>>
>>
>>
>> On 12 Dec 2016, at 16:25, Fabricio Chamon <xsiml...@gmail.com> wrote:
>>
>> ...well and minutes after writing the e-mail I found a really reliable
>> solution in houdini, that is messing with vdb to smooth the internal part.
>> The vdbsmooth op retains the nice sharp corners while reducing
>> inter

Re: Setting ICE attribute DataArray in javascript

2016-12-13 Thread Fabricio Chamon
found the culprit... I was running this on a live alembic file...for some
reason it does not work. As soon as I freeze the mesh then it works great.

2016-12-13 20:38 GMT-02:00 Fabricio Chamon <xsiml...@gmail.com>:

> ...and here is the blog post where Stephen shows his code:
> https://xsisupport.com/2013/03/25/aha-setting-dataarray2d-with-jscript/
>
> btw I'm on soft 2015 SP2
>
> 2016-12-13 20:34 GMT-02:00 Fabricio Chamon <xsiml...@gmail.com>:
>
>> Hey,
>>
>> lots of questions these days, sorry.
>>
>> So I'm searching all day through the list and internet to find a solution
>> for this... I'm trying to set per polygon ice attribute values on a mesh
>> via sdk (javascript).
>> The subject was already discussed, Stephen Blair have some studies on it,
>> one solution was given but in the end I'm still not able to get it working.
>>
>> So here's roughly my code:
>>
>> var ICEAttr = highResGeo.AddICEAttribute("rbdId", siICENodeDataLong,
>> siICENodeStructureSingle, siICENodeContextComponent2D );
>> var myDataArray = new Array();
>> var faces = highResGeo.Facets;
>> for (i=0;i<faces.count;i++){
>> var face = faces(i);
>> myDataArray[i] = parseInt(x); //does not matter, assume any value for x
>> }
>>
>> //now here's the tricky part
>>
>> da1 = getSafeArray(myDataArray);
>> da2 = getSafeArray([myDataArray]);
>> ICEAttr.DataArray = da2;
>>
>>
>> //helper function
>> function getSafeArray(jsArr) {
>> var dict = new ActiveXObject("Scripting.Dictionary");
>> for (var i = 0; i < jsArr.length; i++)
>> dict.add(i, jsArr[i]);
>> return dict.Items();
>> }
>>
>>
>>
>>
>> This SafeArray stuff is the solution proposed by Stephen on his
>> blog...but gives me :
>>
>> *WARNING : 3392 - Invalid offset specified while extracting data from
>> this attribute: *
>> *// *
>>
>> Any hints on what I'm doing wrong ??
>>
>> Thanks!
>>
>>
>>
>
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Re: Setting ICE attribute DataArray in javascript

2016-12-13 Thread Fabricio Chamon
...and here is the blog post where Stephen shows his code:
https://xsisupport.com/2013/03/25/aha-setting-dataarray2d-with-jscript/

btw I'm on soft 2015 SP2

2016-12-13 20:34 GMT-02:00 Fabricio Chamon <xsiml...@gmail.com>:

> Hey,
>
> lots of questions these days, sorry.
>
> So I'm searching all day through the list and internet to find a solution
> for this... I'm trying to set per polygon ice attribute values on a mesh
> via sdk (javascript).
> The subject was already discussed, Stephen Blair have some studies on it,
> one solution was given but in the end I'm still not able to get it working.
>
> So here's roughly my code:
>
> var ICEAttr = highResGeo.AddICEAttribute("rbdId", siICENodeDataLong,
> siICENodeStructureSingle, siICENodeContextComponent2D );
> var myDataArray = new Array();
> var faces = highResGeo.Facets;
> for (i=0;i<faces.count;i++){
> var face = faces(i);
> myDataArray[i] = parseInt(x); //does not matter, assume any value for x
> }
>
> //now here's the tricky part
>
> da1 = getSafeArray(myDataArray);
> da2 = getSafeArray([myDataArray]);
> ICEAttr.DataArray = da2;
>
>
> //helper function
> function getSafeArray(jsArr) {
> var dict = new ActiveXObject("Scripting.Dictionary");
> for (var i = 0; i < jsArr.length; i++)
> dict.add(i, jsArr[i]);
> return dict.Items();
> }
>
>
>
>
> This SafeArray stuff is the solution proposed by Stephen on his blog...but
> gives me :
>
> *WARNING : 3392 - Invalid offset specified while extracting data from this
> attribute: *
> *// *
>
> Any hints on what I'm doing wrong ??
>
> Thanks!
>
>
>
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Setting ICE attribute DataArray in javascript

2016-12-13 Thread Fabricio Chamon
Hey,

lots of questions these days, sorry.

So I'm searching all day through the list and internet to find a solution
for this... I'm trying to set per polygon ice attribute values on a mesh
via sdk (javascript).
The subject was already discussed, Stephen Blair have some studies on it,
one solution was given but in the end I'm still not able to get it working.

So here's roughly my code:

var ICEAttr = highResGeo.AddICEAttribute("rbdId", siICENodeDataLong,
siICENodeStructureSingle, siICENodeContextComponent2D );
var myDataArray = new Array();
var faces = highResGeo.Facets;
for (i=0;i

Re: thickness - avoiding self intersections

2016-12-13 Thread Fabricio Chamon
doh..sorry I misspelled your name. Jonathan =)

2016-12-13 20:07 GMT-02:00 Fabricio Chamon <xsiml...@gmail.com>:

> yeah Johnatan me to, not super addicted to the voronoi stuff...that
> straight edges are terrible... I like to use the iterative shatter in
> IFX...to be honest IFX is a super tool for shattering, but it crashes often
> with complex geometry (or skips the operator), which makes it unsuable
> unfortunatelly. Houdini on the other hand is super robust, but needs more
> advanced work to get that detailed edges.
>
> I've already seen this guy's video, it is a nice technique, but it limits
> you in a way you can't distort too much the geometry or it starts
> degrading. In such a procedural oriented DCC like houdini I tend to dislike
> having these limitations, because it makes you care too much about your
> parameters, and your output is not 100% reliable all the time. One could
> introduce small artifacts that are hard to see in dense meshes but will
> surelly show up as holes or overlapping geo at rendertime.
>
> anyway, I'm also diving slowly into houdini as projects allow, and I'm
> liking it so much!
>
> 2016-12-13 19:31 GMT-02:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>
>> hey thanks everyone for the feedback. I tried meshmixer, but houdini
>>> actually does the job better and faster (of course because it is more
>>> biased in terms of workflow choices), so I'll stick to that ultimately. The
>>> attribute transfer SOP was what I needed. yayy =)
>>
>>
>> Had a little play with MeshMixer and came to the same conclusions.
>>
>> Your original request made think a bit more about fracturing in Houdini.
>> I tend to use iFX in XSI and transfer the fractured geometry via Alembic to
>> Houdini as I don't like using Voronoi fracturing. In researching other
>> techniques I came across a nice workflow using Attribute Transfer and
>> Attribute VOP's to apply noise to both the edges and internal faces of the
>> Voronoi fracture to get rid of the straight edges and planer internal
>> faces. Not sure if it's any use to you or if it's a techniques you're
>> already using but somebody might find it useful.
>>
>> It's so simple I'm a tad annoyed I didn't think of something similar
>> myself - but I'm relatively new to Houdini so I'm not beating myself up too
>> much!  :)
>>
>> https://vimeo.com/176497413
>>
>>
>>
>>
>> On 13 December 2016 at 19:48, Fabricio Chamon <xsiml...@gmail.com> wrote:
>>
>>> hey thanks everyone for the feedback. I tried meshmixer, but houdini
>>> actually does the job better and faster (of course because it is more
>>> biased in terms of workflow choices), so I'll stick to that ultimately. The
>>> attribute transfer SOP was what I needed. yayy =)
>>>
>>> 2016-12-12 19:10 GMT-02:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>>>
>>>> you could try Meshmixer, it’s free and used for 3D printing but has a
>>>>> “hollowing” feature that might work.
>>>>>
>>>>> -Ronald
>>>>
>>>>
>>>> Interesting. Meshmixer works in a similar manner to the VDB tools in
>>>> Houdini (it's solidifying and hollowing tools are based on voxels).
>>>>
>>>> I can see how it's useful for it's designed purpose in 3d printing but
>>>> it will be interesting to throw some lower poly stuff at it and see how
>>>> much of the topology survives the process.
>>>>
>>>> On 12 December 2016 at 15:41, toonafish <ron...@toonafish.nl> wrote:
>>>>
>>>>> you could try Meshmixer, it’s free and used for 3D printing but has a
>>>>> “hollowing” feature that might work.
>>>>>
>>>>> -Ronald
>>>>>
>>>>>
>>>>>
>>>>> On 12 Dec 2016, at 16:25, Fabricio Chamon <xsiml...@gmail.com> wrote:
>>>>>
>>>>> ...well and minutes after writing the e-mail I found a really reliable
>>>>> solution in houdini, that is messing with vdb to smooth the internal part.
>>>>> The vdbsmooth op retains the nice sharp corners while reducing
>>>>> intersections, that is exactly what I want! The only problem is how to
>>>>> merge both parts back while mantaining UVs. Houdini is giving me this
>>>>> warning: *"A mis-match of attributes on the inputs was detected. Some
>>>>> of the attribute values may not be initialized to expected values, i.e.:
>>>>> name, path, N, uv."*
>>>>&g

Re: thickness - avoiding self intersections

2016-12-13 Thread Fabricio Chamon
yeah Johnatan me to, not super addicted to the voronoi stuff...that
straight edges are terrible... I like to use the iterative shatter in
IFX...to be honest IFX is a super tool for shattering, but it crashes often
with complex geometry (or skips the operator), which makes it unsuable
unfortunatelly. Houdini on the other hand is super robust, but needs more
advanced work to get that detailed edges.

I've already seen this guy's video, it is a nice technique, but it limits
you in a way you can't distort too much the geometry or it starts
degrading. In such a procedural oriented DCC like houdini I tend to dislike
having these limitations, because it makes you care too much about your
parameters, and your output is not 100% reliable all the time. One could
introduce small artifacts that are hard to see in dense meshes but will
surelly show up as holes or overlapping geo at rendertime.

anyway, I'm also diving slowly into houdini as projects allow, and I'm
liking it so much!

2016-12-13 19:31 GMT-02:00 Jonathan Moore <jonathan.moo...@gmail.com>:

> hey thanks everyone for the feedback. I tried meshmixer, but houdini
>> actually does the job better and faster (of course because it is more
>> biased in terms of workflow choices), so I'll stick to that ultimately. The
>> attribute transfer SOP was what I needed. yayy =)
>
>
> Had a little play with MeshMixer and came to the same conclusions.
>
> Your original request made think a bit more about fracturing in Houdini. I
> tend to use iFX in XSI and transfer the fractured geometry via Alembic to
> Houdini as I don't like using Voronoi fracturing. In researching other
> techniques I came across a nice workflow using Attribute Transfer and
> Attribute VOP's to apply noise to both the edges and internal faces of the
> Voronoi fracture to get rid of the straight edges and planer internal
> faces. Not sure if it's any use to you or if it's a techniques you're
> already using but somebody might find it useful.
>
> It's so simple I'm a tad annoyed I didn't think of something similar
> myself - but I'm relatively new to Houdini so I'm not beating myself up too
> much!  :)
>
> https://vimeo.com/176497413
>
>
>
>
> On 13 December 2016 at 19:48, Fabricio Chamon <xsiml...@gmail.com> wrote:
>
>> hey thanks everyone for the feedback. I tried meshmixer, but houdini
>> actually does the job better and faster (of course because it is more
>> biased in terms of workflow choices), so I'll stick to that ultimately. The
>> attribute transfer SOP was what I needed. yayy =)
>>
>> 2016-12-12 19:10 GMT-02:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>>
>>> you could try Meshmixer, it’s free and used for 3D printing but has a
>>>> “hollowing” feature that might work.
>>>>
>>>> -Ronald
>>>
>>>
>>> Interesting. Meshmixer works in a similar manner to the VDB tools in
>>> Houdini (it's solidifying and hollowing tools are based on voxels).
>>>
>>> I can see how it's useful for it's designed purpose in 3d printing but
>>> it will be interesting to throw some lower poly stuff at it and see how
>>> much of the topology survives the process.
>>>
>>> On 12 December 2016 at 15:41, toonafish <ron...@toonafish.nl> wrote:
>>>
>>>> you could try Meshmixer, it’s free and used for 3D printing but has a
>>>> “hollowing” feature that might work.
>>>>
>>>> -Ronald
>>>>
>>>>
>>>>
>>>> On 12 Dec 2016, at 16:25, Fabricio Chamon <xsiml...@gmail.com> wrote:
>>>>
>>>> ...well and minutes after writing the e-mail I found a really reliable
>>>> solution in houdini, that is messing with vdb to smooth the internal part.
>>>> The vdbsmooth op retains the nice sharp corners while reducing
>>>> intersections, that is exactly what I want! The only problem is how to
>>>> merge both parts back while mantaining UVs. Houdini is giving me this
>>>> warning: *"A mis-match of attributes on the inputs was detected. Some
>>>> of the attribute values may not be initialized to expected values, i.e.:
>>>> name, path, N, uv."*
>>>>
>>>> Of course this is me not handling the attribute transfer correctly, so
>>>> any help is much appreciated! =)
>>>>
>>>> Tree and results:
>>>>
>>>> 
>>>>
>>>> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon <xsiml...@gmail.com>:
>>>>
>>>>> Hey everybody,
>>>>>
>>>>> what are your choices when it comes to thickness/solidify (o

Find cluster from polygon - script

2016-12-13 Thread Fabricio Chamon
Hey guys,

is there a quick way to find which cluster(s) a polygon belongs to without
looping over all cluster elements?

thanks.
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Re: thickness - avoiding self intersections

2016-12-13 Thread Fabricio Chamon
hey thanks everyone for the feedback. I tried meshmixer, but houdini
actually does the job better and faster (of course because it is more
biased in terms of workflow choices), so I'll stick to that ultimately. The
attribute transfer SOP was what I needed. yayy =)

2016-12-12 19:10 GMT-02:00 Jonathan Moore <jonathan.moo...@gmail.com>:

> you could try Meshmixer, it’s free and used for 3D printing but has a
>> “hollowing” feature that might work.
>>
>> -Ronald
>
>
> Interesting. Meshmixer works in a similar manner to the VDB tools in
> Houdini (it's solidifying and hollowing tools are based on voxels).
>
> I can see how it's useful for it's designed purpose in 3d printing but it
> will be interesting to throw some lower poly stuff at it and see how much
> of the topology survives the process.
>
> On 12 December 2016 at 15:41, toonafish <ron...@toonafish.nl> wrote:
>
>> you could try Meshmixer, it’s free and used for 3D printing but has a
>> “hollowing” feature that might work.
>>
>> -Ronald
>>
>>
>>
>> On 12 Dec 2016, at 16:25, Fabricio Chamon <xsiml...@gmail.com> wrote:
>>
>> ...well and minutes after writing the e-mail I found a really reliable
>> solution in houdini, that is messing with vdb to smooth the internal part.
>> The vdbsmooth op retains the nice sharp corners while reducing
>> intersections, that is exactly what I want! The only problem is how to
>> merge both parts back while mantaining UVs. Houdini is giving me this
>> warning: *"A mis-match of attributes on the inputs was detected. Some of
>> the attribute values may not be initialized to expected values, i.e.: name,
>> path, N, uv."*
>>
>> Of course this is me not handling the attribute transfer correctly, so
>> any help is much appreciated! =)
>>
>> Tree and results:
>>
>> 
>>
>> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon <xsiml...@gmail.com>:
>>
>>> Hey everybody,
>>>
>>> what are your choices when it comes to thickness/solidify (or whatever
>>> you call it) geometry?
>>> What software/operator or plugin you find most reliable to ouput a good
>>> geo?
>>>
>>> I'm doing some fracture work lately, and I've always had problems to
>>> solidify complex geometry (with varying thickness/sharp angles and
>>> corners/etc). It ends up self-intersecting the inside part, which obviusly
>>> causes problems when you have to shatter later on.
>>>
>>> Here's a good example, this is a corner piece from a rubiks cube (left
>>> original, right solidified, bottom isolated internal result geo):
>>>
>>> 
>>>
>>> I've tried some options like:
>>>
>>> - apply the operator, then select the internal part and relax/smooth the
>>> geo (not ideal, since it starts to degrade the original shape, to the point
>>> it starts creating some internal/external intersections in some areas)
>>>
>>> - using blender, that has a nice feature on its thickness operator
>>> called "clamp". It is exaclty what I need, but it's limited and does not
>>> work good in this piece for some reason.
>>>
>>> I'm sure there are more smart options out there...maybe a vdb stuff for
>>> the internal part, then converting it back to geo, but I'm out of ideas
>>> right now.
>>>
>>> How would you approach this ? (mesh is attached, in case someone wants
>>> to give it a shot).
>>>
>>> Thanks a lot guys!
>>>
>>
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>>
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Re: Houdini voronoi to Soft - disconnected faces?

2016-12-12 Thread Fabricio Chamon
@Cristobal and Andreas: yeah, that was it! thanks a lot!


@Morten: I'm a big fan of IFX, and currently using in the same project. I
love how powerful the ice operators can be to create nested shatters,
although it crashes sometimes. But I suddenly got this big messy mesh with
all sorts of bad geometry, so IFX unfortunatelly is not able to cope with
it (skips the operator), and I don't have the proper time to clean this up.
In the other hand, Houdini handles it effortlessly and that's just what I
need, so why not? =)
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Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
yes I tried converting to poly before the fuse node, nothing changed.

But as I'm now commited to the beforementioned workflow things are sort of
flowing.

Thanks for the tips anyway! Will surelyl remember that for the next time.

2016-12-06 17:59 GMT-02:00 Nono <nnois...@gmail.com>:

> Maybe you can't fuse because of polysoup or packedgeo, did you try a
> convert node (to poly) or an unpack before fusing ?
>
> Be carefull with fuse thought if you fuse your surely have to do that in a
> loop (just use the piece attribute) to prevent fusing pieces together.
>
> Cheers
>
> On 6 December 2016 at 16:32, Fabricio Chamon <xsiml...@gmail.com> wrote:
>
>> thanks Christopher! I tried using divide + the scale/rescale stuff...even
>> so I'm still not getting 100% reliable results as you noted.
>>
>> On top of that there are many issues with alembic importer in
>> softimage It is buggy and hangs/crashes randomly (with the fractured
>> meshes coming houdini I have to say...didn't have any troubles like that in
>> other scenarios)
>>
>> Ok. so here is an overview in case anybody else needs to transfer houdini
>> fractures back to softimage:
>>
>> - .obj always import ok (doesn't crash), but internal faces are always
>> disconnected
>> - .abc imported through built-in importer sort of works (a progress bar
>> hangs at viewport, I have to click cancel, but everything is there). Welded
>> faces, which is nice, BUT messed up (stretched) UVs in some spots. Also, it
>> introduces all kinds of wierdnessess in the scene, so totally not
>> recomended.
>> - .abc imported through exocortex crate works reliably (doesn't crash, no
>> buggy behaviors). Welded faces, BUT no UVs (well it comes with a strange UV
>> that is not usable). Retains inside/outside groups from houdini (stored as
>> clusters) which is a big plus
>>
>> So in the end the "easiest" way I found to transfer these meshes is to
>> export data as alembic through the ROP Alembic Output node (ogawa or
>> whatever, does not really matter), then import into soft with crate and
>> finally transfer the UVs using gator. (yeah terrible for dense meshes).
>>
>>
>>
>> 2016-12-06 12:36 GMT-02:00 Christopher Crouzet <
>> christopher.crou...@gmail.com>:
>>
>>> For information, I also had issues with the Voronoi SOP creating a
>>> suboptimal mesh output (disconnected points here and there) and found that
>>> the scale of the object can greatly influence the quality of the fracture.
>>> So just crank up the scale to reach a bounding box of around 100-1000 units
>>> (don't go too high or this might cause floating-point issues), apply the
>>> Voronoi SOP, and revert the scale back. Another helpful thing to do, as
>>> recommended by SESI, is to avoid an input geometry with non-planar faces by
>>> inserting a Divide SOP before the fracture.
>>>
>>> Well, even with these 2 tips it still might not work depending on the
>>> input geometry.
>>>
>>>
>>> On 6 December 2016 at 21:29, Fabricio Chamon <xsiml...@gmail.com> wrote:
>>>
>>>> ok solved exporting through a ROP node instead of file node. Now
>>>> alembic imports fine and all faces are good. =)
>>>>
>>>> 2016-12-06 12:15 GMT-02:00 Fabricio Chamon <xsiml...@gmail.com>:
>>>>
>>>>> Well, unfortunatelly soft crashes everytime I try to import this
>>>>> alembic mesh from houdini... so I went for objs.
>>>>>
>>>>> And I'm afraid I can't merge them in Soft because a) it will take
>>>>> quite some time as the whole geo is dense and b) I'd have to leave a gap
>>>>> between the pieces or else any adjacent pieces would get merged 
>>>>> together...
>>>>> and I want them to be single pieces.
>>>>>
>>>>> is that an export thing ? Because it works nicely inside houdini...
>>>>>
>>>>> 2016-12-06 12:07 GMT-02:00 nikaragua86 <nikaragu...@gmail.com>:
>>>>>
>>>>>> hi, i had the same issue, exported simulation from houdini to maya
>>>>>> with alembic, i just merged vertices in maya
>>>>>>
>>>>>> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon <xsiml...@gmail.com>:
>>>>>>
>>>>>>> Hey gang,
>>>>>>>
>>>>>>> I'm doing a voronoi shatter in houdini and want to bring the result
>>>>>>> back into s

Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
thanks Christopher! I tried using divide + the scale/rescale stuff...even
so I'm still not getting 100% reliable results as you noted.

On top of that there are many issues with alembic importer in softimage
It is buggy and hangs/crashes randomly (with the fractured meshes coming
houdini I have to say...didn't have any troubles like that in other
scenarios)

Ok. so here is an overview in case anybody else needs to transfer houdini
fractures back to softimage:

- .obj always import ok (doesn't crash), but internal faces are always
disconnected
- .abc imported through built-in importer sort of works (a progress bar
hangs at viewport, I have to click cancel, but everything is there). Welded
faces, which is nice, BUT messed up (stretched) UVs in some spots. Also, it
introduces all kinds of wierdnessess in the scene, so totally not
recomended.
- .abc imported through exocortex crate works reliably (doesn't crash, no
buggy behaviors). Welded faces, BUT no UVs (well it comes with a strange UV
that is not usable). Retains inside/outside groups from houdini (stored as
clusters) which is a big plus

So in the end the "easiest" way I found to transfer these meshes is to
export data as alembic through the ROP Alembic Output node (ogawa or
whatever, does not really matter), then import into soft with crate and
finally transfer the UVs using gator. (yeah terrible for dense meshes).



2016-12-06 12:36 GMT-02:00 Christopher Crouzet <
christopher.crou...@gmail.com>:

> For information, I also had issues with the Voronoi SOP creating a
> suboptimal mesh output (disconnected points here and there) and found that
> the scale of the object can greatly influence the quality of the fracture.
> So just crank up the scale to reach a bounding box of around 100-1000 units
> (don't go too high or this might cause floating-point issues), apply the
> Voronoi SOP, and revert the scale back. Another helpful thing to do, as
> recommended by SESI, is to avoid an input geometry with non-planar faces by
> inserting a Divide SOP before the fracture.
>
> Well, even with these 2 tips it still might not work depending on the
> input geometry.
>
>
> On 6 December 2016 at 21:29, Fabricio Chamon <xsiml...@gmail.com> wrote:
>
>> ok solved exporting through a ROP node instead of file node. Now alembic
>> imports fine and all faces are good. =)
>>
>> 2016-12-06 12:15 GMT-02:00 Fabricio Chamon <xsiml...@gmail.com>:
>>
>>> Well, unfortunatelly soft crashes everytime I try to import this alembic
>>> mesh from houdini... so I went for objs.
>>>
>>> And I'm afraid I can't merge them in Soft because a) it will take quite
>>> some time as the whole geo is dense and b) I'd have to leave a gap between
>>> the pieces or else any adjacent pieces would get merged together... and I
>>> want them to be single pieces.
>>>
>>> is that an export thing ? Because it works nicely inside houdini...
>>>
>>> 2016-12-06 12:07 GMT-02:00 nikaragua86 <nikaragu...@gmail.com>:
>>>
>>>> hi, i had the same issue, exported simulation from houdini to maya with
>>>> alembic, i just merged vertices in maya
>>>>
>>>> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon <xsiml...@gmail.com>:
>>>>
>>>>> Hey gang,
>>>>>
>>>>> I'm doing a voronoi shatter in houdini and want to bring the result
>>>>> back into softimage (exporting .obj to Soft 2015 SP2). The outside pieces
>>>>> are disconected from the inside pieces, like this:
>>>>>
>>>>> [image: Imagem inline 1]
>>>>>
>>>>> I'm pretty sure it's me doing something wrong in houdini... My setup
>>>>> is really simple: Import alembic mesh > vdb from polys > scatter > voronoi
>>>>> with those points. Already tried to mess with all the voronoi parameters
>>>>> and add a fuse node at the very end just before exporting. But I can't 
>>>>> find
>>>>> a way to have the outside/inside faces merged for each piece.
>>>>>
>>>>> any hints?
>>>>>
>>>>> Thank you
>>>>>
>>>>> --
>>>>> Softimage Mailing List.
>>>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>>>> with "unsubscribe" in the subject, and reply to confirm.
>>>>>
>>>>
>>>>
>>>> --
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>>>
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>
>
>
> --
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> *http://christophercrouzet.com* <http://christophercrouzet.com>
>
>
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Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
ok solved exporting through a ROP node instead of file node. Now alembic
imports fine and all faces are good. =)

2016-12-06 12:15 GMT-02:00 Fabricio Chamon <xsiml...@gmail.com>:

> Well, unfortunatelly soft crashes everytime I try to import this alembic
> mesh from houdini... so I went for objs.
>
> And I'm afraid I can't merge them in Soft because a) it will take quite
> some time as the whole geo is dense and b) I'd have to leave a gap between
> the pieces or else any adjacent pieces would get merged together... and I
> want them to be single pieces.
>
> is that an export thing ? Because it works nicely inside houdini...
>
> 2016-12-06 12:07 GMT-02:00 nikaragua86 <nikaragu...@gmail.com>:
>
>> hi, i had the same issue, exported simulation from houdini to maya with
>> alembic, i just merged vertices in maya
>>
>> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon <xsiml...@gmail.com>:
>>
>>> Hey gang,
>>>
>>> I'm doing a voronoi shatter in houdini and want to bring the result back
>>> into softimage (exporting .obj to Soft 2015 SP2). The outside pieces are
>>> disconected from the inside pieces, like this:
>>>
>>> [image: Imagem inline 1]
>>>
>>> I'm pretty sure it's me doing something wrong in houdini... My setup is
>>> really simple: Import alembic mesh > vdb from polys > scatter > voronoi
>>> with those points. Already tried to mess with all the voronoi parameters
>>> and add a fuse node at the very end just before exporting. But I can't find
>>> a way to have the outside/inside faces merged for each piece.
>>>
>>> any hints?
>>>
>>> Thank you
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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>>
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Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
Well, unfortunatelly soft crashes everytime I try to import this alembic
mesh from houdini... so I went for objs.

And I'm afraid I can't merge them in Soft because a) it will take quite
some time as the whole geo is dense and b) I'd have to leave a gap between
the pieces or else any adjacent pieces would get merged together... and I
want them to be single pieces.

is that an export thing ? Because it works nicely inside houdini...

2016-12-06 12:07 GMT-02:00 nikaragua86 <nikaragu...@gmail.com>:

> hi, i had the same issue, exported simulation from houdini to maya with
> alembic, i just merged vertices in maya
>
> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon <xsiml...@gmail.com>:
>
>> Hey gang,
>>
>> I'm doing a voronoi shatter in houdini and want to bring the result back
>> into softimage (exporting .obj to Soft 2015 SP2). The outside pieces are
>> disconected from the inside pieces, like this:
>>
>> [image: Imagem inline 1]
>>
>> I'm pretty sure it's me doing something wrong in houdini... My setup is
>> really simple: Import alembic mesh > vdb from polys > scatter > voronoi
>> with those points. Already tried to mess with all the voronoi parameters
>> and add a fuse node at the very end just before exporting. But I can't find
>> a way to have the outside/inside faces merged for each piece.
>>
>> any hints?
>>
>> Thank you
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
Hey gang,

I'm doing a voronoi shatter in houdini and want to bring the result back
into softimage (exporting .obj to Soft 2015 SP2). The outside pieces are
disconected from the inside pieces, like this:

[image: Imagem inline 1]

I'm pretty sure it's me doing something wrong in houdini... My setup is
really simple: Import alembic mesh > vdb from polys > scatter > voronoi
with those points. Already tried to mess with all the voronoi parameters
and add a fuse node at the very end just before exporting. But I can't find
a way to have the outside/inside faces merged for each piece.

any hints?

Thank you
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Re: Particle volume rendering problem

2016-11-17 Thread Fabricio Chamon
I remember having some problems like this in the past.. what is your scene
scale? Try resizing everything to the default grid scale just to check how
it goes.

Em qui, 17 de nov de 2016 às 22:57, Sven Constable 
escreveu:

> Hey list,
>
>
>
> I did some tests for an upcoming project and rendering doesn't work as
> expected. Just basic ICE particles with built-in nodes and some deformers
> on the pointcloud. Rendered with mental ray.
> As you can see in the vid, there are render problems. Sometimes it looks
> like missing tiles in the rendering but mostly it seems to be missing
> particles in the cloud itself. In this video there are all missing at the
> bottom but in other tests it happened also at the top and sometime at the
> sides of the point cloud. Never inside the cloud. And it only happens at
> render time. No particles are missing in the viewport.
>
>
>
> http://www.imagefront.de/tmp/steam_BTY.mp4
>
>
>
> What I tried so far:
>
>
>
> Eliminated render farm problems: Rendered it locally on the workstation.
>
>
>
> Possible caching problem? Rendered it on a workstation on the fly without
> any caching.
>
>
>
> Tried playback caching as well as the manual 'write cache' via the cache
> manager. (unlikely since it also happens with no caching at all)
>
>
>
> Put the point cloud to global zero with no offsets in SRT.
>
>
>
> Changed most of the MR render settings. Including switching to BSP1.
> Disabled On Disk Framebuffer.
>
>
>
> Changed settings of the volume shader ( specially the bounding box size
> for the voxel computation. Set it to manual instead of Auto because the
> missing parts always appeared at the perimeter of the cloud). I also
> changed most of the other settings that possibly could have an effect.
>
>
>
> Tried both built-in particle volume shaders, 'Particle Volume Cloud' and
> the basic 'Particle Renderer'. (btw. the volume cloud shader by Holger
> Schoenberger is amazing) However,  it gave me the same problems.
>
>
>
> Reduzed the particle rate (this is the video showing different particle
> counts but it happens in all versions as you can see).
>
>
>
>
>
> I'm pretty much out of ideas. Anyone?
>
>
>
> Thanks,
>
> sven
>
>
>
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Re: Exploding fractured mesh

2016-11-03 Thread Fabricio Chamon
If you are keen to staying in softimage Momentum + implosiaFX should pretty
much serve all your needs. As Simon stated it will be not as stable as
houdini, but I've done some pretty decent setups with it.. some
intermediate ice skills and an understanting of the whole workflow of
momentum is needed, but for the kind of effect you described it should not
be too hard to get started... let me know if you need a hand and I can
create a quick setup here to send you.

Em quinta-feira, 3 de novembro de 2016, Cristobal Infante 
escreveu:

> Just out of curiosity, do you need the pieces to then fall or fly away?
>
> Using the normal as inital vel?
>
> Best,
> Cris
>
>
> On 3 November 2016 at 16:00, Orlando Esponda  > wrote:
>
>> Have you tried with Momentum?  Your description sounds like the perfect
>> job for it.
>>
>> El jue., nov. 3, 2016 9:55 AM, Morten Bartholdy > > escribió:
>>
>>> It was long ago and I know Houdini has progressed immensely, but from
>>> what I hear you still have to use expressions a lot, and I am much more a
>>> connect nodes and click buttons guy. It is awesome what can be done with
>>> Houdini, but it is just not very userfriendly that you have to remember or
>>> keep a repository of expressions to get things done.
>>>
>>> I wish it they would make an effort to get everything working with their
>>> nodes so it would just be a matter of connecting them right - how hard
>>> would that be, since the functionality is there..?
>>>
>>> //Morten
>>>
>>>
>>>
>>>
>>> > Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
>>> cgc...@gmail.com >:
>>> >
>>> >
>>> > "To get anything working"
>>> >
>>> > That's simply not true. Yes you can use some expressions here and
>>> there,
>>> > and some of it is the houdini way. Once you learn expression they make
>>> your
>>> > life easier. I personally use Evernote to write them down, eventually
>>> you
>>> > will learn them.
>>> >
>>> > The setup you described can be done with no expressions at all.. Up to
>>> you
>>> > though ;)
>>> >
>>> >
>>> > On 3 November 2016 at 14:43, Morten Bartholdy >> 
>>> > >> ');>> wrote:
>>> >
>>> > > Well yes, I am sure Houdini is up to the task, and almost as sure I
>>> am not
>>> > > ;-)  I tried a bit of Houdini tutorial once and quickly got stuck
>>> because
>>> > > you have to type in expressions here and there to get anything
>>> working, and
>>> > > I am just not the syntax type.
>>> > >
>>> > > I actually found that Gustavo Eggert Boehs fine Motion Tools
>>> probably can
>>> > > do what I want, so I will give that a spin.
>>> > >
>>> > > //Morten
>>> > >
>>> > >
>>> > >
>>> > > > Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <
>>> > > cgc...@gmail.com 
>>> >> ');>>:
>>> > > >
>>> > > >
>>> > > > This would be very straight forward in houdini, and possibly a good
>>> > > > exercise to get going ;)
>>> > > >
>>> > > > On 3 November 2016 at 13:19, Morten Bartholdy >> 
>>> > > >> ');>> wrote:
>>> > > >
>>> > > > > I am trying to put together an effect where I need to explode
>>> > > prefractured
>>> > > > > chunks of geometry from a mesh.
>>> > > > >
>>> > > > > Ideally it should be controllable so I can move a null o an
>>> object
>>> > > around
>>> > > > > and start bits flying off away from the original unfractured
>>> objects
>>> > > > > surface along the normals.
>>> > > > >
>>> > > > > I Have fractured the bits and used Julian Johnsons excellent
>>> Faster
>>> > > > > Polygon Islands operator to generate particles and lock the
>>> chunks to
>>> > > the
>>> > > > > particles. This setup works fine in a non simulated tree where I
>>> can do
>>> > > > > nonsimulated effects like turbulizing the position of the
>>> particles
>>> > > with
>>> > > > > emtool_turbulize_position, but I need to make it simulated,
>>> apply some
>>> > > > > forces, and use some sort of inititalizing object for the
>>> effect, so
>>> > > it can
>>> > > > > be animated to grow from one place on the geoemtry and spread
>>> out over
>>> > > the
>>> > > > > surface.
>>> > > > >
>>> > > > > I can't really figure out how to take the pointcloud generated by
>>> > > Julians
>>> > > > > emVI_Create Particles from Island Centres and explode the
>>> particles. Is
>>> > > > > there perhaps a tutorial 

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Fabricio Chamon
ok thanks a lot for the deep explanation Nicolas.. All I need is a quick
way to get acceptable mocap results to feed into my own crowd workflow.
>From your description it seems that after some trial and error one is able
to get it going and produce some decent animations. For the price maybe
it's worth a try,
thanks again.

2016-08-04 11:19 GMT-03:00 Enter Reality <3dv...@gmail.com>:

> Hi Fabricio,
>
> If you take a look at the forum there are quite a lot of people
> complaining about lots of stuff, but it's also true that with 1500$ you
> won't get a super-professional product, even if I can say that the money I
> spent were well spent ( I backed the kickstarter campaign and got 2 of them
> for a total of 1000$ )
>
> In general the suit works pretty good and I have been working with it
> since January...in order to speed up the recording and to put the animation
> onto a character I created my own pipeline which right now allows me to
> record and process the animations in very short time.
>
> The time consuming part is at the beginning when you're start testing the
> entire setup ( lots of things can go wrong and will probably go wrong )
> The calibration itself ( if followed properly ) gives good results, but
> the actual "virtual puppet" which is rapresented isn't a 1:1 copy of you,
> since you can choose only the height of the character, nothing else.
> Since it's a IMU based mocap suit there are issues when you try to clap or
> you two-hand a sword for example, but this is something which can be easily
> adjusted later inside Maya/MoBu.
>
> You can use two methods to record animation: via USB or via Wifi
> USB works every time and it takes 1 second to be connected, while Wifi
> connection is ( most of the time ) completely random, so sometimes you're
> connected in 10 seconds while sometimes it takes up to 5 minutes...the
> developers themself are not sure why this is happening, which is great :D
>
> Once you're connected the only thing you need to take care of is to be
> away from magnetic source ( mobile phones, pc, and so on ).
> The software used to record the animation allows for some tweaking ( hips
> fixed in place, smoothing and so on ) and in general it works quite good,
> also considering that there are dedicated plugins for UE4, Unity, Motion
> Builder and iClone.
> Since January the sensors got magnetized last week, but that happended
> because I constantly worked with my mobile phone in my hands or very close
> to them, so I'm experiencing some drifting while recording...to demagnetize
> you have to re-calibrate the sensors, which is a bit time consuming, but in
> 20 minutes you're done.
>
> Overall I think that 1500$ for this suit are worthed if you don't need a
> super-high mocap suit, this is a very good solution for hobbyst but also
> for those who wants to create their own animation rather then paying
> someone else and probably giving away the amount of 4 suits.
> The tech issues are there, but it also depends on your setup.
> With my tower pc the wifi streaming works great, with my laptop the suit
> is not recognized, so if I need to record long animations in a large space
> I need to move my tower pc ( and everything else ) outside, which is a bit
> annoying but doable.
>
> Nicolas
>
> 2016-08-04 15:48 GMT+02:00 Fabricio Chamon <xsiml...@gmail.com>:
>
>> Hey Nicolas, very nice! I'm particularly interested in the mocap suit.
>> Does it work well? How is the setup/calibration time? Any pros/cons? I can
>> see in the perception neuron website that you have to be extremely carefull
>> with your calibration or the system really will not work good enough. How
>> is your experience with that?
>>
>> Thanks for sharing, nice experiment!
>>
>>
>> Em quinta-feira, 4 de agosto de 2016, Enter Reality <3dv...@gmail.com>
>> escreveu:
>>
>>> Yep, I couldn't find a good enough sword so I put that in :D
>>>
>>> Possibly during the weekend I'll updated the scene with a multi-level
>>> environment ( which helps a lot with the ridiculous restriction on mobile )
>>> and maybe turn it into a game, but I doubt it ( single person development
>>> with zero programming knowledge ), but I'm curious to see how other people
>>> will use this setup
>>>
>>> 2016-08-04 13:00 GMT+02:00 Sebastien Sterling <
>>> sebastien.sterl...@gmail.com>:
>>>
>>>> Is that Artoria's sword :P
>>>>
>>>> On 4 August 2016 at 12:39, Olivier Jeannel <facialdel...@gmail.com>
>>>> wrote:
>>>>
>>>>> Super ! Please keep us posted, very inspirating !
>>>>>
>>>&g

Re: OT: GearVR + Mocap Suit = Full Body in VR

2016-08-04 Thread Fabricio Chamon
Hey Nicolas, very nice! I'm particularly interested in the mocap suit. Does
it work well? How is the setup/calibration time? Any pros/cons? I can see
in the perception neuron website that you have to be extremely carefull
with your calibration or the system really will not work good enough. How
is your experience with that?

Thanks for sharing, nice experiment!

Em quinta-feira, 4 de agosto de 2016, Enter Reality <3dv...@gmail.com>
escreveu:

> Yep, I couldn't find a good enough sword so I put that in :D
>
> Possibly during the weekend I'll updated the scene with a multi-level
> environment ( which helps a lot with the ridiculous restriction on mobile )
> and maybe turn it into a game, but I doubt it ( single person development
> with zero programming knowledge ), but I'm curious to see how other people
> will use this setup
>
> 2016-08-04 13:00 GMT+02:00 Sebastien Sterling <
> sebastien.sterl...@gmail.com
> >:
>
>> Is that Artoria's sword :P
>>
>> On 4 August 2016 at 12:39, Olivier Jeannel > > wrote:
>>
>>> Super ! Please keep us posted, very inspirating !
>>>
>>> On Thu, Aug 4, 2016 at 11:54 AM, Enter Reality <3dv...@gmail.com
>>> > wrote:
>>>
 Hi guys,

 I just want to share one of the projects I'm developing using the
 GearVR and a mocap suit.

 In short I'm walking inside a VR environment using the mocap suit to
 walk around and interact with the environment

 GearVR Test Demo 

 I'm using a Samsung Galaxy S7 Edge and the Noitom Perception Neuron
 Suit, and all the data is sent to the smartphone via Wifi...a bit laggy,
 but considenring the setup I'm quite satisfied by the results.

 I've shared the entire project on the UE4 forum
 
 if someone want to test the scene

 The video shows just a very simple environment, but future updates will
 include more content and features.

 I'm not planning to focus on games using this setup, but I guess that
 this is a good way to show everyone what I'm doing.

 Best Regards

 Nicolas Esposito

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>>>
>>>
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>>>
>>
>>
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Re: shameless plug - Fabricio Chamon

2016-07-12 Thread Fabricio Chamon
Hey, thanks Mirko! I've been asked for a bunch of hair/fur/feathers
projects on the last months, glad you liked the results. Looking forward to
working with you. =)

Pedro, thanks my friend, many inspiration comes from your awesome ice
stuff. keep it up.


2016-07-12 9:01 GMT-03:00 pedro santos <probi...@gmail.com>:

> Hey Fabricio!
> Neat looking website. Godspeed with the demo reel.
>
> Good luck in this new venture!
>
> Abraço!
>
> On Tue, Jul 12, 2016 at 12:54 PM, Fabricio Chamon <xsiml...@gmail.com>
> wrote:
>
>> Hello fellow softimagers! (Short text, I promiss...)
>>
>> Sorry for the self promotion, but there's no other place I know that will
>> like my softimage skills. =)
>>
>> After ~10 years of fixed contracts, I finally got into the field for
>> freelance working.
>>
>> Generalist, with inclination for fx/simulation/rendering/techy stuff.
>> Strong ICE knowledge. Also have been working on Maya lately, doing lots of
>> hair (xgen/yeti), crowds (golaem), particles/fx stuff. Arnold for render,
>> nuke/after effects for compositing.
>>
>> Recent work here: www.fabriciochamon.com (reel is on the way)
>> Tools/making-of videos here: www.vimeo.com/fchamon
>>
>> If you need a hand on any task, please feel free to drop me a line at
>> fabricio.cha...@gmail.com
>>
>> Thanks for your time and help over all these years! Greatly appreciated.
>>
>> Fabricio
>>
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>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
> <http://probiner.x10.mx/>*
>
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shameless plug - Fabricio Chamon

2016-07-12 Thread Fabricio Chamon
Hello fellow softimagers! (Short text, I promiss...)

Sorry for the self promotion, but there's no other place I know that will
like my softimage skills. =)

After ~10 years of fixed contracts, I finally got into the field for
freelance working.

Generalist, with inclination for fx/simulation/rendering/techy stuff.
Strong ICE knowledge. Also have been working on Maya lately, doing lots of
hair (xgen/yeti), crowds (golaem), particles/fx stuff. Arnold for render,
nuke/after effects for compositing.

Recent work here: www.fabriciochamon.com (reel is on the way)
Tools/making-of videos here: www.vimeo.com/fchamon

If you need a hand on any task, please feel free to drop me a line at
fabricio.cha...@gmail.com

Thanks for your time and help over all these years! Greatly appreciated.

Fabricio
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Re: Momentum / implosiafx plugins

2016-05-27 Thread Fabricio Chamon
if I can recall, plotting was a feature pre-alembic. It got discontinued
once alembic took place.

Now there we have a killer combo: implosia + momentum + crate (easy retime
tools), all for free. I bet this is far better than MANY paid comercial
plugins out there... =)

2016-05-26 22:03 GMT-03:00 Sven Constable :

> I checked the crate plugin, but its an just alembic import export. The
> docs for momentum says there should be a submenue called 'plotting'. The
> settings in the scene root for momentum, regarding plotting are also
> missing. Version 3 has it.
>
> I checked with Softimage 2011 SP2 and 2015 SP2.
>
> The demo limitation in prior versions did not allow plotting. Maybe the
> plotting functions were removed accidently by removing the license
> verification inside the 'SoftimageMomentum.dll'. I maybe wrong. Oleg?
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Morris
> *Sent:* Friday, May 27, 2016 12:16 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Momentum / implosiafx plugins
>
>
>
> I think they moved the plotting to the crate plugin? Also free to use now
> :)
>
>
>
> On 26 May 2016 at 22:04, Sven Constable  wrote:
>
> Thank you. Is it just me or is the plotting functionality removed? I cant
> find it in the Momentum menue nor the global  Momentum Settings in the
> scene root.
>
> sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Oleg Bliznuk
> *Sent:* Thursday, May 26, 2016 4:24 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Momentum / implosiafx plugins
>
>
>
> Hi all,
>
> Since the EOL of Softmage I'd like to open free access to Momentum and
> ImplosiaFX plugins. You can grab it here :
> ImplosiaFX
> https://drive.google.com/open?id=0B47NI7NeoDiiT1NlYzUxU3hGZ2c
>
> Momentum
> https://drive.google.com/open?id=0B47NI7NeoDiiNmw1Nm1hdW9mLTg
>
> These links include builds both for win and linux 64bits + documentation
> and sample scenes.
> It was a lot of fun to make tools and various tech stuff in ICE, thanks
> all for the great experience, especially for the ice vimeo channel folks
> :-) . Hopefully those plugins still can be usefull.
>
> best regards,
> Oleg
>
>
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>
>
>
>
>
> --
>
> www.matinai.com
>
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Re: Momentum / implosiafx plugins

2016-05-26 Thread Fabricio Chamon
Hey thanks a lot Oleg!

Awesome tools, I love the IFX ice shatter nodes, they open room for some
mindblowing stuff

Btw where are you puting your efforts right now? Maya? Houdini? Fabric?

Cheers!

Em quinta-feira, 26 de maio de 2016, Sven Constable <
sixsi_l...@imagefront.de> escreveu:

> Thank you. Is it just me or is the plotting functionality removed? I cant
> find it in the Momentum menue nor the global  Momentum Settings in the
> scene root.
>
> sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com
> 
> [mailto:softimage-boun...@listproc.autodesk.com
> ]
> *On Behalf Of *Oleg Bliznuk
> *Sent:* Thursday, May 26, 2016 4:24 PM
> *To:* softimage@listproc.autodesk.com
> 
> *Subject:* Momentum / implosiafx plugins
>
>
>
> Hi all,
>
> Since the EOL of Softmage I'd like to open free access to Momentum and
> ImplosiaFX plugins. You can grab it here :
> ImplosiaFX
> https://drive.google.com/open?id=0B47NI7NeoDiiT1NlYzUxU3hGZ2c
>
> Momentum
> https://drive.google.com/open?id=0B47NI7NeoDiiNmw1Nm1hdW9mLTg
>
> These links include builds both for win and linux 64bits + documentation
> and sample scenes.
> It was a lot of fun to make tools and various tech stuff in ICE, thanks
> all for the great experience, especially for the ice vimeo channel folks
> :-) . Hopefully those plugins still can be usefull.
>
> best regards,
> Oleg
>
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Re: Changed ICE Orientation attribute access from sdk?

2016-05-03 Thread Fabricio Chamon
Yes, I am converting once per axis :) now shamed...

 thanks for the tip Cesar, I'll try storing everything once and massaging
data later on.

Em terça-feira, 3 de maio de 2016, Cesar Saez <cesa...@gmail.com> escreveu:

> I hope you are not converting the array once per axis like in the snippet
> :)
>
> It's way better to get all the data in one call and manage the data
> re-shuffling on your own (i.e. python/jscript/vbscript/whatwever native
> types), Softimage's calls are relatively expensive as there's a round trip
> through win32com in order to make it talk with different interpreters, the
> less you hit the SDK the better (generally speaking).
>
>
> On Tue, May 3, 2016 at 11:12 PM, Fabricio Chamon <xsiml...@gmail.com
> <javascript:_e(%7B%7D,'cvml','xsiml...@gmail.com');>> wrote:
>
>> found it.
>>
>> pIndex = 0;
>> rotation x  = pointcloud.ActivePrimitive.GetICEAttributeFromName("
>> Orientation").DataArray.toArray()[pIndex].RotX
>> rotation y  = pointcloud.ActivePrimitive.GetICEAttributeFromName("
>> Orientation").DataArray.toArray()[pIndex].RotY
>> rotation z  = pointcloud.ActivePrimitive.GetICEAttributeFromName("
>> Orientation").DataArray.toArray()[pIndex].RotZ
>>
>
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Re: Changed ICE Orientation attribute access from sdk?

2016-05-03 Thread Fabricio Chamon
found it.

pIndex = 0;
rotation x  = pointcloud.ActivePrimitive.GetICEAttributeFromName("
Orientation").DataArray.toArray()[pIndex].RotX
rotation y  = pointcloud.ActivePrimitive.GetICEAttributeFromName("
Orientation").DataArray.toArray()[pIndex].RotY
rotation z  = pointcloud.ActivePrimitive.GetICEAttributeFromName("
Orientation").DataArray.toArray()[pIndex].RotZ


2016-05-03 9:53 GMT-03:00 Fabricio Chamon <xsiml...@gmail.com>:

> sorry or the confusion..StructureType being 1 is correct as the context
> is per point(particle). But suddenly pointcloud.ActivePrimitive.
> GetICEAttributeFromName("Orientation").DataArray.toArray() is giving me a
> type mismatch error when it previously worked.
>
> 2016-05-02 18:43 GMT-03:00 Fabricio Chamon <xsiml...@gmail.com>:
>
>> hey gang,
>>
>> in Soft 2014 I had this line of .js code:
>>
>>
>> pointcloud.ActivePrimitive.GetICEAttributeFromName("Orientation").StructureType
>>
>> that returned -> 2 (*siICENodeStructureArray*)
>>
>> now in Soft 2015 it returns-> 1 (*siICENodeStructureSingle*)
>>
>> any hints? How may I access the particles orientation array ?
>>
>> thanks a lot!
>>
>>
>
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Re: Changed ICE Orientation attribute access from sdk?

2016-05-03 Thread Fabricio Chamon
sorry or the confusion..StructureType being 1 is correct as the context is
per point(particle). But suddenly pointcloud.ActivePrimitive.
GetICEAttributeFromName("Orientation").DataArray.toArray() is giving me a
type mismatch error when it previously worked.

2016-05-02 18:43 GMT-03:00 Fabricio Chamon <xsiml...@gmail.com>:

> hey gang,
>
> in Soft 2014 I had this line of .js code:
>
>
> pointcloud.ActivePrimitive.GetICEAttributeFromName("Orientation").StructureType
>
> that returned -> 2 (*siICENodeStructureArray*)
>
> now in Soft 2015 it returns-> 1 (*siICENodeStructureSingle*)
>
> any hints? How may I access the particles orientation array ?
>
> thanks a lot!
>
>
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Changed ICE Orientation attribute access from sdk?

2016-05-02 Thread Fabricio Chamon
hey gang,

in Soft 2014 I had this line of .js code:

pointcloud.ActivePrimitive.GetICEAttributeFromName("Orientation").StructureType

that returned -> 2 (*siICENodeStructureArray*)

now in Soft 2015 it returns-> 1 (*siICENodeStructureSingle*)

any hints? How may I access the particles orientation array ?

thanks a lot!
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Re: Wrapped

2016-04-06 Thread Fabricio Chamon
Awesome!! Excellent job!

Em quarta-feira, 6 de abril de 2016, Ed Manning 
escreveu:

> Totally AWESOME.
>
> And I dare say, it could only have been done by such a small
> artist-centric team in Softimage. Just thinking about how I'd have to go
> about it in a Maya-only environment makes me shudder. With a small army of
> great TDs, maybe... Or a few kickass Houdini TDs and Maya animators,
> mmmaybe? But the art would suffer.
>
> Maurice, I hope you can and will convey to others at AD what this means.
>
> Roman, please share a making-of soon!  And if you have any plant compounds
> you'd like to share...
>
> Bravissimo.
>
>
>
> On Wed, Apr 6, 2016 at 10:36 AM, Tim Crowson  > wrote:
>
>> Impressive!
>>
>> On Wed, Apr 6, 2016 at 7:28 AM Chris Marshall > > wrote:
>>
>>> wow
>>>
>>> On 6 April 2016 at 15:17, adrian wyer >> > wrote:
>>>
 we did a similar 'plants taking over new york' piece a couple of years
 back all softimage/arnold and i can feel your pain as far as managing
 large scale growing plant setups i assume there's a lot of animated
 stand-ins going on?



 would be great to see a making of!



 a


 --

 *From:* softimage-boun...@listproc.autodesk.com
 
 [mailto:softimage-boun...@listproc.autodesk.com
 ]
 *On Behalf Of *Jordi Bares
 *Sent:* 06 April 2016 15:14
 *To:* softimage@listproc.autodesk.com
 
 *Subject:* Re: Wrapped



 This is brutal undertaking, deserves more than a congratulation but
 quite an standing ovation.



 wow… fantastic piece

 jb



 On 6 Apr 2016, at 15:05, patrick nethercoat > wrote:



 Crikey, that's a pretty immense feat. Well done.



 On 6 April 2016 at 14:49, Maurice Patel > wrote:

 That was an amazing and beautiful film and it stirred strong
 conflicting emotions of delight, sadness and inevitability. Thank you for
 sharing!

 Maurice Patel
 Tél:  514 954-7134
 Cell: 514 242-6549

 From: softimage-boun...@listproc.autodesk.com
 
 [mailto:softimage-boun...@listproc.autodesk.com
 ]
 On Behalf Of Roman Kaelin
 Sent: Wednesday, April 06, 2016 5:48 AM
 To: softimage@listproc.autodesk.com
 
 Subject: Wrapped

 Hi Gang,

 After a very successful and long festival stretch our graduation short
 film "Wrapped" is finally online. It's been a while, but I felt I needed to
 share it on the list since I've gotten a lot of useful tips and help over
 the course of the production. Thanks to everyone who contributed!

 The whole project was mainly done in Softimage and Arnold and I'm happy
 we can finally share it.

 https://vimeo.com/161599224

 Geerz,
 Roman
 --

 ROMAN KAELIN
 Director & Visual Effects Artist

 mobile +41786384626
 email romen.kae...@gmail.com
 >

 www.romankaelin.com


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 --

 Brandt Animation

 www.brandtanim.co.uk
 020 7734 0196

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Re: OT: sequence file browser

2016-02-24 Thread Fabricio Chamon
thanks guys! I'll take a look at Adobe Bridge.

2016-02-24 22:41 GMT-03:00 Andres Stephens :

> I think in the details view you can use the category bar to select a
> "stack by name" with your name groups. Not just the X to X lumps.
>
>
> http://www.sevenforums.com/tutorials/3952-file-folder-arrangement-group-sort-arrange.html
>
> You may have to try a custom group setting?
>
> I believe I've managed to do it in windows 10. It had a system that even
> had the name in a collapsible group. Not just letter. Unless I was...
> dreaming?
>
> But then again. I'm on holiday, since the past 3 weeks, without a
> computer, unable to try it out and confirm for you. Sorry for the possible
> broken hopes!
>
>
>
>
>  Original message 
> From: Ed Manning 
> Date: 24/02/2016 13:58 (GMT-05:00)
> To: softimage@listproc.autodesk.com
> Subject: Re: OT: sequence file browser
>
>
> Or you can (right click in Explorer or go to the view tab - in W8 and
> onwards) "view>group by>name" and then you will have expandable and
> collapsible named sequences directly in Windows. The only downside is it
> organizes it all expanded I think.
>
>
> When I do this I just get 3 groups for whatever attribute I group by: A-H,
> I-P, and Q-Z.
>
> Apparently Vista used to group by single letters but no later versions.
>
>
>
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Re: 1 texture per polygon

2016-02-24 Thread Fabricio Chamon
yes, but then you are limited to a few images, and it does not scale
procedurally to hundreds of images for example...but if just a few images
already do the work, then you can use the multi-color switch I believe.

2016-02-24 12:22 GMT-03:00 Olivier Jeannel <facialdel...@gmail.com>:

> Yes, that's what I'm thinking too.
> Can't we build a "select case" thinguy within the render tree ?
>
> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon <xsiml...@gmail.com>
> wrote:
>
>> looks like the "Time Source" parameter on the image file nodes does not
>> accept ice attributes on a mesh.
>>
>> 2016-02-24 12:14 GMT-03:00 Olivier Jeannel <facialdel...@gmail.com>:
>>
>>> I just solved the uv part, meaning each polygon is now  covering the
>>> hole 0-1 UV Space.
>>> But I'm not sure it helps, I've tried all sort of indices in the render
>>> tree but it's not working.
>>>
>>>
>>> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos <probi...@gmail.com>
>>> wrote:
>>>
>>>> What do you mean you solved the 1 picture per polygon bit?
>>>>
>>>> In my case you see it's a grid of the images I want. So, it's just one
>>>> file I have to deal with. I don't know how you would do the switch for 100
>>>> pics. For index though can't you just call an ICE Attribute in the Render
>>>> Tree.
>>>>
>>>> Sorry not being much help. Didn't spent much time in the Render Tree.
>>>>
>>>> Cheers
>>>>
>>>>
>>>>
>>>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
>>>> facialdel...@gmail.com> wrote:
>>>>
>>>>> I solved the UV with a python script (attached) from  Piotrek Marczak.
>>>>> Wish I could do it in ICE...
>>>>> Now I'm fighting to have one picture per polygon index :/
>>>>> If someone has something
>>>>>
>>>>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos <probi...@gmail.com>
>>>>> wrote:
>>>>>
>>>>>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>>>>>
>>>>>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos <probi...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Hmmm I've done that the other day, but in LightWave... ahaha
>>>>>>>
>>>>>>> I basically transformed the UV coordinates per polygon based on it's
>>>>>>> index to fit a grid of images. insteading of having separate image 
>>>>>>> files..
>>>>>>> Can you do it in ICE... dunno, never tried it x)
>>>>>>>
>>>>>>> Good luck
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
>>>>>>> facialdel...@gmail.com> wrote:
>>>>>>>
>>>>>>>> Hi there,
>>>>>>>>
>>>>>>>> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
>>>>>>>> I'd like to have one picture applied per polygon of a polymesh.
>>>>>>>> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes to
>>>>>>>> polygon2, )
>>>>>>>> - How do I set the UVs ?
>>>>>>>> - How do I tell the Shader to pick one image according to the
>>>>>>>> Polygon ID ?
>>>>>>>>
>>>>>>>> I can do it with particles, but I would like to do it with polygons.
>>>>>>>>
>>>>>>>> I'm sure someone already did this ...
>>>>>>>>
>>>>>>>> Thank you !
>>>>>>>>
>>>>>>>> --
>>>>>>>> Softimage Mailing List.
>>>>>>>> To unsubscribe, send a mail to
>>>>>>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>>>>>>> subject, and reply to confirm.
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> *--[image:
>>>>>>> http://i153.photobucket.c

Re: OT: sequence file browser

2016-02-24 Thread Fabricio Chamon
this one? http://djv.sourceforge.net/

just tried and it does not collapsed a realflow cache sequence, for
example. I'd like to collapse everything sequence numerated, independent of
file type contents.

2016-02-24 18:21 GMT-03:00 Andres Stephens <drais...@outlook.com>:

> DJVviewer is one of my personal favorites. Free and open source too.
>
>
>
>
>  Original message ----
> From: Fabricio Chamon <xsiml...@gmail.com>
> Date: 24/02/2016 10:10 (GMT-05:00)
> To: softimage@listproc.autodesk.com
> Subject: OT: sequence file browser
>
> Hey guys,
>
> I'm constantly looking for a decent file browser that can handle file
> sequences (read softimage-like collapsed/expanded views), and that works
> for any file format. Its for general file checking only, I don't really
> need to open the sequences...anyone ?
>
> It takes some patience to check for missing files inside huge sequences,
> not big deal but would be a time saver to have a simple browser that works
> like SI for image sequences.
>
> thanks!
>
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Re: 1 texture per polygon

2016-02-24 Thread Fabricio Chamon
looks like the "Time Source" parameter on the image file nodes does not
accept ice attributes on a mesh.

2016-02-24 12:14 GMT-03:00 Olivier Jeannel :

> I just solved the uv part, meaning each polygon is now  covering the hole
> 0-1 UV Space.
> But I'm not sure it helps, I've tried all sort of indices in the render
> tree but it's not working.
>
>
> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos  wrote:
>
>> What do you mean you solved the 1 picture per polygon bit?
>>
>> In my case you see it's a grid of the images I want. So, it's just one
>> file I have to deal with. I don't know how you would do the switch for 100
>> pics. For index though can't you just call an ICE Attribute in the Render
>> Tree.
>>
>> Sorry not being much help. Didn't spent much time in the Render Tree.
>>
>> Cheers
>>
>>
>>
>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel 
>> wrote:
>>
>>> I solved the UV with a python script (attached) from  Piotrek Marczak.
>>> Wish I could do it in ICE...
>>> Now I'm fighting to have one picture per polygon index :/
>>> If someone has something
>>>
>>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
>>> wrote:
>>>
 https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv

 On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
 wrote:

> Hmmm I've done that the other day, but in LightWave... ahaha
>
> I basically transformed the UV coordinates per polygon based on it's
> index to fit a grid of images. insteading of having separate image files..
> Can you do it in ICE... dunno, never tried it x)
>
> Good luck
>
>
>
> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> Hi there,
>>
>> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
>> I'd like to have one picture applied per polygon of a polymesh.
>> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes to
>> polygon2, )
>> - How do I set the UVs ?
>> - How do I tell the Shader to pick one image according to the Polygon
>> ID ?
>>
>> I can do it with particles, but I would like to do it with polygons.
>>
>> I'm sure someone already did this ...
>>
>> Thank you !
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>



 --



 *--[image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
 Alpiarça dos Santos >>  http://probiner.xyz/ 
 *

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>>>
>>>
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>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>> *
>>
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OT: sequence file browser

2016-02-24 Thread Fabricio Chamon
Hey guys,

I'm constantly looking for a decent file browser that can handle file
sequences (read softimage-like collapsed/expanded views), and that works
for any file format. Its for general file checking only, I don't really
need to open the sequences...anyone ?

It takes some patience to check for missing files inside huge sequences,
not big deal but would be a time saver to have a simple browser that works
like SI for image sequences.

thanks!
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Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Re: this is the end......

2016-02-01 Thread Fabricio Chamon
Trying hard Olivier, difficult to sell Houdini to a max house... They like
suffering =)

Em sábado, 30 de janeiro de 2016, Olivier Jeannel <facialdel...@gmail.com>
escreveu:

> Fabricio, do yourself a favor and move to Houdini.
>
> On Sat, Jan 30, 2016 at 12:29 AM, Fabricio Chamon <xsiml...@gmail.com
> <javascript:_e(%7B%7D,'cvml','xsiml...@gmail.com');>> wrote:
>
>> Although I don't post a lot, just like to thank you all on this list for
>> saving my ass countless times during the hard days I'm currently
>> struggling with 3ds max and its "lovely" state sets...all the mcg hype (did
>> a basic point scatter in 5 hours!!! Wow, talk about speed),
>> and maya with its spagetti node editor... Oh boy, it's hard.
>>
>> Anyway, alt+tab is a friend and Soft pops like a star when no one is
>> looking around =)
>>
>> So here's another freelance... All the usual ice stuff, generalist
>> skills, arnold/nuke.
>>
>>
>>
>


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

2016-01-29 Thread Fabricio Chamon
Although I don't post a lot, just like to thank you all on this list for
saving my ass countless times during the hard days I'm currently
struggling with 3ds max and its "lovely" state sets...all the mcg hype (did
a basic point scatter in 5 hours!!! Wow, talk about speed),
and maya with its spagetti node editor... Oh boy, it's hard.

Anyway, alt+tab is a friend and Soft pops like a star when no one is
looking around =)

So here's another freelance... All the usual ice stuff, generalist
skills, arnold/nuke.


Re: Plotting animated boolean geometry?

2016-01-16 Thread Fabricio Chamon
Yes alembic supports dynamic topo, and should be a better choice by nowbut
Ive done something similar in the past with ice too, just cache point
positions + poly descriptions and you should be able to reconstruct the
mesh again.

Em sexta-feira, 15 de janeiro de 2016, Morten Bartholdy 
escreveu:

> Didn't know Alembic supports that - will give it a spin.
>
>
> Thanks Eric and have a nice weekend :)
>
>
>
> Morten
>
>
>
>
> Den 15. januar 2016 kl. 16:04 skrev Eric Thivierge  >:
>
> Alembic?
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> On Fri, Jan 15, 2016 at 9:54 AM, Morten Bartholdy < x...@colorshopvfx.dk
>  > wrote:
>
> I would like to plot the geometry from an animated boolean operation. Is
> there a tool that allows saving geometry with changing nb of vertices out
> per frame and read it back in?
>
>
> Perhaps some nifty ICE solution?
>
>
> Thanks
>
> Morten
>
>
>
>
>
>
>


Re: Going to Brasil, any users/studios up for a visit?

2015-11-24 Thread Fabricio Chamon
Hi Pedro, good to have softmage folks around!

We can chat sometime, and maybe you can get to visit clan vfx (
clanvfx.com.br)

I'm on a tight schedule next days, but let me know when you are arriving on
the town so we can meet up...

Fabricio

Em terça-feira, 24 de novembro de 2015, Gustavo Eggert Boehs <
gustav...@gmail.com> escreveu:

> Very good work Pedro! If you are ever by Florianópolis and want to visit
> the local university, drop me a line. In case you want to visit some
> studios here, I can point you some people, but they are mostly small and
> neither Softimage nor Lightwave oriented.
>
> Gustavo E Boehs
> Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
> http://www.gustavoeb.com.br/
>
> 2015-11-23 13:58 GMT-02:00 Derek Jenson  >:
>
>> Your node work is excellent!
>>
>> --
>> Date: Sun, 22 Nov 2015 14:26:52 +
>> Subject: Going to Brasil, any users/studios up for a visit?
>> From: probi...@gmail.com
>> 
>> To: softimage@listproc.autodesk.com
>> 
>>
>>
>> Olá
>> I'm going to visit family in Brasil, since Decemeber 1st and will be
>> around São Paulo, Curitíba and Ribeirão Preto. Maybe Rio de Janeiro if I
>> end up making good contacts there.
>>
>> I was wondering about any users that would be up for a "chope" or any
>> studio open to a visit so I grasp what is going on there and I can redeem
>> my time, so it's not just leisure :)
>>
>> Let me know if you are up to. You can get a glimpse of what I've been up
>> to at: http://probiner.xyz
>>
>> Cheers
>> Pedro Alpiarça dos Santos
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>> *
>>
>
>


Re: Group of curves to strands?

2015-09-16 Thread Fabricio Chamon
Late response, but you can merge all curves and use a neat melena compound
that generates strands from a multi-subcurve object

Em quinta-feira, 10 de setembro de 2015, Thomas Volkmann <
li...@thomasvolkmann.com> escreveu:

> Thanks Juan, no need to dig out the script, I have finished it by now. But
> I'll take a look at Dan's compound.
> Thx
>
>
> Juan Brockhaus  > hat am 10.
> September 2015 um 09:56 geschrieben:
>
> well, yeah, that's unfortunatly how it is... curves in groups in ICE are
> quite annoying... (and guess what, it's not going to change anymore...)
>
> there's a nice compound from Dan Yargici on rray.exe (Create Strands from
> Curves) where here basically rebuilds the curves in a group either as
> linear or bspline.
> that could help, if your curves are all uniform parametrized... and you
> are not using mixed curve types...
> the compound takes the points and rebuilds the curves. nice little
> workaround. but depending on your scenario it might work?
>
> else... well, yes, you have to connect each curve individually
> (I've once written a script to help with this. could dig it out. but was
> project specific, so may need a bit of rewrite)
>
> cheers,
>
> Juan
>
>
> On Thu, Sep 10, 2015 at 9:04 AM, Thomas Volkmann  > wrote:
>
> Ouch...I guess this is never going to be fixed :/
> Thanks, I'll take a look at your compounds, but depending on how many
> curves I have I will rather do an extrusion script...
>
>
> Leonard Koch  > hat am 10.
> September 2015 um 08:47 geschrieben:
>
>
> Yep there is just no convenient way of doing that.
> The only possible way is to connect each individual curve into the icetree
> and give it its own uv to location node. You can take a look at the curve
> data gatherers in LK Fabric to see an example of that.
>
> A rather annoying limitation.
> On Sep 10, 2015 08:35, "Thomas Volkmann"  > wrote:
>
> Yo!
> I wan't to populate my scene with some cables by laying out some curves.
> Instead of extruding them for rendering (you can't render curves directly
> in Arnold, can you?) I thought it would be quick and easy to turn them into
> strands by putting them into a group and turn this group into strands.
> I didn't manage because one or more of the following reasons (tell me
> which):
>
> A: I'm too stupid
> B: It's really complicated and A
> C: It's not doable. And A because I even tried.
>
> So which one is it? I figured so much that A applies in every case.
> If the answer is not C, can someone please give me a hint or two on how to
> do it?
> In the meantime extruding all these curves by script is simple and fast
> even for me, but I really want to know what I got wrong here :/
>
> thx,
> Thomas
>
>
>
>
>
>
>


Re: SoftimageExplosiaFX released

2015-09-02 Thread Fabricio Chamon
Wow!! This looks awesome Oleg! Nice to know you are considering FE, seems
like an obvious path to every developer nowadays...
Nice job! =)

Em quarta-feira, 2 de setembro de 2015, Olivier Jeannel <
facialdel...@gmail.com> escreveu:

> Softimage good news are so rare nowadays, very warming !
>
> On Wed, Sep 2, 2015 at 9:49 PM, Oleg Bliznuk  > wrote:
>
>> Hey guys,
>> AFAIK RS still have no heterogeneous volumetrics yet so right now it is
>> possible to render fluids only in mentalray(or better in  arnold if you
>> have it)
>> regards,
>> Oleg
>>
>
>


Re: OT: DAT showreel 2015

2015-05-04 Thread Fabricio Chamon
Great reel Ivan!!
Keep up the good work

Em segunda-feira, 4 de maio de 2015, Ivan Vasiljevic klebed...@gmail.com
escreveu:

 Hi guys,

 Sorry for this off topic. This is our first show reel ever! :)
 So I wanted to post it here, plenty of SI works...

 http://digitalassettailors.com/portfolio/showreel-2015/

 We will be at FMX this year, so if anybody wants to chat with us let me
 know!

 Best.
 Ivan

 --
 Ivan Vasiljevic
 -
 Lighting TD
 Founder, Digital Asset Tailors
 -
 web:http://digitalassettailors.com/
 email:  i...@digitalassettailors.com
 javascript:_e(%7B%7D,'cvml','i...@digitalassettailors.com');





Re: Feather System

2015-01-29 Thread Fabricio Chamon
Hi Morten, thanks for the feedback.

It is already possible to create simulated feathers with syflex (or
momentum), altough it requires some setup.

here's a rough test: https://vimeo.com/118137118
(I'm cheating on the the ruffling feathers - they are not really simulated,
but only turbulized, which is ok depending on the distance to camera)



2015-01-29 11:37 GMT-02:00 Cristiano Policarpo 
cristiano.polica...@baloom.co:

 Very cool Fabricio, thank you!


 On Friday, January 23, 2015, Fabricio Chamon xsiml...@gmail.com wrote:

 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.xsiaddon
 documentation:
 https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC%20Feathers%20for%20Softimage%20-%20Documentation.pdf
 sample project:
 https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC_Feathers_Sample_Project.rar
 basic setup video: https://vimeo.com/117607338
 sample work made with it: https://vimeo.com/68167579

 thanks everyone for all knowledge shared in this list!




Re: Feather System

2015-01-24 Thread Fabricio Chamon
thanks everyone. I might do some adjustments on the next days...small
little things that can improve workflow a bit, all based on people
feedback.
If you miss something or have suggestions please let me know.

2015-01-24 11:52 GMT-02:00 Leonard Koch leonardkoch...@gmail.com:

 Great job making the workflow so intuitive Fabricio!

 On Sat, Jan 24, 2015 at 2:29 PM, Saeed Kalhor ndman...@gmail.com wrote:

 This is amazing! Thanks Fabricio.

 On Sat, Jan 24, 2015 at 3:04 PM, Toonafish ron...@toonafish.nl wrote:

 Wow, great ! Thanks a lot Fabricio !

 -Ronald



 On 1/23/2015 20:39, Fabricio Chamon wrote:

 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.xsiaddon
 documentation: https://dl.dropboxusercontent.
 com/u/17263464/ICE/FC_Feather/FC%20Feathers%20for%20Softimage%20-%
 20Documentation.pdf
 sample project: https://dl.dropboxusercontent.
 com/u/17263464/ICE/FC_Feather/FC_Feathers_Sample_Project.rar
 basic setup video: https://vimeo.com/117607338
 sample work made with it: https://vimeo.com/68167579

 thanks everyone for all knowledge shared in this list!








Feather System

2015-01-23 Thread Fabricio Chamon
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.xsiaddon
documentation:
https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC%20Feathers%20for%20Softimage%20-%20Documentation.pdf
sample project:
https://dl.dropboxusercontent.com/u/17263464/ICE/FC_Feather/FC_Feathers_Sample_Project.rar
basic setup video: https://vimeo.com/117607338
sample work made with it: https://vimeo.com/68167579

thanks everyone for all knowledge shared in this list!


Re: Dot Product on Rendertree?

2014-08-29 Thread Fabricio Chamon
hey Matt, thanks a lot for the detailed explanation and examples! that's
exactly what I neeed.
much appreciated.


2014-08-28 18:48 GMT-03:00 Matt Lind ml...@carbinestudios.com:

 Updated version:



 Vector_state à vector-Vector à Vector_Coordinate_Converter à
 Vector-Scalar à Gradientà Surface

 (normal)   (negate) (Vector, to Camera)(Dot
 against -1,0,0)(scalar input,[-1…1])





 This works in similar fashion to the method I submitted previously.  The
 main difference being  the normal vector is dotted against the camera’s –X
 axis to provide the directional information.



 If the viewed normal aligns with the camera’s –X axis, the dot product
 will return -1 (red).

 If the viewed normal vector aligns with the camera (points to the camera),
 the dot product will return 0 (cyan).

 If the viewed normal vector aligns with the camera’s local X axis, the dot
 product will return 1 (yellow).



 The output of the dot product drives the gradient.  Just make sure to use
 Processing  Mixers  Gradient and not Texture  Gradient.  If you want to
 make the output more accurate, zero out the Y component of the normal
 vector after it’s converted to camera space, but before doing the dot
 product.  Then normalize.  That will eliminate the vertical component.





 You want to avoid using expressions in render trees as it can slow down
 performance and cause other unwanted side effects.  Mental ray does all
 computations in ‘internal space’ which is largely undefined.  Softimage did
 it’s best to ensure that for lights and cameras, internal space is
 equivalent to world space.  So when the ‘vector_coordinate_converter’ node
 is used above to convert the normal to camera space, what it’s doing is
 converting the normal from world space to the local coordinate space of the
 camera.  However, it should not be assumed that internal space always maps
 to world space, because it doesn’t.





 Matt











 *From:* Matt Lind
 *Sent:* Thursday, August 28, 2014 11:35 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Dot Product on Rendertree?



 You cannot get your desired result with only a dot product because in
 order to differentiate between facing left and facing right, you need
 directional information.  A dot product only gives the cosine of the angle
 between the vectors, not direction.



 Based on your description, I’m assuming you want to drive color based on
 the surface normal relative to the camera.  To do that is fairly simple.



 1) Get a vector_state node and set it to ‘normal_vector’.  This is the
 surface normal at the intersection point.



 2) Get a vector_vector node and plug the previous node into
 vector_input1.  Set the operation to ‘negate’.  This will flip the normal
 to point away from the camera (assuming it’s a front facing surface).



 3) plug the result into a vector_coordinate_converter node, and set ‘type’
 to ‘vector’, then set ‘transform’ to ‘to Camera’.  This will treat the
 normal as an orientation vector and re-describe it in the camera’s
 coordinate space.  We do this to isolate the normal vector’s X-axis to make
 it easy to determine if it’s facing left or right relative to the frame.



 4) Plug the output of the vector_coordinate_conversion node into a
 ‘vector_to_scalars’ node.  This will give us access to the normal vector’s
 X, Y, and Z components.



 5) Plug the ‘X’ output of the vector_to_scalars node into the ‘input’ port
 of a gradient node.  In the gradient shader, go to the ‘input’ tab and set
 active range to [-1…1] and set input type to ‘scalar input’.  Finally,
 adjust the color gradient markers so the left end is yellow, the middle is
 cyan, and the right side is red – the opposite of the default arrangement.
 If you do not want to futz with the color markers, then invert the ‘active
 range’ on the input to be [1…-1].  I don’t recommend inverting as it’s
 non-standard math and while it’s perfectly fine for this simple prototype,
 it’ll cause headaches in a production pipeline as it’ll be a source of hard
 to find bugs from stupid logic.







 Matt









 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon
 *Sent:* Thursday, August 28, 2014 8:20 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Dot Product on Rendertree?



 Hello fellow survivors!



 I'm trying to gradient shade a simple grid, using the dot product of
 surface normal vs. camera position:





 basic idea is:

 grid facing camera  cyan

 grid facing left  red

 grid facing right  yellow



 the above setup is not working... any suggestions ?



 thanks



Re: Application focus ?

2014-07-23 Thread Fabricio Chamon
thanks a lot guys!

I'll probably use Jon's code.


2014-07-22 18:11 GMT-03:00 Jon Swindells jon_swinde...@fastmail.fm:

  if si's built in events arent' cutting the proverbial mustard i'd go
 with simple win32 funcs.

 simplest possible ones i could think of:


 import win32gui


 # callback
 def enum_handler(hwnd, lParam):
 wt = win32gui.GetWindowText(hwnd)
 # if soft is minimized to task bar
 if win32gui.IsIconic(hwnd) and 'Autodesk Softimage' in wt:
 #if your timing is tight, probably better to use this callback
 # to store the pid, hwnd for future access
 #-  _, pid = win32process.GetWindowThreadProcessId(hwnd)
 # although you'd still need to enum the pid-hwnd. dunno without
 testing
 print 'soft is minimized, abandon all hope!'

 win32gui.EnumWindows(enum_handler, None)


 # OR -

 def softimage_has_focus():
 ## script editor will count as focused. probably no need to call
 # GetParent if running in a plug
 # - par_hwnd = win32gui.GetForegroundWindow()
 par_hwnd = win32gui.GetParent(win32gui.GetForegroundWindow())
 if 'Autodesk Softimage' in win32gui.GetWindowText(par_hwnd):
 return True

 return False


 if softimage_has_focus():
 print 'hullo Soft'



 --


 --
 Jon Swindells
 jon_swinde...@fastmail.fm



  On Tue, Jul 22, 2014, at 11:58 PM, Matt Lind wrote:

 The View object has an siViewState that can be checked if you can find a
 way to tuck your event into a PPG of some sort.  Otherwise, you’re probably
 looking at something in the WSH (Windows Script Host) API which should be
 accessible from inside any scripted code.



 Matt





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon
 *Sent:* Tuesday, July 22, 2014 5:53 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Application focus ?


 Hey experts,


 is it possible to know wether xsi app has focus ? I have a timer script
 that fires up some alerts, but want to run only if softimage is not
 minimized. I took a look at Application object and didn't find anything
 related..


 thanks





Application focus ?

2014-07-22 Thread Fabricio Chamon
Hey experts,

is it possible to know wether xsi app has focus ? I have a timer script
that fires up some alerts, but want to run only if softimage is not
minimized. I took a look at Application object and didn't find anything
related..

thanks


isolate selection mode - sdk

2014-06-27 Thread Fabricio Chamon
Hi,

is there a way to know when a viewport is in isolate selection mode state
via scripting?

thanks


Re: strand tree and xsi2014

2014-04-09 Thread Fabricio Chamon
Hi Andi,

not that I know... some ice updates really messed up the whole thing.
unfortunatelly I will not have the time to dig into the nodes and fix it,
sorry.

have you ever checked the (much more elegant solution) Forester plugin from
3dQuakers ? (
http://3dquakers.com/web/index.php?option=com_contentview=articleid=70Itemid=103
)




2014-04-09 6:20 GMT-03:00 Andi Farhall hack...@outlook.com:

 Hello,

 i was wondering if someone had tracked down the issue in Fabricio Chamon's
 superb strand tree compounds that stopped it working in  2014? Failing that
 would I be able to find a list of ice nodes that changed between 2013 and
 1014 so i could at least have a chance of replacing / rebuilding just the
 bits that changed (before i rebuild them all by hand - and then discover
 that I've still not fixed it)

 cheers,

 A.

 ...
 http://www.hackneyeffects.com/
 https://vimeo.com/user4174293
 http://www.linkedin.com/pub/andi-farhall/b/496/b21


 http://www.flickr.com/photos/lord_hackney/
 http://spylon.tumblr.com/

 This email and any attachments to it may be confidential and are intended
 solely for the use of the individual to whom it is addressed. Any views or
 opinions expressed are solely those of the author and do not necessarily
 represent those of Hackney Effects Ltd.

 If you are not the intended recipient of this email, you must neither take
 any action based upon its contents, nor copy or show it to anyone.

 Please contact the sender if you believe you have received this email in
 error.
 



Re: Mental ray volumetric shader errors

2014-03-20 Thread Fabricio Chamon
many thanks Gustavo!! that was it.



2014-03-20 8:15 GMT-03:00 adrian wyer adrian.w...@fluid-pictures.com:

  Gustavo is correct, crank your Mesh Splitting Factor in the MR options
 to something high, problem solved



 a


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ola Madsen
 *Sent:* 20 March 2014 08:11
 *To:* softimage@listproc.autodesk.com

 *Subject:* RE: Mental ray volumetric shader errors



 I don't think that worked in my scenario as I had numerous overlapping
 objects (was doing an x-ray shot) and I got the artifacts in the overlaps
 as well. Though this was easily fixed by  splitting the scene in a couple
 of passes.



 o



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Gustavo Eggert
 Boehs
 *Sent:* Thursday, March 20, 2014 12:44 AM
 *To:* SI mailing list
 *Subject:* RE: Mental ray volumetric shader errors



 Hey Fabricio, i'be bumped onto that also, in my case it was the Mesh
 Splitting kicking in. It separates dense meshes into separate objects
 before passing them on to MR. Therefore, some shaders get artifacts, like
 volumetrics and bumpmapping also.

 Real headache but easy fix...

 Under MR  Optimizations, look for Mesh Splitting Factor, increase the
 value up to infinity and be happy :D

 Em 19/03/2014 19:20, Ola Madsen ola.mad...@digitalcontext.se escreveu:

  I can only confirm this nasty little bug as I experienced it a couple of
 years ago. If I remember correctly I managed to get rid of the artifacts on
 some objects by actually tessellating the geometry instead of using to +
 key. Some object still had the artifacts and I had to work around it by
 splitting the scene and rendering the objects in in different passes...



 Cheers

 Ola





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Fabricio Chamon
 *Sent:* Wednesday, March 19, 2014 11:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Mental ray volumetric shader errors



 ...forgot to say that I'm using Particle_Volume_Cloud, which used to
 work fine on meshes since always.



 2014-03-19 18:56 GMT-03:00 Fabricio Chamon xsiml...@gmail.com:

  Hi,



 I'm trying to do some volumetrics in mray, but the shader is giving me all
 kinds of wierdness on heavy meshes. Have anyone experienced this before ?



 For the sake of simplicity, I have this test scene with only one default
 sphere. If I crank up the sphere U/V subd to 200, it starts to show some
 strange black areas. At subd 300, it renders all flat.

 I'm guessing it's not a lookup table cell size problem...tried very small
 values, and the volume renders almost completely solid (when it works).
 here's some images to illustrate:



 [image: Imagem inline 1]





 I really need dense meshes because I want the fine control over the volume
 silhouette to be on the mesh itself, not through shader trees.



 anyone ?




inline: image001.jpg

Mental ray volumetric shader errors

2014-03-19 Thread Fabricio Chamon
Hi,

I'm trying to do some volumetrics in mray, but the shader is giving me all
kinds of wierdness on heavy meshes. Have anyone experienced this before ?

For the sake of simplicity, I have this test scene with only one default
sphere. If I crank up the sphere U/V subd to 200, it starts to show some
strange black areas. At subd 300, it renders all flat.
I'm guessing it's not a lookup table cell size problem...tried very small
values, and the volume renders almost completely solid (when it works).
here's some images to illustrate:

[image: Imagem inline 1]


I really need dense meshes because I want the fine control over the volume
silhouette to be on the mesh itself, not through shader trees.

anyone ?
inline: volume_shader_error.jpg

Re: Mental ray volumetric shader errors

2014-03-19 Thread Fabricio Chamon
...forgot to say that I'm using Particle_Volume_Cloud, which used to work
fine on meshes since always.


2014-03-19 18:56 GMT-03:00 Fabricio Chamon xsiml...@gmail.com:

 Hi,

 I'm trying to do some volumetrics in mray, but the shader is giving me all
 kinds of wierdness on heavy meshes. Have anyone experienced this before ?

 For the sake of simplicity, I have this test scene with only one default
 sphere. If I crank up the sphere U/V subd to 200, it starts to show some
 strange black areas. At subd 300, it renders all flat.
 I'm guessing it's not a lookup table cell size problem...tried very small
 values, and the volume renders almost completely solid (when it works).
 here's some images to illustrate:

 [image: Imagem inline 1]


 I really need dense meshes because I want the fine control over the volume
 silhouette to be on the mesh itself, not through shader trees.

 anyone ?

inline: volume_shader_error.jpg

Re: 'The Little Ghost' - Visual Effects Breakdown

2013-12-21 Thread Fabricio Chamon
very nice! thanks for the link!


2013/12/21 Vladimir Jankijevic vladi...@elefantstudios.ch

 Hey guys,

 those of you who want a bit more information about our process can read
 our recent interview on the 'Art of VFX' blog here:
 http://www.artofvfx.com/?p=5673

 Best
 Vladimir


 On Wed, Dec 4, 2013 at 12:50 PM, Fabricio Chamon xsiml...@gmail.comwrote:

 Nice work Vladimir and everyone at Elefant Studios!! thanks for sharing...

 Could you elaborate a bit on the feathers creation/placement ? I've done
 some feathers in the past and it would be good to hear what difficulties
 you had to overcome.



 2013/12/2 Vladimir Jankijevic vladi...@elefantstudios.ch

 well, the reason is the size of the studio and to a certain degree my
 personal preference :)


 On Mon, Dec 2, 2013 at 4:11 PM, pete...@skynet.be wrote:

   That’s looking very good.
 Nice to see a film workflow going from Maya to Softimage, rather than
 the other way around.
 Any reason in particular for that – as it’s not the most common choice?


  *From:* Vladimir Jankijevic vladi...@elefantstudios.ch
 *Sent:* Monday, December 02, 2013 3:48 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* 'The Little Ghost' - Visual Effects Breakdown

  Hello List,

 over the course of one year, a small team here at Elefant Studios
 created a CG head replacement for a talking owl, set extensions for a
 steeple, talking ‘haunted’ paintings, background matte-paintings as well as
 general shot compositing in 111 shots for the movie ‘The Little Ghost’ (
 http://www.imdb.com/title/tt2186566/). The movie is Alain Gsponer's
 adaptation of a children's book from Otfried Preussler.

 The main tools we used on this project were Softimage, Maya, Mudbox,
 Nuke, Arnold and our in-house asset-management and pipeline visualization
 tool. Maya for Modeling, Rigging and Animation, Softimage for Feather/Fur
 Grooming, Scene Assembly and Lighting/Shading/Rendering. Mudbox was used
 for Texture Painting and Sculpting. Nuke was used for Compositing and
 Arnold as the rendering-backbone through SItoA.
 The biggest challenge was the creation of a head replacement for a
 talking owl. As some of the shots were planned as close-ups we had to
 consider a highly detailed implementation. Autodesk Softimage’s ICE system
 was used to model feathers in high resolution in any desirable shape.
 We developed tools using ICE to enable us to place feathers and hairs very
 accurately, always preserving the defined shape of the head and neck from
 animation. All feathers were rendered as Curves in Arnold. Lighting was
 done with Skydomes and textured Quadlights.
 We created a high detail steeple on top of a building as well as
 various extensions to tackle the limitations from the filmed set.
 Everything was rendered with high detail displacements, GI, Skydomes and
 all the other nifty features Arnold offers.

 Big thanks goes to Jonah Friedman from Psyop ( we used some concepts
 from his Ruffle system ), Daniel Guimard for his work on the steeple,
 Vivien Guiraud and Patrick Graf for the animation, Yukio Satoh for a nice
 animation rig, Miklos Kozary and Stephan Schweizer for the compositing and
 all the others who helped out.

 The Visual Effects Breakdown: http://vimeo.com/80552458

 Cheers
 Vladimir Jankijevic







Re: 'The Little Ghost' - Visual Effects Breakdown

2013-12-04 Thread Fabricio Chamon
Nice work Vladimir and everyone at Elefant Studios!! thanks for sharing...

Could you elaborate a bit on the feathers creation/placement ? I've done
some feathers in the past and it would be good to hear what difficulties
you had to overcome.



2013/12/2 Vladimir Jankijevic vladi...@elefantstudios.ch

 well, the reason is the size of the studio and to a certain degree my
 personal preference :)


 On Mon, Dec 2, 2013 at 4:11 PM, pete...@skynet.be wrote:

   That’s looking very good.
 Nice to see a film workflow going from Maya to Softimage, rather than the
 other way around.
 Any reason in particular for that – as it’s not the most common choice?


  *From:* Vladimir Jankijevic vladi...@elefantstudios.ch
 *Sent:* Monday, December 02, 2013 3:48 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* 'The Little Ghost' - Visual Effects Breakdown

  Hello List,

 over the course of one year, a small team here at Elefant Studios created
 a CG head replacement for a talking owl, set extensions for a steeple,
 talking ‘haunted’ paintings, background matte-paintings as well as general
 shot compositing in 111 shots for the movie ‘The Little Ghost’ (
 http://www.imdb.com/title/tt2186566/). The movie is Alain Gsponer's
 adaptation of a children's book from Otfried Preussler.

 The main tools we used on this project were Softimage, Maya, Mudbox,
 Nuke, Arnold and our in-house asset-management and pipeline visualization
 tool. Maya for Modeling, Rigging and Animation, Softimage for Feather/Fur
 Grooming, Scene Assembly and Lighting/Shading/Rendering. Mudbox was used
 for Texture Painting and Sculpting. Nuke was used for Compositing and
 Arnold as the rendering-backbone through SItoA.
 The biggest challenge was the creation of a head replacement for a
 talking owl. As some of the shots were planned as close-ups we had to
 consider a highly detailed implementation. Autodesk Softimage’s ICE system
 was used to model feathers in high resolution in any desirable shape. We
 developed tools using ICE to enable us to place feathers and hairs very
 accurately, always preserving the defined shape of the head and neck from
 animation. All feathers were rendered as Curves in Arnold. Lighting was
 done with Skydomes and textured Quadlights.
 We created a high detail steeple on top of a building as well as various
 extensions to tackle the limitations from the filmed set. Everything was
 rendered with high detail displacements, GI, Skydomes and all the other
 nifty features Arnold offers.

 Big thanks goes to Jonah Friedman from Psyop ( we used some concepts from
 his Ruffle system ), Daniel Guimard for his work on the steeple, Vivien
 Guiraud and Patrick Graf for the animation, Yukio Satoh for a nice
 animation rig, Miklos Kozary and Stephan Schweizer for the compositing and
 all the others who helped out.

 The Visual Effects Breakdown: http://vimeo.com/80552458

 Cheers
 Vladimir Jankijevic





Re: Strand length on the rendertree

2013-08-16 Thread Fabricio Chamon
sorry for the confusion. by strands and not using ice I mean using soft
built-in Hair system. On the rendertree, Scalar State set to Barycentric B
outputs a normalized length, which I don't want.
I've implemented something similar to Leonard's tree in ice, but it really
doesn't help, unless there's a way to transfer all the render hairs (not
guides) to ice strands. I've tried melena and it works great, except
there's a 1 million hairs limit, plus it keeps a live link with the
original hair that hurts performance badly (It was not designed to work
this way I believe). Maybe I'll have to dig into c++ and use the render
hair accessor to bake xsi hair into a new pointcloud and do the gradient
math on the icetree.


2013/8/16 Alan Fregtman alan.fregt...@gmail.com

 Looks like the moderator approved it... twice.



 On Thu, Aug 15, 2013 at 11:07 PM, Leonard Koch 
 leonardkoch...@gmail.comwrote:

 Hey,

 I think you'll need ICE to do this. Here is an image of a setup which
 should accomplish what you are after:
 https://leonard-koch.squarespace.com/s/StrandLengthInRenderTree.jpg





Strand length on the rendertree

2013-08-15 Thread Fabricio Chamon
Hi guys,

is it possible to access the absolute strand length value (in SI units or
whatever) on the rendertree ? I'm trying to gradient shade a hair, and I
need strands to pick a value from the gradient based on their actual length
(strand with length=1 goes from black to white, strand with length=0.5 goes
from black to grey)

Not using ICE, so I have to calculate at render time.

thanks


Re: MT Strand Extrude for 2013/2014

2013-07-22 Thread Fabricio Chamon
Don't ask me why, but if I add a TurbulizeStrand (with very tiny strengh
(0,001)) after the Strand creation, it all goes well and the polymesh gets
generated.

Probably because the first strand position is aligned exaclty on top of the
particle position, then it cannot calculate the tangent vector. The
turbulize node shifts the two vectors a bit, and the tangent calculation is
then validated.


2013/7/19 olivier jeannel olivier.jean...@noos.fr


 I found a little disfunction when using the stCreateStrandset of compounds.
 Sometimes, if you're creating strands a bit differently than the usual way
 (EmitFromGeometry + CreateStrand) it can happen that the generated polymesh
 contains 0 (zero) polygon.
 (It happen to me when emitting from curve (indstead of point) and also
 when emission was set to TotalNumberOfParticle, and other exotic cases that
 I can't remember )

 Don't ask me why, but if I add a TurbulizeStrand (with very tiny strengh
 (0,001)) after the Strand creation, it all goes well and the polymesh gets
 generated.




 Le 12/07/2013 17:15, Emilio Hernandez a écrit :

  Thanks for this one Olivier!

  I wish I had more time to get more into ICE...




 2013/7/12 Malcolm Zaloon mzalo...@gmail.com

 Perfect! And fast! Thanks for the tip Olivier!


 On Thu, Jul 11, 2013 at 8:02 PM, olivier jeannel olivier.jean...@noos.fr
  wrote:

 https://vimeo.com/64505408
 Worth a try


 Le 11/07/2013 18:09, Malcolm Zaloon a écrit :

  Hello Guys!

 I´m seaching for mt strand extrude addon to work with SI 2014, this
 does exist?
 where can be downloaded?

 Thanks in advance.

 --
 __
 Malcolm Zaloon - Lighting TD - XSI Generalist
 Quote:
 Everything can be interconnected and will update according by
 interface





  --
 __
 Malcolm Zaloon - Lighting TD - XSI Generalist
 Quote:
 Everything can be interconnected and will update according by interface




 --





Re: Pointlocators out of sync

2013-06-27 Thread Fabricio Chamon
+1000 to what Vladimir said.

Cached locations always loose contexts and does not resolve correctly,
giving you red nodes all over the icetree.
On the other hand, from my experience reinterpreting locations also crashes
frequently. So, keep incremental backups! =)


2013/6/26 Gustavo Eggert Boehs gustav...@gmail.com

 Thanks Vladimir, your approach is solid :D
 Just what I needed to keep me sane!


 2013/6/26 Vladimir Jankijevic vladi...@elefantstudios.ch

 that's a no go. I think the simplest way is to have a non-deforming and a
 deforming mesh in your scene. first take the ref from the non-deforming and
 then reinterpret the location on the deforming. this can be built really
 easily  with a switch.
 I never managed to cache locations safely. Softimage behaves really weird
 concerning location interpretation.

 Cheers
 Vladimir


 On Wed, Jun 26, 2013 at 6:13 PM, Gustavo Eggert Boehs 
 gustav...@gmail.com wrote:

 Hi guys, I am adding fur to a character and having a hard time with
 pointlocator consistency across
 ref models.

 I have a scene where I do my combing and am outputing a model that loads
 a combing cache. I intended to cache the strandspositions, the initial
 pointposition and normal, and a pointlocator to get the current position
 and normal on the surface to deform the strands acordingly.

 Sadly I get quite an incosistent behaviour with this locators across
 models. Simply cant get ref models to cooperate, and even regular models
 easily loose sync. This is the message I get:

 # WARNING : 3000 - Caching : PointLocator data gb_kH_EmmitLocation was
 generated from a different geometry. Cachefile is out of sync.


 I am pretty sure the mesh is exactly the same. Is my workflow not ideal?
 How are you guys performing such task?

 Best regards,
 --
 Gustavo E Boehs
 http://www.gustavoeb.com.br/blog




 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---




 --
 Gustavo E Boehs
 http://www.gustavoeb.com.br/blog



Re: Looking for exporting tips with ICE topology - SI2014

2013-05-09 Thread Fabricio Chamon
Probably hitting the ice optimization problem? Make sure your UVs are
correctly set by putting a log values just before your set data node.


2013/5/9 Eric Cosky e...@cosky.com

 Hi,



 I've recently started using ICE modeling to help with some low poly models
 with tiny textures. The general idea is to make very small components, set
 up the UVs as needed, then make a larger model that is composed of many
 copies of the component. I like this approach because it lets me adjust
 pieces after they have been put into place, including the texture
 projections which will be propagated at any time in the future when the
 original model changes unlike how clone seems to work. With the low
 poly/low
 res textures, it's not always obvious what the best look is going to be
 until it's all together so being able to edit everything including texture
 projections is pretty helpful to the workflow. Here's an example:
 https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring
 is made of the two parts shown in front, and it's using just a fraction of
 a
 128x128 texture. If anyone is interested in looking at the scene, it's
 here:
 https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip





 The modeling technique generally works as expected, but I am finding that
 the UVs are not reliably available in the final ice model during export.
 For
 instance, the inner ring was exporting the UVs correctly, but not the outer
 - all UVs on the outer were the same (I think [0,1], possibly the original
 projection values which ICE was supposed to override). The exporter is
 written in C++ and works correctly for exporting UVs on normal models, but
 it seems like I have to freeze the modeling to get the UVs to be available.
 Is this a typical thing to need to do with ICE modeling? Hopefully freezing
 isn't a requirement for proper export. The strange part about it is the
 inconsistency between the two ring parts, how one of them exports the uvs
 properly and the other doesn't despite being identically configured (as far
 as I can tell). This isn't a huge problem, just a workflow thing I'm trying
 to understand  optimize before diving into more assets. If freezing is
 required, so be it, would be nice to know if I'm just doing something wrong
 though.



 Also, I am occasionally finding SI2014 gets into a strange state where one
 or more of the ICE models just doesn't appear. It is selectable, but has
 zero triangles/verts. When this happens the only thing I found to make them
 reappear was to move the object in the hierarchy, which of course seems
 like
 a bug but perhaps I am just missing something here. If nobody else is
 seeing
 this I wonder if it has something to do with the use of RTShaders. I was
 thinking perhaps shuffling the current frame to/from the first frame of the
 scene might help but it doesn't, the only thing that fixed it for me was
 moving the objects in the hierarchy.



 Any tips or suggestions on typical problems  workarounds for dealing with
 ice models in the context of exporting the assets would be appreciated,
 thanks.






Re: Technical Direction workshop available stand-alone (CGS TODs)

2013-03-20 Thread Fabricio Chamon
Problem solved. There was some problem with my account. I talked to Peter
from Ballistic and he fixed my password.

Now watching! =)


2013/3/19 Raffaele Fragapane raffsxsil...@googlemail.com

 Thanks.

 As far as I know everything should be instantaneous. People who bought it
 already told me anywhere between right away and 5 minutes (probably
 depending on whether they had a CGS account or not).
 Even if you had been banned from the forums or something like that, the
 account for purchases is always valid, and I know of no blocks of sorts.
 Probably just a database glitch, we occasionally get those on other parts
 of the site as well, big rushes on anything can race the servers' load
 balancing occasionally.

 For any issues you can just write to cg...@cgsociety.org
 They are monitoring that address extra close since it's a new features and
 they are aware of potential bugs/issues still being present and
 undiscovered.

 On Wed, Mar 20, 2013 at 4:57 AM, Fabricio Chamon xsiml...@gmail.comwrote:

 Great news Raff ! I was hoping to get my hands on this course for a long
 time.

 Question: does anybody bought it already ? I've purchased some hours ago
 but I just can't log in. Don't know if its a site issue or my account being
 blocked by some reason. (already checked login credentials and stuff...)

 thanks




Re: Technical Direction workshop available stand-alone (CGS TODs)

2013-03-19 Thread Fabricio Chamon
Great news Raff ! I was hoping to get my hands on this course for a long
time.

Question: does anybody bought it already ? I've purchased some hours ago
but I just can't log in. Don't know if its a site issue or my account being
blocked by some reason. (already checked login credentials and stuff...)

thanks


2013/3/19 Ben Davis benjamincliffordda...@gmail.com

 Thanks for the workshop! It's next on my purchase list for the studio (and
 for me...)



 --
 Benjamin Clifford Davis

 www.moondog-animation.com

 office:   +33 9 50 04 76 15
 mobile: +33 6 88 48 54 50

 6 bis avenue des Iles
 74000 Annecy
 FRANCE


 On Tue, Mar 19, 2013 at 2:51 PM, Eric Thivierge ethivie...@gmail.comwrote:

 Enrique,

 I have been mostly self taught for python and the workshop was great to
 get me in to a cleaner code syntax and learn some bits and pieces that have
 made tool development faster for me. Even though some of the topics in the
 beginning may seem simple it's worth going through them to pick up things
 here and there.

 I think anyone who wants to get a handle on the more technical side of
 Softimage should get the workshop. Raf goes at a good pace and explains
 things very well.

 Thanks for making the workshop available Raf!
 On Mar 19, 2013 4:02 AM, Enrique Caballero enriquecaball...@gmail.com
 wrote:

 Awesome raff,
   I wish that it covered more advanced subjects. But the last 3 weeks or
 so seem interesting.

 Seeing as I'm mostly self-taught though, I wouldn't mind seeing how
 someone else goes about doing things, and seeing how it compares to what I
 discovered myself.

 So I'll be signing up!... Next paycheck :)

 -E


 On Tue, Mar 19, 2013 at 2:01 PM, Adam Sale adamfs...@gmail.com wrote:

 Nice!!


 On Mon, Mar 18, 2013 at 10:49 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Some shameless self promotion :)

 My Technical Direction workshop has finally been made available
 converted to self-paced training:
 http://tod.cgsociety.org/index.php/courses

 It's all the videos, assignments, literature (which is very little)
 and the most relevant/interesting assignment and tipstricks threads
 bundled together and offered with no tutoring for 117/130$ (connect 
 member,
 non member).

 This is most likely the format I will do a next release in before
 taking on a properly tutored workshop again.

 Ignore the mention of Maya in the description, it was flagged with CGS
 but busy with the launch and all they haven't had time to rectify it yet.
 It's all XSI 7 and python 2.3 or above.

 Thanks for reading.
 Cheers,
 Raff







Re: ice crowds and rendering

2013-02-26 Thread Fabricio Chamon
I do what Adam said...but before I make sure the ice projection is
calculated correclty (not bypassed by those evil ice optimizations) by
using the attached compound at the very end of in the first icetree on each
actor_copies mesh. It's really simple, it ensures the attribute is set by
using it inside a null equation that get/set point positions.




2013/2/26 Jeff McFall jeff.mcf...@sas.com

  Thanks Adam, I appreciate your response

 Yeah, I have done that a gazillion times and they still seem to disconnect
 when rendering.  Though I have been jiggling with the materials quite a bit…
 

 However I’ll try again as my experience seems to indicate that things
 magically begin to work *after* after posting on the list  

 ** **

 I don’t do much scripting so would like to ask if it is conceivable that
 one could create a script that would execute every frame and snap those
 connections together?

 ** **

 Thanks again

 Jeff

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Adam Sale
 *Sent:* Tuesday, February 26, 2013 1:37 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: ice crowds and rendering

 ** **

 Hi Jeff.. This is a known issue for sure. 

 ** **

 I work around the issue by doing the following, 

 ** **

 I generally just get in and edit the texture projection in the render tree
 per image node on each actor copy. You have to point each image to the
 TextureProjection UV available to each ActorCopy.) 

 On the Mesh Proxy you have to set the UV's to the correct projection in
 the Set Mesh Proxy compound in the ICE tree. 

 ** **

 Once I do that, I have no problems with textures showing on rendered
 sequences. 

 ** **

 Adam

 ** **

 On Tue, Feb 26, 2013 at 9:08 AM, Jeff McFall jeff.mcf...@sas.com wrote:*
 ***

 I have been working with crowds and am excited about some of the results I
 am getting but have one nagging problem that I have not been able to
 overcome.

 That problem has to do with rendering and the fact that texture
 projections seem to become broken/disconnected from the material when the
 job distributed to a farm (we are using RR).
 When submitting jobs as a continuous sequence that begin on the first
 frame (frame 1) all seems to work fine.  However when the job is spread
 across machines the textures are broken.

 As a quick overview of my setup I am using an random integer to drive a
 color switch in the render tree which basically selects the appropriate
 texture.
 As I said this all works fine as long as I render from the first frame of
 the sequence.

 Just a guess but I suspect this has something to do with the fact that the
 texture projections are created when the ice tree initializes on the first
 frame.
 Has anyone else experienced this and maybe know of a fix or workaround?

 I am wondering if I can tweak the scene or render software somehow to
 force the simulation to begin on frame 1 for each frame rendered?
 Seems I recall some scripts that may do this but I have been unable to
 track any down.

 Any suggestions much appreciated
 Thanks
 Jeff

 

 ** **



Force Attribute Eval.xsicompound
Description: Binary data


Re: CrowdFX - can't set self.materials on actor copies mesh

2013-02-15 Thread Fabricio Chamon
thanks guys! I rebuilt the scene and started incremental saving
too...Really hard scenario to work on, I hope this will get fixed soon.

Another question: it seems really easy, but I can't get the ActorCopies ICE
materials array via script. I feel it should be a singleton(which it is),
1D Array. This js code:

oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()

returns:

This ICEAttribute doesn't refer to a 1D array: Attribute: Materials

and

oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).*
DataArray2D*.toArray()

returns

ERROR : Type mismatch

any clues ?


Re: CrowdFX - can't set self.materials on actor copies mesh

2013-02-15 Thread Fabricio Chamon
...but how to access the string array (values) of this attribute?


2013/2/15 Stephen Blair stephenrbl...@gmail.com

  Hi



 It is a string.

 // Using one of the CrowdFX sample scenes:

 SelectObj(Pedestrian_Mesh.Actor_Copies, null, null);
 o = Selection(0)


 //o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()
 // WARNING : 3391 - This ICEAttribute doesn't refer to a 1D array:
 Attribute: Materials

 a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)
 LogMessage( a.DataType )
 // INFO : 131072

 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/siICENodeDataType.html



 On 15/02/2013 3:08 PM, Fabricio Chamon wrote:

 thanks guys! I rebuilt the scene and started incremental saving
 too...Really hard scenario to work on, I hope this will get fixed soon.

  Another question: it seems really easy, but I can't get the ActorCopies
 ICE materials array via script. I feel it should be a singleton(which it
 is), 1D Array. This js code:


 oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()

  returns:

  This ICEAttribute doesn't refer to a 1D array: Attribute: Materials

  and


 oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).
 *DataArray2D*.toArray()

  returns

  ERROR : Type mismatch

  any clues ?





Re: CrowdFX - can't set self.materials on actor copies mesh

2013-02-15 Thread Fabricio Chamon
brilliant!! thanks Stephen!


2013/2/15 Stephen Blair stephenrbl...@gmail.com

  o = Selection(0)


 a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)

 x = new VBArray( a.DataArray2D ).toArray()
 y = new VBArray( x[0] ).toArray()
 for ( var i = 0; i  y.length; i++ )
 {
 LogMessage( y[i] )

 }


 On 15/02/2013 4:16 PM, Stephen Blair wrote:

 Here's the Python way:

 Application.SelectObj(Pedestrian_Mesh.Actor_Copies, None, None);
 o = Application.Selection(0)

 a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)
 print len(a.DataArray2D)
 print len(a.DataArray2D[0] )
 print a.DataArray2D[0][0]
 for s in a.DataArray2D[0][0]:
 print s

 # 1
 # 1
 # (u'', u'Sources.Materials.PedestrianLib.Shoes',
 u'Sources.Materials.PedestrianLib.Hair',
 u'Sources.Materials.PedestrianLib.Legs',
 u'Sources.Materials.PedestrianLib.Skin',
 u'Sources.Materials.PedestrianLib.Shirt')
 # Sources.Materials.PedestrianLib.Shoes
 # Sources.Materials.PedestrianLib.Hair
 # Sources.Materials.PedestrianLib.Legs
 # Sources.Materials.PedestrianLib.Skin
 # Sources.Materials.PedestrianLib.Shirt



 On 15/02/2013 3:48 PM, Fabricio Chamon wrote:

  ...but how to access the string array (values) of this attribute?


 2013/2/15 Stephen Blair stephenrbl...@gmail.com

  Hi



 It is a string.

 // Using one of the CrowdFX sample scenes:

 SelectObj(Pedestrian_Mesh.Actor_Copies, null, null);
 o = Selection(0)


 //o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()
 // WARNING : 3391 - This ICEAttribute doesn't refer to a 1D array:
 Attribute: Materials

 a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)
 LogMessage( a.DataType )
 // INFO : 131072

 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/siICENodeDataType.html



 On 15/02/2013 3:08 PM, Fabricio Chamon wrote:

 thanks guys! I rebuilt the scene and started incremental saving
 too...Really hard scenario to work on, I hope this will get fixed soon.

  Another question: it seems really easy, but I can't get the ActorCopies
 ICE materials array via script. I feel it should be a singleton(which it
 is), 1D Array. This js code:


 oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()

  returns:

  This ICEAttribute doesn't refer to a 1D array: Attribute: Materials

  and


 oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).
 *DataArray2D*.toArray()

  returns

  ERROR : Type mismatch

  any clues ?








Re: Pipes and tools u can't live without

2013-01-16 Thread Fabricio Chamon
...another one: Rename Chain

select any chain element (bone/root/effector)  run. Type chain preffix.
myChain will create: myChain_root, myChain_Bone1, myChain_Bone2,
myChain_eff


2013/1/16 Andy Moorer andymoo...@gmail.com

 Yeah workgroups really help. I'm a hack when it comes to python scripting,
 so most of the stuff I end up writing for myself I shoehorn into a few
 custom menus that live in a workgroup, which also contains assets like
 models and rigs. I've never even explored packaging stuff as addons (I
 should). I just carry the workgroup around... :P


 On Wed, Jan 16, 2013 at 2:48 PM, Simon Reeves si...@simonreeves.comwrote:

 Nice stuff guys! I have plenty of little scripts here and there too,
 probably similar to ones already mentioned, or ones i used at various
 studios and had to rewrite for myself. Anyway I'm not sure the best way to
 organise it all online, but fortunately with soft workgroups make life so
 easy at work... Compared to wanting to be organised in max, I usually
 just give up :)


 On Wednesday, 16 January 2013, Andy Moorer wrote:

 Cool, thanks for sharing that Fabricio, it's brilliant.

 Here's one I have in my personal menu - creates an annotation log of
 distance measurements. Select two objects and run, places the distance
 between the two in an annotation, or adds to an existing annotation.

 I made it during a time when I was doing a lot of DoF work, and it's
 turned out handy ever since.

 Not packaged up in any particular way, pretty much ripped right out of
 my menu ;)



 On Wed, Jan 16, 2013 at 1:27 PM, Fabricio Chamon xsiml...@gmail.comwrote:

 For what's worth, here's my CVO (Custom view opener) dual monitor
 script for the icetree.
  Rename to CVO.js (can't attach js files!)  Copy to
 application\plugins  Map it to any key combination (mine is always
 ctrl+[original shortcut]).

 - Screen resolution must be set inside the file (currently is
 1920x1080).
 - you may also adjust some pixel offsets to better accomodate for your
 OS layout.
 - viewname has to match any file from the application\views folder

 You can register more commands to it, I always do:

 - icetree
 - rendertree
 - script editor
 - object view (ctrl+alt+1)
 - fx tree  (ctrl+alt+2): opens fxtree maximized at monitor 1 and
 fxviewer at monitor 2


 2013/1/16 Eugen Sares softim...@keyvis.at

 Let's share the good stuff, definitely!

 Which reminds me: shouldn't ol' Netview be the easy-to-access
 repository we all would like to have?
 What happened to it, and why?


 Am 16.01.2013 18:07, schrieb Ben Houston:

  I wonder if it would be possible to share some Workgroups via Dropbox
 or maybe just a set of installers grouped in various ways.  Might
 allow for one person to damage the whole thing though. :-/






 --


 Simon Reeves
 Freelance 3D VFX Artist

 London, UK
 *email: si...@simonreeves.com*
 *website: http://www.simonreeves.com*
 *
 *



if (selection.count0){
var nome = XSIInputBox(Chain Prefix, Rename Chain, );
var temp = selection(0);
for (i=0;itemp.root.bones.count;i++){
temp.root.bones( i ).Parameters(name).value = nome+_bone1;
}
temp.root.Parameters(name).value = nome+_root;
temp.root.effector.Parameters(name).value = nome+_eff;
}

Re: Toggling toolbar buttons

2012-12-08 Thread Fabricio Chamon
Hey Gustavo, does it have to be a button ? If not, here's a very nice trick
from Jeremie Passerin:

var cp = ActiveSceneRoot.AddCustomProperty(MyCustomPSet, false );
var layout = cp.PPGLayout;
cp.AddParameter3(myBooleanParam, siBool);
item = layout.AddItem(myBooleanParam, , dscontrol)
item.SetAttribute(class, button)
item.SetAttribute(siUICaption, Toggle Button)
item.SetAttribute(siUIStyle, 0x1003)
item.SetAttribute(siUINoLabel, true)
inspectObj(cp);

...then put your code under the _OnChanged callback.


Re: Toggling toolbar buttons

2012-12-08 Thread Fabricio Chamon
oh, and I'm afraid it is windows only...don't know how it looks like on
other OS.


2012/12/8 Fabricio Chamon xsiml...@gmail.com

 Hey Gustavo, does it have to be a button ? If not, here's a very nice
 trick from Jeremie Passerin:

 var cp = ActiveSceneRoot.AddCustomProperty(MyCustomPSet, false );
 var layout = cp.PPGLayout;
 cp.AddParameter3(myBooleanParam, siBool);
 item = layout.AddItem(myBooleanParam, , dscontrol)
 item.SetAttribute(class, button)
 item.SetAttribute(siUICaption, Toggle Button)
 item.SetAttribute(siUIStyle, 0x1003)
 item.SetAttribute(siUINoLabel, true)
 inspectObj(cp);

 ...then put your code under the _OnChanged callback.




Re: Ice Topology | build mesh from pointcloud trinagulizer thing

2012-12-07 Thread Fabricio Chamon
There's no need for ice topo, you would over complicate things..can't you
use the built-in polygonizer ? It can handle nulls too.
but probably a faster/better workflow would be to put all the nulls into a
group, then emit particles on the global position array and polygonize
that...


Re: Lagoa_Density not cacheable

2012-11-23 Thread Fabricio Chamon
...happens everytime to me.
What I always do is to init the custom variable on the right context
*before* loading the cache (cahe on file node).
It prevents the rest of the icetree from screwing up with your attribute.


2012/11/23 Sebastian Kowalski l...@sekow.com

 jep, had that idea after thinking more about it (and drinking my first
 coffee).
 but I've shivered a bit by guessing how long this would take on a 10 mill
 + cloud ;)
 thanks

 Am 23.11.2012 um 10:37 schrieb Rob Chapman tekano@gmail.com:

 Hi Sebastian,

 if it is just a color gradient by particle density that you are after then
 it is really simple to get this with a Get Neghbours  count  rescale
 range  gradient

 ie this https://vimeo.com/1618403

 it is a fast realtime calculation (as long as you set the search distance
 to a reasonable level!) than can be applied in the modelling stack of an
 ice tree to an already cached simulation affecting the color

 if its something else required from the actual part of the Lagoa
 Simulation then I have no idea of how to get it without simmming again.



 On 23 November 2012 09:22, Sebastian Kowalski l...@sekow.com wrote:


 Hey list,

 i can't read the Lagoa_Density attribute from my cache files, giving me
 this error msg: The cache has a different definition for attribute
 'Lagoa_Density'. Loading canceled
 This is a massive showstopper right now, i have should check that.
 I thought this attribute is a value per point.

 I could try to write this attribute into a custom attribute, but this is
 a heavy simulation, i don't want (and don't have the time) to re-sim.

 any hints how i could fix that would be much appreciated.

 sebastian






Re: Lagoa_Density not cacheable

2012-11-23 Thread Fabricio Chamon
I mean, sometimes you cache it in the right context but ice refuses to read
it...that's my case above.


2012/11/23 Fabricio Chamon xsiml...@gmail.com

 ...happens everytime to me.
 What I always do is to init the custom variable on the right context
 *before* loading the cache (cahe on file node).
 It prevents the rest of the icetree from screwing up with your attribute.


 2012/11/23 Sebastian Kowalski l...@sekow.com

 jep, had that idea after thinking more about it (and drinking my first
 coffee).
 but I've shivered a bit by guessing how long this would take on a 10 mill
 + cloud ;)
 thanks

 Am 23.11.2012 um 10:37 schrieb Rob Chapman tekano@gmail.com:

 Hi Sebastian,

 if it is just a color gradient by particle density that you are after
 then it is really simple to get this with a Get Neghbours  count  rescale
 range  gradient

 ie this https://vimeo.com/1618403

 it is a fast realtime calculation (as long as you set the search distance
 to a reasonable level!) than can be applied in the modelling stack of an
 ice tree to an already cached simulation affecting the color

 if its something else required from the actual part of the Lagoa
 Simulation then I have no idea of how to get it without simmming again.



 On 23 November 2012 09:22, Sebastian Kowalski l...@sekow.com wrote:


 Hey list,

 i can't read the Lagoa_Density attribute from my cache files, giving me
 this error msg: The cache has a different definition for attribute
 'Lagoa_Density'. Loading canceled
 This is a massive showstopper right now, i have should check that.
 I thought this attribute is a value per point.

 I could try to write this attribute into a custom attribute, but this is
 a heavy simulation, i don't want (and don't have the time) to re-sim.

 any hints how i could fix that would be much appreciated.

 sebastian







Re: page turning effects with ICE

2012-11-19 Thread Fabricio Chamon
you can concatenate your strings: prefix + integer + suffix. Now for
integer - string conversion there is Eric's emTools freely available:
http://www.mootzoid.com/wb/pages/documentation/emtools.php#IntegerToString


2012/11/18 Adam Sale adamfs...@gmail.com

 Hey guys. Thought I would put this out there.
 One of my artists is creating the effect of a page turning effect on a
 book. The idea is to have hundred of pages being flipped magically by
 another character.

 The easiest way I found without using ICE was to take a single page attach
 a series of chains to it, animate a singe page turn, cache it, then
 duplicate the page, and offset the resulting caches. Works really well,
 especially if I use 5 or 6 different chain animations to vary things up.

 We wanted to try and use ICE to see how we could come up with a compound
 for this mixing vector nodes and shome shapes.

 So far we have been able to achieve most of what is needed with rotate
 vector and mixing in a few target shapes that activate based on angle.

 What we would like to do is construct a string, for example

 polymsh.cls.shape.pageOneFlopLeft_Integer.positions where
 Integer is a value read off a custom parameter from a given object

 If anyone has a sample Ice tree that does something like this, or can
 point me to a sample scene or reference that may help me work through this,
 I would be most grateful.

 Adam



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