Re: Softimage and Houdini work flow

2020-04-21 Thread Nono
Seems you already have you're own opinion about Houdini !
If Softimage ICE was in a separate app I bet you wouldn't use it so much.
Same goes if you choose to use Houdini and keep Softimage...  too
cumbersome !
Houdini extrude = same click count than XSI ;-)

On Tue, 21 Apr 2020 at 01:56, J R Sanchez  wrote:

> I don't want to have to do 100 clicks to extrude a face with procedural
> modeling. Even Maya modeling tools are better than Houdini's.  There may be
> some limited circumstances where procedural modeling is cool but not many.
> https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDk0UrpzXAK69iEJrgCwoTDS0qgcpmWI-2FuJ79jVYaio-2BLsYsmeoM-2FgLSyxFARBEEI3tSi0lLFq-2BPE9QMvU-2FfRO4rG7m024ucQzFqwz-2BsRmPMdQaVXtIhmF5X6Xx29AAmfellv9XwhRL9lEA3eMFTKkJp7HtcS5X-2BiF8tSiVmXYbKHBxdyqtrGLgMXLzhA-2Byp6mPwx62s94Z1P-2FrZ-2BRofVowdj93GWV2liJwf1Ak9co5CLha9UeN00jfDwv1ps7qDAi9hQsvK4sQJJ60j8IDALX7dOwAyDTHdPCvGeFFdslpIrTDrgtH-2BmFtLihaBVr6J6SVQH9_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fTj81zXUQXFhW0epxbay8AnA53WiJ72XucsgZTFvJ9PZPgnytotdjhw-2FTaft1BCeJnMgcVpuoQ1E1ZbpUNmLjAdaIk-2BI60KY0oqWuB7FFV9WaSmMTaHHIEun3ym9s7vtG717lCssu5rQ47nqy9LOwDdAjQsYKGjXUAYv2-2BUYnT3t8saQ0JRWapAQ69AUIFKDgo-3D
>  
>   >
>
>
> On Mon, Apr 20, 2020 at 7:51 PM Tenshi  wrote:
>
>> The guy is looking for a workflow in Softimage/Houdini bcs he loves xsi.
>>
>> I'm interested in that workflow too. Don't want to switch.
>>
>>
>>
>> On Mon, Apr 20, 2020, 20:39 javier gonzalez 
>> wrote:
>>
>>> My advice just jump to houdini complete, let it go.
>>>
>>> El lun., 20 de abril de 2020 18:02, J R Sanchez <
>>> youngupstar...@gmail.com> escribió:
>>>
 So I am a little late to get on the Houdini Bandwagon. Great for FX but
 wouldn't use it for modelling etc.   I am wondering how many are using both
 Softimage and Houdini?  I am wondering what your workflow is.  It seems to
 be a chore to get Houdini VDB files into Softimage. Alembic import keeps
 crashing XSI. I can bring in ROP FBX but textures dont seem to come in.
 Its pretty simple in Maya.  I would rather use XSI but I can use Maya if I
 have to.  I am just wondering if there is a simpler workflow I am missing.
 I am fairly new to Houdini but really like the procedural ICE workflow and
 the presets they have to get started on effects.

 https://u9432639.ct.sendgrid.net/ls/click?upn=A5uD99yDGgJFqsHo0L78rjo3fW-2BI05z8hPddj-2BYSrjut8V8Kr3SyUl8pLj-2FCGT-2FDk0UrpzXAK69iEJrgCwoTDS0qgcpmWI-2FuJ79jVYaio-2BLsYsmeoM-2FgLSyxFARBEEI3tSi0lLFq-2BPE9QMvU-2FfRO4rG7m024ucQzFqwz-2BsRmPMdQaVXtIhmF5X6Xx29AAmfellv9XwhRL9lEA3eMFTKkJp7HtcS5X-2BiF8tSiVmXYbKHBxdyqtrGLgMXLzhA-2Byp6mPwx62s94Z1P-2FrZ-2BRofVowdj93GWV2liJwf1Ak9co5CLha9UeN00jfDwv1ps7qDAi9hQsvK4sQJJ60j8IDALX7dOwAyDTHdPCvGeFFdslpIrTDrgtH-2BmFtLihaBVr6J6S3fsU_x9fWPgxQbfi69QJnHJqUKZsAJHrwlN1lgOIh62WX2fTj81zXUQXFhW0epxbay8AnA53WiJ72XucsgZTFvJ9PZMy9cSdXPACGjBLg4ss58ADZaccDEpgCm2z941nkGRPzximuQwJb2kHwm-2BqlWAD-2FQ2IjZjwEG-2BXe6o9r8Emvzo-2BMdaXgm8JQtkFiVlkwdzge-2FEhhs7IJ6gycgo1yYFr3RmFCS1I3Rr-2F7UKQKAQNfBbo-3D
  
 

Re: Super handy

2018-03-23 Thread Nono
!! major one !!

On 18 March 2018 at 19:59, Pierre Schiller 
wrote:

> Thank you s very much!
>
>
> * www.3dcinetv.com
> 
> - 3D.VFX.Post - Click on socials:*
> *
> 
> 
> 
> 
> 
> 
> 
> *
> 
>
> On Sun, Mar 18, 2018 at 7:25 AM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Thanks jordi !
>>
>> On 18 Mar 2018 12:17, "Mirko Jankovic"  wrote:
>>
>>> Ah great thanks, just a bit paranoid haha thanks :)
>>>
>>> On Sun, Mar 18, 2018 at 12:16 PM, Jordi Bares 
>>> wrote:
>>>
 I is a PDF just released with a major cheat sheet for Houdini 16.5

 On 18 Mar 2018, at 11:14, Mirko Jankovic 
 wrote:

 weird link no explanation or description.. not something good to click
 on. what is it Jordi? :)

 On Sun, Mar 18, 2018 at 11:47 AM, Jordi Bares 
 wrote:

> https://urldefense.proofpoint.com/v2/url?u=https-3A__www.sid
> efx.com_media_uploads_tutorial_foundations-5Fgdc2018_houdini
> -5Ffoundations-5Fgdc2018.pdf&d=DwIFAg&c=76Q6Tcqc-t2x0ciWn7KF
> dCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVM
> srMw7PFsA&m=8rektXDQt1K8T6pkJN-LhxcXWzbajaw5jYvTh2QycYE&s=
> fAWYryvO4GX2uo49pliLEQ2Tx8xsMLtWz1DOjtwqI8E&e=
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 *https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgfolio.com_mirko-2Djankovic&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=OzHp16YHF_Za3CQ4NXh4GqxxwUGWIgWBSy9tUMjpfvE&s=LfC0bMZU0rEt75IyKSod5d0Ap0J4ktBbNXK0pZhITQE&e=
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Re: New Deadline Submission Tool

2017-11-28 Thread Nono
Hi Andy,
I just want to thank you for your two Houdini free tool.
The Stable Noise became the best choice for noises and the Deadline tools
rocks !
The only problems I came up with are we can't have two stable noise in a
VOP, and The deadline tools need a Redshift ROP support ;-).

Cheers

On 10 July 2017 at 14:16, Andy Nicholas  wrote:

> No probs Simon! Let me know how you get on.
>
> Hope you guys aren’t suffering too much in the heat!
> A
>
>
> On 10 Jul 2017, at 13:04, Simon Reeves  wrote:
>
> Thanks Andy!
>
> On Mon, 10 Jul 2017 at 12:59 Andy Nicholas  wrote:
>
>> Hi all,
>> Just cross posting this here in case it’s of interest and you’re not
>> signed up to the Houdini mailing list yet. I’ve released a new open source
>> tool for Houdini to make job submissions to Deadline a bit easier.
>>
>> More info here: 
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.andynicholas.com_-3Fp-3D1877&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=YiA_lbWIBuw2CY3jm6tirTdt13cC0Z0G5oWISdmepmY&s=eowoMI8DSMFIES-oiCTSoU5aROHZ-h5-Obt7qfY3zvM&e=
>>  
>> > andynicholas.com/?p=1877>
>>
>> Let me know if you find it useful or have any feedback.
>>
>> Cheers,
>> Andy
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>
> --
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> London, UK
> *si...@simonreeves.com *
> *www.simonreeves.com 
> *
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Re: animated object visibility and image sequences offset

2017-11-20 Thread Nono
Hi,
Ref models aren't reliable...
If it's really not occuring in a live si session you can try batch
rendering on SI and not SIBATCH.
Just create a .bat file you'll launch on each nodes with skip frames on (
don't know if you can submit batch from deadline in not the batch mode)
If you don't know how to create a batch file here's a simple one for xsi in
batch mode

> xsibatch -render \\srv\folder\scene.scn -skip on -pass
> "beauty,pass2" -frames "150,155,160-225"

and here's one with the real si executable (be aware there's some
limitation)

> xsi -render \\srv\folder\scene.scn -skip on -pass "beauty,pass2" -frames
> "150,155,160-225"



On 18 November 2017 at 03:44, Jason S  wrote:

>
> Have you tried setting a keyframe
> on the sequence offset?
> (or 2 keys in case the same thing is happening as viz anim)
> and perhaps locking it?
>
> And perhaps even storing the one key anim in a mixer clip ::
> - Mark the offset param (with the obj selected)
> and -> store marked parameter & set for the length of your shot.
>
>
> For the visibility, is it consistently the first keyframe that's ignored?
> of so, perhaps setting another one ?
>  (after 0, and before the next one)
>
>
> I Wonder if it's a deadline interpretation thing.
>
>
>
> On 11/17/17 18:52, Mirko Jankovic wrote:
>
> I have a weird thing happening that wasted me hours and hours.
> First there was a referenced model and inside were couple textures images
> sequences. I had to offset them and it all looks fine inside live SI. But
> when sent to render over deadline and farm, offset is not working anymore.
> Loading scene again, all seems good.
> Then made model local.. still no good.. also in another occasion key
> framed visibility on an object lost a key. Yes it lost a key on frame 0 but
> there was still key on like in the mid of animation where is it supposed to
> be.
> Ok fixed again sent to farm and again now second object lost 2nd key so
> instead of going invisible and not rendering it si still rendering...
>
> And this happens in multiple scenes in this project but especialy iwith
> offset for image sequences.
> Doesn;t mater if it is referenced model or local..
>
> Anyone else was running to similar issues with animated sequences?
> Now only solution is to render whole scene and then render additional path
> pass with only that object from live SI session...
> Pain :(
>
>
> ᐧ
>
>
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Re: Random Thoughts about H.

2017-07-17 Thread Nono
This is a "Sticky Key" ! ... so they can do it... What about transforms
keys ? ;-)

On 28 March 2017 at 09:31, 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-boun...@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
>>
>>
>>
>>
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Re: Houdini tutorial | Building the orientation matrix for local rotation

2017-06-30 Thread Nono
Damn Vex, just found out that you can replace your whole first part by

matrix3 m = maketransform(@N,{0,1,0});
@orient = quaternion(m);

The normal SOP isn't needed too seems houdini calculate it under the hood...

Thanks Olivier


On 13 March 2017 at 21:27, Jonathan Moore  wrote:

> | Jonathan, I thought VOP and VEX were running at same speed ? Am I wrong
> ?
>
>
>
> The automatically generated code is messier but should run at
> approximately the same speed. Any speed advantage will often come by
> achieving more with less nodes (less chance of other nodes slowing things
> down unexpectedly).
>
>
>
> I think the main advantage of Wrangles is that you often find things that
> can take a good number of VOP nodes are achievable with few lines of VEX.
> That’s not unique to VOPs, it’s a characteristic of visual programming in
> general.
>
>
>
> I’ve got nothing against VOP’s, I think they’re great (I prefer them to
> ICE in many ways). I was just attempting to answer Chris’s question ref the
> advantages and disadvantages of each approach.
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Olivier Jeannel
> *Sent:* 13 March 2017 18:47
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> *Subject:* Re: Houdini tutorial | Building the orientation matrix for
> local rotation
>
>
>
> Jonathan, I thought VOP and VEX were running at same speed ? Am I wrong ?
>
>
>
> 2017-03-13 19:44 GMT+01:00 Olivier Jeannel :
>
> Vop is close to ICE.
>
> VOP is the visual version of VEX which is code (coding vector).
>
> In fact, when you build some Vop trees, you can see the resulting Vex code.
>
>
>
> It's just me beeing more able to build and read Vop nodes rather Vex lines.
>
>
>
>
>
> 2017-03-13 15:55 GMT+01:00 Chris Marshall :
>
> And it's all VOP! ? As opposed to what? And what's the advantage /
> difference?
>
>
>
> On 9 March 2017 at 13:39, Olivier Jeannel  wrote:
>
> I made a little tutorial on how to get local rotation when working in
> houdini.
>
> https://vimeo.com/207626604
>
>
>
> 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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>
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> --
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> Chris Marshall
>
> Mint Motion Limited
>
> 029 20 37 27 57
>
> 07730 533 115
>
> www.mintmotion.co.uk
>
> www.dot3d.com
>
>
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Re: OTish - Soft2Maya transition list

2017-06-16 Thread Nono
True !! Like that said in the Houdini docs if it crash that's the graphic
card fault ;-)

On Fri, 16 Jun 2017 at 12:43, Andy Chlupka (Goehler) <
lists.andy.goeh...@gmail.com> wrote:

> What a story :D
>
> I go DAYS shading and lighting within the same session… in Houdini ;-)
>
> Andy
>
> On Jun 16, 2017, at 12:29 PM, Anto Matkovic  wrote:
>
> Well this seems to be fixed in Update 4, released few days ago. Yesterday
> I had unbelievable experience :) in one year of Maya: modeling session
> without problems, around five hours long Sounds like a story for
> grand-kids, hehe
>
>
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Re: New iMac Pro? Yay or Nay?

2017-06-06 Thread Nono
WTF, ATI gpu ?! again...

On 6 June 2017 at 20:25, Olivier Jeannel  wrote:

> I mean the* 840* could hold max 2gpus
>
> 2017-06-06 20:24 GMT+02:00 Olivier Jeannel :
>
>> I was told the 820 can hold max 2GPUs. Did you remove the "air tunnel" ?
>> Someone on the RS forum couldn't fit 2 cards, he had to let the case
>> open...
>> My 620 is full with one TitanZ.
>> My next computer will be a big case, so that I can put whatever cards and
>> up to 4.
>>
>>
>> 2017-06-06 20:11 GMT+02:00 Jonathan Moore :
>>
>>> I run three Z series workstations each with three GPU's (2 Z620’s and
>>> one Z840 as my main rig). The Z840 has three 1080 Ti’s.
>>>
>>> What’s bad about the Z series workstations with GPU’s?
>>>
>>> The only things you need to look out for is ensuring you have a strong
>>> enough power unit and you pick XEON’s with reasonble single core speed
>>> (Redshift is heavily reliant on CPU for memory/asset management). I fitted
>>> Z840 power supplies into my Z620’s as they come with 900W supply as
>>> standard (enough for 2 GPU’s but three is a stretch).
>>>
>>> Both of the Z620 and Z840’s are reasonably old now but the litmus test
>>> for me is that they run Oculus/Vive apps at maximum quality settings so I
>>> believe I’ve still got a few more years in my investment.
>>>
>>> On 6 Jun 2017, at 19:00, Olivier Jeannel  wrote:
>>>
>>> Forget the Z if you're going gpu
>>>
>>> 2017-06-06 19:57 GMT+02:00 Jonathan Moore :
>>>
 Agree with Rob. For a comparable budget, you’re far better going with a
 Z series workstation from HP. Even better get into a lease arrangement
 where you’re guaranteed the latest hardware for a manageable monthly
 agreement.

 I’ll probably pick up a 27” iMac for family use though. I’ve upgraded
 the family iMac every 24/36 months since 2011. They’re an expensive luxury
 but a wonderful piece of kit for general household computing needs. And the
 older models get recycled through the family.

 On 6 Jun 2017, at 18:50, Rob Wuijster  wrote:

 It has a bunch of impressive specs, but it's a closed box with a very
 difficult repair/replace curve.
 I rather spend that money on a nice HP workstation&monitor or alike,
 with the possibility of changing/adding parts once in a while.



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>>
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Re: Houdini Basics....

2017-05-31 Thread Nono
That's the "Just Born Group" available on the emitters ;-)

On 31 May 2017 at 17:40, Thomas Volkmann  wrote:

> That might do the trick, thanks!
>
> But is there something like the "On Creation" execute slot in ICE?
>
>
> Nono  hat am 31. Mai 2017 um 14:45 geschrieben:
>
>
> Hi,
> One way is to group particles (animating the activation for example) and
> thick the "preserve group option"
> Then simply apply your force only on this particle group ;-)
>
> On 31 May 2017 at 12:45, Thomas Volkmann  wrote:
>
> Another one:
>
> In a FLIP particle simulation I want a force that only affects particles
> that are emitted before a certain frame.
> So how could I set a "emission_frame" attribute (or get it if it exists
> already)?
>
> Thanks!
>
>
>
> Thomas Volkmann  hat am 19. Mai 2017 um 11:56
> geschrieben:
>
>
> That sounds great... Thanks!
>
> Olivier Jeannel  hat am 19. Mai 2017 um 11:39
> geschrieben:
>
> Press the "x" key with the mouse pointer above any sop node or above any
> vop node output.
> It will add a "visualizer" node.
> Lot's of possibility in there, I use it all the time.
> More clunky than Ice unfortunatly   ...nd some display bugs ..of
> course.
>
>
> 2017-05-19 10:53 GMT+02:00 gareth bell :
>
> http://www.sidefx.com/docs/houdini/basics/visualizers
>
> Visualizers - SideFX
> <http://www.sidefx.com/docs/houdini/basics/visualizers>
> www.sidefx.com
> If a node has a visualizer, you can use the settings on the Visualizers
> tab in the parameter editor. Enable/disable visualization at once. Click
> the Visualization ...
>
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Thomas Volkmann <
> li...@thomasvolkmann.com>
> *Sent:* 19 May 2017 08:34:38
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: Houdini Basics
>
> This is the VOP-Intersect node
> <https://www.sidefx.com/docs/houdini/nodes/vop/intersect>.
> I'll keep the normals issue in mind, thanks.
>
> Anyway, is there a way of viewport debugging as in ICE (show properties)?
> I'm using print to show the values in the console atm, but that doesn't
> work really when you need to see which point has what value...
>
>
>
> Olivier Jeannel  hat am 19. Mai 2017 um 10:23
> geschrieben:
>
> the intersect node in VOP ?
> If I remember correctly, beware of the length of your normals, they had to
> be long enough to "hit" the surface. ie don't normalize them.
>
> Yeah, Houdini is deep, not always easy..
>
> 2017-05-19 8:53 GMT+02:00 Thomas Volkmann :
>
> Thanks guys!
>
> I also found the transform node to do what I need 5 minutes after sending
> the mail. It wasn't obvious just from reading the description that you can
> use it to simply get the transforms from any object, it sounded more like a
> converter node.
>
> BUT...here we go again:
> 1)
> Why are there nodes in the documentation that I am absolutely unable to
> find where I would need and expect them??
> check this: GetObjectTransform node
> <https://www.sidefx.com/docs/houdini/nodes/vop/getobjxform>  (unable to
> find anywhere, took the former mentioned transform node instead)
> or this: RayHit <https://www.sidefx.com/docs/houdini/nodes/vop/rayhit> (seems
> only to be available in shading contexts, tried with the intersect node
> instead which didn't work, so I ended up using 'Ray' in a SOP)
>
> 2)
> Just to know if I'm doing it right:
> If I want to do a shrinkwrap or whatever one object to another, I would
> use a merge node to get the target geo-information into the deformer-SOP?
> That works for me, I just want to know if that's the common practice...
>
>
> All in all Houdini is a lot of fun, but can be quite hard when you don't
> have someone to ask the quick and simple stuff.
> But at least I have you guys! Thanks for your patience :)
>
> cheers,
> Thomas
>
>
> Jordi Bares  hat am 18. Mai 2017 um 22:48
> geschrieben:
>
>
> You may be triggering an evaluation without realising.
>
> I suspect the open GL glitch may not be it.
>
> Try deleting lights and others elements than interact with your simulation
> as these, being visible may force a full re-evaluation.
>
> Jb
>
> Sent from my iPhone
>
> On 18 May 2017, at 18:58, Andy Nicholas  wrote:
>
> Yep, I think there’s a sneaky bug in there somewhere. I’ve had it when
> I’ve got all my objects hidden it

Re: Houdini Basics....

2017-05-31 Thread Nono
Hi,
One way is to group particles (animating the activation for example) and
thick the "preserve group option"
Then simply apply your force only on this particle group ;-)

On 31 May 2017 at 12:45, Thomas Volkmann  wrote:

> Another one:
>
> In a FLIP particle simulation I want a force that only affects particles
> that are emitted before a certain frame.
> So how could I set a "emission_frame" attribute (or get it if it exists
> already)?
>
> Thanks!
>
>
>
> Thomas Volkmann  hat am 19. Mai 2017 um 11:56
> geschrieben:
>
>
> That sounds great... Thanks!
>
> Olivier Jeannel  hat am 19. Mai 2017 um 11:39
> geschrieben:
>
> Press the "x" key with the mouse pointer above any sop node or above any
> vop node output.
> It will add a "visualizer" node.
> Lot's of possibility in there, I use it all the time.
> More clunky than Ice unfortunatly   ...nd some display bugs ..of
> course.
>
>
> 2017-05-19 10:53 GMT+02:00 gareth bell :
>
> http://www.sidefx.com/docs/houdini/basics/visualizers
>
> Visualizers - SideFX
> 
> www.sidefx.com
> If a node has a visualizer, you can use the settings on the Visualizers
> tab in the parameter editor. Enable/disable visualization at once. Click
> the Visualization ...
>
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Thomas Volkmann <
> li...@thomasvolkmann.com>
> *Sent:* 19 May 2017 08:34:38
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: Houdini Basics
>
> This is the VOP-Intersect node
> .
> I'll keep the normals issue in mind, thanks.
>
> Anyway, is there a way of viewport debugging as in ICE (show properties)?
> I'm using print to show the values in the console atm, but that doesn't
> work really when you need to see which point has what value...
>
>
>
> Olivier Jeannel  hat am 19. Mai 2017 um 10:23
> geschrieben:
>
> the intersect node in VOP ?
> If I remember correctly, beware of the length of your normals, they had to
> be long enough to "hit" the surface. ie don't normalize them.
>
> Yeah, Houdini is deep, not always easy..
>
> 2017-05-19 8:53 GMT+02:00 Thomas Volkmann :
>
> Thanks guys!
>
> I also found the transform node to do what I need 5 minutes after sending
> the mail. It wasn't obvious just from reading the description that you can
> use it to simply get the transforms from any object, it sounded more like a
> converter node.
>
> BUT...here we go again:
> 1)
> Why are there nodes in the documentation that I am absolutely unable to
> find where I would need and expect them??
> check this: GetObjectTransform node
>   (unable to
> find anywhere, took the former mentioned transform node instead)
> or this: RayHit  (seems
> only to be available in shading contexts, tried with the intersect node
> instead which didn't work, so I ended up using 'Ray' in a SOP)
>
> 2)
> Just to know if I'm doing it right:
> If I want to do a shrinkwrap or whatever one object to another, I would
> use a merge node to get the target geo-information into the deformer-SOP?
> That works for me, I just want to know if that's the common practice...
>
>
> All in all Houdini is a lot of fun, but can be quite hard when you don't
> have someone to ask the quick and simple stuff.
> But at least I have you guys! Thanks for your patience :)
>
> cheers,
> Thomas
>
>
> Jordi Bares  hat am 18. Mai 2017 um 22:48
> geschrieben:
>
>
> You may be triggering an evaluation without realising.
>
> I suspect the open GL glitch may not be it.
>
> Try deleting lights and others elements than interact with your simulation
> as these, being visible may force a full re-evaluation.
>
> Jb
>
> Sent from my iPhone
>
> On 18 May 2017, at 18:58, Andy Nicholas  wrote:
>
> Yep, I think there’s a sneaky bug in there somewhere. I’ve had it when
> I’ve got all my objects hidden it still evaluates the DOP network. My
> suspicion was that it might be related to the bug where Houdini shows an
> object in the viewport you can’t get rid of. You could try killing the
> Scene viewport tab and opening a new one.
>
>
> On 18 May 2017, at 16:22, Simon Reeves  wrote:
>
> Setting the DOP in question to bypass doesn't work for me.  <-- I think
> this should work?
>
> On Thu, 18 May 2017 at 12:52 Thomas Volkmann 
> wrote:
>
> I'll be damned!!
>
> But knowing how to do it now wins over the embarrasment :)
>
> Thanks a ton!
>
>
> "Andy Chlupka (Goehler)"  hat am 18. Mai
> 2017 um 13:47 geschrieben:
>
>
>
> Hi Thomas,
>
> see that little red brain at the bottom right corner? Give it a try :D
>
> Andy
>
> On 18.05.2017, at 13:45, Thomas Volkmann  wrote:
>
> Even at the risk of annoying you guys:
>
> How do I stop a DOP-network from cooking while scrubbing t

Re: animation

2017-05-09 Thread Nono
I think Mercenaries Engineering (Guerilla Render) and INA is going to
release something similar and Production ready ;-)
https://www.facebook.com/notes/guerillarender/mercenaries-arsenal-unveiled-at-fmx-2017/1146470472126233/

On 9 May 2017 at 03:44, Eugene Flormata  wrote:

> yeah I have issues running it on my work machine, on my laptop it's fine
> wonder if this type of pose tech is implementable into other packages, or
> if there's some kind of patent that prevents it
>
>
> On Mon, May 8, 2017 at 8:35 AM, Petr Zloty  wrote:
>
>> I was able to beta test it. Performance is ok, but overall workflow and
>> interaction is not production ready yet IMHO.
>>
>> 2017-05-01 22:57 GMT+02:00 Eugene Flormata :
>>
>>> https://www.mokastudio.com/features.html
>>> woah cool
>>> has anyone seen this before?
>>>
>>> i like the direction this is going
>>>
>>
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: Soft to Houdini custom shelf / scripts.

2017-04-10 Thread Nono
On 21 February 2017 at 00:04, Jordi Bares  wrote:

> Very true, the best approach instead of locking things is to actually
> freeze the geometry to disk using the filecache SOP node. It will keep
> your scenes small and super fast to load plus the cooking process will be
> super fast.
>

Don't know if it was already mentionned here but I just found the "Stash"
node that does a freeze geo like ;-)
http://www.sidefx.com/docs/houdini/nodes/sop/stash

cheers
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Re: Random Thoughts about H.

2017-03-21 Thread Nono
don't miss the FULL pdf from Jordy Bares that's all in there

On 21 March 2017 at 23:31, Jason S  wrote:

> Hi,
> Indeed Object Merge can reference outputs from other nodes
> Thanks a bunch! (scraped the internet for that :) )
> -J
>
>
>
> On 03/21/17 18:22, Nono wrote:
>
>
> On 21 March 2017 at 19:36, Jason S  wrote:
>
>> I know about merge sop, but is it possible to refer to outputs or
>> elements located in other object level networks?
>> (or having object level items used as inputs for multiple other object
>> level networks?)
>
>
> Hi,
> You don't read it correctly, Andy spokes about "Object Merge" not "Merge".
> On Houdini "Object merge" is in most case the most important node. You can
> for example mimic softimage overrides with it ;-)
>
> Cheers
>
>
> --
> 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.

2017-03-21 Thread Nono
On 21 March 2017 at 19:36, Jason S  wrote:

> I know about merge sop, but is it possible to refer to outputs or elements
> located in other object level networks?
> (or having object level items used as inputs for multiple other object
> level networks?)


Hi,
You don't read it correctly, Andy spokes about "Object Merge" not "Merge".
On Houdini "Object merge" is in most case the most important node. You can
for example mimic softimage overrides with it ;-)

Cheers
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Re: completly OT, AE Quicktime and sound related

2017-02-07 Thread Nono
ffmpeg command line, but it's very simple. (he can do prores 422 and 
too ;-) )

On windows I download Git https://git-for-windows.github.io/
(This gives you access to Git Bash so all the bash goodness from linux)

Then I download FFmpeg and place the ffmpeg.exe (
https://ffmpeg.zeranoe.com/builds/) in the C:\Program Files\Git\mingw64\bin
folder

Now if you open the bash command line you can use a command like
"ffmpeg.exe -i source_video.mov -i source_audio.wav destination.mp4"

briefly if you want to input an image sequence the formating is (for the
image sequence "render_0.tga" replace to "render_%05d.tga")
// don't be afraid //
>>ffmpeg -y -i render_%05d.tga -i audio.wav -r 25 -codec:v libx264 -crf 20
-profile:v high -level:v 4.1 -preset slow -movflags faststart -pix_fmt
yuv420p -c:a aac -strict experimental -b:a 192k -shortest destination.mp4

-crf 20 is the quality (same setting as handbrake 22 is correct, 20 is good
18 is like uncompressed
-preset slow is the time he spend to analyse the video, so the
quality/bitrate
-r 25 is the fps
-y is overright
-movflags faststart is for the video streamable on internet
-c:a aac -strict experimental is for using the ffmpeg open source aac
encoder
-shortest is for cutting the audio to the lenght of the image sequence ;-)
remove to inverse

another one could be:
-vf scale=1920:1080 to resize
*-start_number 100* for image sequences not starting to  ;-)
-ss to start at a specific time
-to to end at a specific time

with all of that ffmpeg is a swiss army tool !

Because i do that multiple times a day, over the years i camed with a bash
script (usable under windows or mac or linux, you can place it beside
ffmpeg.exe to have it simply by typing his name)
a small doc:

Use drag and drop in the command line to fill automatically the file paths
!!
The script scan the filename automaticaly to find the good sequence digit.
be carefull he is hardcoded to 25fps...

>>nnFFmpeg image_1.tga son.wav
then he ask the quality. hit simply enter for 22 (default) but enter 20 to
have a good movie
then if you want to rescale the movie enter 1280:720 in pixel leave empty
to encode to the size of the source
then if you know ffmpeg there's an optional command, just hit enter

Cheers


On 7 February 2017 at 11:05, Olivier Jeannel  wrote:

> Thank's for all the advices and feedbacks !
> "Good" to hear I'm not alone !
> It turned out that it is QT format + QTplayer (at least in my mystic
> experience) :
> If I take the .mov and convert it to MP4, play with VLC or
> WindowsMediaPlayer or MPV, the decay goes away. It's very subtil, a few
> frames at the beginning.
>
>
> Nono, are you using a GUI for FFmpeg ?
>
>
>
> 2017-02-07 0:43 GMT+01:00 Nono :
>
>> Hi, this is unfortunately a well known problem and ... unsolvable if you
>> stay with QT containers. I'm having this since h264 or mp4 (don't remember)
>> exists !
>>
>> I tend to render now all video to images sequ then deliver with ffmpeg to
>> an mp4 for example with the x264 codec.
>> And tend to play all videos with mpv.io (fork of mplayer if i remember
>> well), this is a lightweight player well know for his performance on low
>> end computers, so this helps a lot.
>>
>> Noël
>>
>> On 6 February 2017 at 21:10, Eugene Flormata  wrote:
>>
>>> what if you convert the 100%animation quicktime compression file with
>>> media encoder to youtube HD?
>>>
>>> On Mon, Feb 6, 2017 at 11:09 AM, Sven Constable <
>>> sixsi_l...@imagefront.de> wrote:
>>>
>>>> Had this problem lately. I tested with another player (MPC) and the
>>>> sound was a few frames off as well, so it seems to be not player related.
>>>> Did not happen with other container formats like mpeg4 or flv.
>>>>
>>>> I tried exporting an image seq plus wav and then re-imported in AE,
>>>> Premier and Davinci Resolve. Whenever exported as QT later on, the sound
>>>> was a few frames off (however it was in sync when played from the 
>>>> timeline).
>>>>
>>>> Sorry to be of no help here but I encountered the same problem.
>>>>
>>>>
>>>>
>>>> Sven
>>>>
>>>>
>>>>
>>>> *From:* softimage-boun...@listproc.autodesk.com [
>>>> mailto:softimage-boun...@listproc.autodesk.com
>>>> ] *On Behalf Of *Olivier
>>>> Jeannel
>>>> *Sent:* Monday, February 06, 2017 2:36 PM
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* completly OT, AE Quicktime and sound related
>>>>
>>>>
>>>>

Re: completly OT, AE Quicktime and sound related

2017-02-06 Thread Nono
Hi, this is unfortunately a well known problem and ... unsolvable if you
stay with QT containers. I'm having this since h264 or mp4 (don't remember)
exists !

I tend to render now all video to images sequ then deliver with ffmpeg to
an mp4 for example with the x264 codec.
And tend to play all videos with mpv.io (fork of mplayer if i remember
well), this is a lightweight player well know for his performance on low
end computers, so this helps a lot.

Noël

On 6 February 2017 at 21:10, Eugene Flormata  wrote:

> what if you convert the 100%animation quicktime compression file with
> media encoder to youtube HD?
>
> On Mon, Feb 6, 2017 at 11:09 AM, Sven Constable 
> wrote:
>
>> Had this problem lately. I tested with another player (MPC) and the sound
>> was a few frames off as well, so it seems to be not player related. Did not
>> happen with other container formats like mpeg4 or flv.
>>
>> I tried exporting an image seq plus wav and then re-imported in AE,
>> Premier and Davinci Resolve. Whenever exported as QT later on, the sound
>> was a few frames off (however it was in sync when played from the timeline).
>>
>> Sorry to be of no help here but I encountered the same problem.
>>
>>
>>
>> Sven
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com
>> ] *On Behalf Of *Olivier Jeannel
>> *Sent:* Monday, February 06, 2017 2:36 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* completly OT, AE Quicktime and sound related
>>
>>
>>
>> High guys, can't be more off topic, but maybe some advices might help.
>>
>> This is driving me nuts.
>>
>> I do a basic montage (with little effects) of rendered images coming from
>> houdini.
>>
>> I edit everything based on the audio.
>>
>> In AE, the preview is in perfect synchro with the audio.
>>
>> I render it in quicktime (Animation, 100% quality, 25fps).
>>
>>
>>
>> When I play it in quicktime, I have a little decay between sound and
>> audio.
>>
>>
>>
>> Every rushes are 25fps, the comp is 25fps. The audio comes from a
>> quicktime 25fps too.
>>
>>
>>
>> I wonder if this could come from the quicktime player itself.
>>
>> A setting maybe ?
>>
>> I tried on a laptop, the decay varies a little bit between the 2
>> differents machines, so it's hard to know what to trust.
>>
>>
>>
>> Anyone had that kind of experience ?
>>
>>
>>
>>
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Nono
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  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  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 :
>>>
 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 :

> 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 :
>
>> 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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>>
>
>
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>>>
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Christopher Crouzet
>> *http://christophercrouzet.com* 
>>
>>
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>> To

Re: Problems with motionblur and ILT Boolean object

2016-06-30 Thread Nono
Just Checking... Did you disable the motion blur on mesh where topology is
changing ?

Obviously you need to do that first.. or find a way in your "ILT Booleans"
to get a velocity vector to tell Arnold to use that.

Cheers,

Nono

On 30 June 2016 at 03:16, Ed Manning  wrote:

> what are ILT Booleans?
>
> On Wed, Jun 29, 2016 at 6:04 PM, Morten Bartholdy 
> wrote:
>
>> I am creating a fluid in a bottle with animated surface using ILT
>> Booleans. This works fine and is pretty smooth. However when rendering with
>> Arnold I get crashing when turning on deformation motion blur, which I need
>> for other parts which deform during the shot. I have tried exporting the
>> geo sequence as alembic and importing it again, which works fine until
>> turning on deformation motionblur.
>>
>> Does someone here know - is there something I need to do to get this
>> working?
>>
>> //Morten
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: Compositing app choice

2016-05-27 Thread Nono
The AE team did a lot this year but still, they get the 32b workflow wrong,
stay out of it for real comp work.
Le ven. 27 mai 2016 à 19:14, Oscar Juarez  a
écrit :

> Maybe the custom tool in fusion might be interesting for you, you can do a
> lot of per pixel operations.
>
> On Fri, May 27, 2016 at 5:44 PM, Andres Stephens 
> wrote:
>
>> I like fusión. Node based compositing is much more flexible and easier to
>> grasp when it comes to layers. AE, unless you start getting into
>> programming and hard to visualize constrained parameters between layers
>> it doesn't cut it like node based compositing.
>>
>> As a feature set I like Nuke. Fusion is great but it doesn't have math
>> nodes.
>>
>> To be honest I really enjoyed compositing in Blender. It has math nodes
>> so you can build you're own compositing systems from the ground up if needs
>> be and the node workflow add-on is really fun. Some of the best node
>> workflows I know The only downside is that it's slow to render - not
>> terribly optimized. But another up on it is that you can have all different
>> compositions in the same file and they all can reference into the video
>> editor it has so you can preview the edit and then tweak accordingly
>> without having dozens of comps open. Also it's DOF node is excellent
>> (better than Fusions imho). As a 3D space... unlike the others where 3D was
>> built around the compositing.. this was built the other way around.
>> shame it's so slow to crunch frames.
>>
>>
>>
>>
>>  Original message 
>> From: Scott Lange 
>> Date: 27/05/2016 10:23 (GMT-05:00)
>> To: softimage@listproc.autodesk.com
>> Subject: RE: Compositing app choice
>>
>>
>>
>> Gotcha.
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Greg Punchatz
>> *Sent:* Friday, May 27, 2016 11:10 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Compositing app choice
>>
>>
>>
>> AE is good for motion graphics but not so good for comping... IMHO
>>
>>
>>
>> On Fri, May 27, 2016 at 9:57 AM, Scott Lange 
>> wrote:
>>
>> So No one uses After Effects anymore?
>>
>>
>>
>> --
>> 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: Change object visibility with another object?

2016-05-12 Thread Nono
Hi Morten,
This super simple, you juste have to group your object and use that group
to feed an ice tree who generate a point cloud with the very same object
but this time in instance shapes.
You get the point position of the group, then you get the instance shape.
>From that you just have to kill the particle by volume or similar ;-)

With that technique you just have to populate the group to make them
automatically animated, plus you're not limited by just killing particles
you can make thinks sizing or moving.

Hopes you can figure out the Ice tree by yourself because i don't have an
easy access to soft anymore on OSX... maybe i can post it this week-end.

Noël

On 12 May 2016 at 20:38, Olivier Jeannel  wrote:

> if you want to manipulate islands, I made a set of ice nodes, a bit like
> the POLY ones, but for islands.
> It is using Julian Johnson JJ_Islands.
> It's a dozen time faster than the Create Instances for Islands.
>
> On Thu, May 12, 2016 at 5:12 PM, Jason S  wrote:
>
>> Hi sorry if double-posting but I didnt see it show up, (also more links
>> at the end)
>>
>> from Em-Tools Compound Descriptions
>>  ;
>> (any of these may be useful, but check especially the marked link.)
>> Vertex Islands Initialize Island Data
>>
>> Initializes the vertex island data.
>> An example on how to use this compound can be found here:
>> emTopolizer 1.00 Tutorial 03 - Vertex Islands 
>>
>>
>> Create Particles from Island Centers
>>
>> Creates one particle for each island center.
>> An example on how to use this compound can be found here:
>> emTopolizer 1.00 Tutorial 03 - Vertex Islands
>> 
>>
>> *<--- Check this link,  also @ 5;50  builds a simple tree from scratch *
>> Transform Islands
>>
>> Transforms the vertex islands.
>> An example on how to use this compound can be found here:
>> emTopolizer 1.00 Tutorial 03 - Vertex Islands
>>
>> 
>> Getters
>>
>> A bunch of compounds to get diverse island related data.
>> The compounds are self-explanatory.
>>
>>
>>
>>
>> Also perhaps even yet easier, from MotionTools Doc
>> 
>> Controling Polygons and Polygon Islands
>>
>> There are some special cases, in Motion Tools, that deviate from the
>> basic setup. We stumble upon such cases when you want to, for example,
>> control polygon islands from a fracture object, or text object. Also,
>> when we want to dice a object into many polygons and control
>> those disconnected elements.
>>
>> For both this situations you can use the menu “ICE  >  Create  >  Motion
>> Tools  >  Create Instances from Islands” and then choose the option that
>> fits you best, either, “Use Exisiting Polygon Islands”, or, “Dice
>> Polygons into Polygon Islands”.
>>
>>
>> 
>>
>> Both situations will yeld a similiar setup that we can describe this way.
>> Firstly the object in which the Polygon Islands exist (or in which the
>> polygons will be sliced into Polygon Islands) receives a ICETree that looks
>> like this:
>>
>>
>> 
>>
>>1. The ICETree is created at the uppermost position of the Modeling
>>Stack
>>2. In it you will find only one node that geathers info about the
>>geometry
>>3. This node works in two ways, it either stores info on your current
>>Polygon Islands, or it makes every polygon a Polygon Island and then 
>> stores
>>the information.
>>
>> The information created by this node then feeds another ICETree that
>> lives in a Pointcloud and resembles a basic Motion Tools setup, with minor
>> differences, as follows:
>>
>>
>> 
>>
>>1. Points are created solely based on the information provided by the
>>geometry with the “Create Points from Polygon Islands” node
>>2. Constraint PolyIslands to Pointcloud will feed the information
>>from your Motion Tools ICETree back to your geomtry, keeping both in sinc.
>>In case you are using simulations, this node should be place in the
>>Post-Simulation area.
>>
>>
>>
>> MT Clip specific to islands; https://vimeo.com/44039628
>>
>> General MT use clip;  https://vimeo.com/46425839
>>
>>
>> MT Islands can also super-easily be simed  (uses RBD with easy
>> trigger-object setup).
>>
>> Hope that could help, & keep us posted!
>>
>>
>>
>> On 05/12/16 8:34, Morten Bartholdy wrote:
>>
>> That's a thought. Not too familiar with ICE and poly island stuff though.
>>
>> //MB
>>
>>
>>
>>
>> Den 12. maj 2016 klokken 14:22 skrev Jason S  
>> :
>>
>>
>> I think you could merge everything and have a particle per island, or a
>> similar method to braking apart/fracturing objects.
>>
>> Will fetch a few links later-on, but you can che

Re: New render layers in maya

2016-04-18 Thread Nono
That's my feeling too, very old and boring approach too, true modern way is
on Clarisse ;-)

Nono

On Mon, 18 Apr 2016 at 10:51 Jordi Bares  wrote:

> Oh dear… they got it all wrong…
> jb
>
>
> On 18 Apr 2016, at 09:14, Ognjen Vukovic  wrote:
>
> I presume you guys have all seen this...
>
>
> http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
>
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Re: cad

2016-02-09 Thread Nono
Maya isn't perfect at all for this kind of job, you should give a go to
Rhino or Moi for processing your file before.
Le mer. 10 févr. 2016 à 01:19, Eugene Flormata  a
écrit :

> so it's normal for cad projects to take like over an hour to open? or is
> that just like, maya opening stls?
>
> On Tue, Feb 9, 2016 at 3:54 PM, Sven Constable 
> wrote:
>
>> I agree with Mirko. Amount of cores/cpus doesn't do that much. Amount of
>> RAM is more important. The most important thing however is to find a
>> software that can process large files with clean results. MoI (
>> http://moi3d.com/) gave me the best meshing so far, but it's still 32bit
>> and therefore it chokes on larger files.
>>
>>
>>
>> sven
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com
>> ] *On Behalf Of *Mirko Jankovic
>> *Sent:* Tuesday, February 09, 2016 10:07 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: cad
>>
>>
>>
>> I would assume that it is more case of hard drive, so starting with nice
>> ssd even ssd raid 0 would be one thing.
>>
>> then need to figure out if those opening and cad things are single or
>> multy  threaded at all.
>>
>> in first case single core higher GHz would be better choice then even
>> dual xeons but working at lower Ghz.. whats the use of 72 threads if CAD
>> program uses only one.
>>
>> Just some toughs straight out of the head where I would start.
>>
>>
>>
>>
>>
>> On Tue, Feb 9, 2016 at 9:57 PM, Eugene Flormata 
>> wrote:
>>
>> Hey, my company is asking me to price out a new machine for work.
>> and I wanted to get something that wouldn't choke on big cad files from
>> architecture or other large 1gb+ stl type files
>>
>> does anyone know if that's primarily a CPU issue? my current machine is
>> i7-3770, fine for the 3D I'm doing now, just takes like 3h to open big cad
>> data sometimes.
>> does anyone know if I should get a xeon or some kind of 8-core+ machine?
>>
>> ram, I'm hoping 32g or more
>> videocard, I'm thinking titan or 980ti
>>
>> any advice would be appreciated
>>
>>
>>
>>
>>
>> --
>>
>> Mirko Jankovic
>>
>> skype: mirko-jankovic
>>
>> https://vimeo.com/mirkoj
>>
>>
>>
>> Need some help with rendering an Redshift project?
>>
>> http://www.gpuoven.com/
>>
>
>


Re: "Trouble in paradise"

2016-02-07 Thread Nono
Yes they screwed that too, combustion was very good and well in place too,
that's even sad.
Le dim. 7 févr. 2016 à 21:40, Laurence Dodd  a écrit :

> Interesting reading the comments, it's not just us Softies that are
> jumping ship. I was a Combustion user for years, I have a knack of
> championing the underdog.
>
> On 6 February 2016 at 17:35, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Hehe :)
>>
>> On 6 February 2016 at 15:25, Emilio Hernández  wrote:
>>
>>> If they sticked with Sofitmage… instead of “the other”….
>>>
>>>
>>>
>>> [image: E_roja_signature]
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ognjen Vukovic
>>> *Sent:* sábado, 6 de febrero de 2016 09:20 a. m.
>>> *To:* softimage 
>>> *Subject:* OT: "Trouble in paradise"
>>>
>>>
>>>
>>>
>>> http://cgpress.org/archives/autodesk-announces-restructuring-925-layoffs-planned.html
>>>
>>
>>
>
>
> --
>
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv
> W: www.porkpie.tv
> M: 07570 702 576
> T: 01273 278 382
>


Re: Unreal engine and softimage Gear

2016-01-30 Thread Nono
Hi guys this is possible !
I've done this a couple months ago but the process was so convoluted that I
don't recall well where the thing hang.
If my memory is correct you can have a working one by plotting the GLOBAL
matrix and not the classical Local one. Then you can try a first export
with all the bones cutted from any hierarchy (all in a flat hierarchy just
under the mesh, this is possible since you've just plotted the global
matrix ;-) ) this was working.

Now the process to obtain a working one keeping the hierarchy is out of my
mind for now.

Cheers,
Nono
Le sam. 30 janv. 2016 à 16:47, Pierre Schiller <
activemotionpictu...@gmail.com> a écrit :

> Native rig from softimage doesn't work either. Nor mobuilder rig. This is
> insane. :(
> On Jan 30, 2016 9:25 AM, "Mirko Jankovic" 
> wrote:
>
>> Hey, I was actually trying same thing for a bit over week and never got
>> any progress on it at all. If there is anyone that can sort out this it
>> would be really really great...
>> I had to drop whole project due to this issue
>>
>> On Sat, Jan 30, 2016 at 3:10 PM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> Hi fellows, I've been trying for the past 5 days to export the shadow
>>> group (plotted) and my weighted mesh from softimage to unreal engine 4.0.9
>>> to no sucess with gear.
>>>
>>> I animate the gear rig, select the shadow group, select child members,
>>> plot animation, remove all constraints, select my mesh, then export .fbx
>>> (selection only),(i'm not using crosswalk menu since I think it's the same
>>> dialogue).
>>>
>>> Then I drag/drop this character.fbx into unreal and importing options
>>> doesn't show a name for the skeleton (import doesn't happen, import is
>>> ghosted), so I go back on SI, uncheck slection only and U4 has the IMPORT
>>> button enabled but crashes on import.
>>>
>>> I'm really going nuts wih this, I can see the animation play fine on
>>> unity (Rigging in Gear fom softimage to unity video there is on youtube).
>>> But U4 has me going really crazy at this point... Please help me.
>>>
>>> Thanks.
>>>
>>
>>


Re: assigning material with ton of textures randomly to meshes

2016-01-16 Thread Nono
Hi,
Yes Gareth, that's the second part of how to do this, using an ice
attribute to drive the clip time source property.

But the very first part you need to convert your meshes to instances to
properly generate ID attribute on each one.
For this you just need to group your mesh under a group then generate
instance of each one on this group, then it's failry easy to use the point
ID to generate a random attribute on each point of each instances.

Let us know if you know how to do that, in the other case i can provide you
an example.

Cheers,
Noël

On Sat, 16 Jan 2016 at 15:17 gareth bell  wrote:

> http://tinypic.com/view.php?pic=287et04&s=9
>
> you could try this
>
>
> --
> From: garethb...@outlook.com
> To: softimage@listproc.autodesk.com
> Subject: RE: assigning material with ton of textures randomly to meshes
> Date: Sat, 16 Jan 2016 13:21:38 +
>
>
>
> Are the objects all the same or are there lots of differences?
>
> This is doable in ICE
>
> --
> Date: Sat, 16 Jan 2016 12:24:14 +
> Subject: Re: assigning material with ton of textures randomly to meshes
> From: ognj...@gmail.com
> To: softimage@listproc.autodesk.com
>
> You can create a random scalar attribute on an ice tree on each piece of
> geometry. Put all the textures into the material using a coler switch node
> and then call the attribute to switch tex per geometry. Also you could use
> the color lookup node but doesn't work in Redshift :).  As for your method
> I'm not sure if there is a way to control the image clip per geo.
> On 16 Jan 2016 11:16 am, "Mirko Jankovic" 
> wrote:
>
> I was wondering if someone have idea how to accomplish this.
>
> There is pool of let's say 100 textures, sequentially named.
> Now when they are applied to shader as texture they are changed frame by
> frame for all objects with assigned shader.
>
> Goal is to assign one shader to ton of objects and then assign textures
> from the pool randomly on those objects, without changing them during
> timeline, just fixed assign.
>
> Makes sense? :)
> Thanks!
>
>


Re: Color shift w/ QuickTime

2015-12-11 Thread Nono
Hello, here we usually don't conform media with an adobe product, the
quality is horrible.
The keep the gamma right from top to bottom first, use a proper codec, the
"x264" encoder.

This codec is 100% compatible and used by every "Linux" server, YouTube /
Vimeo / also The codec behind nuke h264 etc...

So in short, output a QuickTime animation or an uncompressed file format
and use:

-"Handbrake" this is the best tool ! free, osx, windows, Linux, perfect
quality.
-"ffmpeg" the best command line convert tool
-or any x264 based encoder like VLC

Cheers

Nono


Le ven. 11 déc. 2015 à 14:38, Sebastien Sterling <
sebastien.sterl...@gmail.com> a écrit :

> Time for H.265 !
>
> On 11 December 2015 at 09:29, christian  wrote:
>
>> what codec are you using though ? the quicktime h.264 i assume which is
>> horrible with gamma and colors.
>>
>> we usually use not the quicktime > h.264 one but the one just labeled
>> h.264. file ending should then end up .mp4 by default, not .mov.
>> then just rename afterwards and things look better.
>>
>> mileage may vary of course, its all a big mumbo jumbo. willing to bet
>> your movie also looks ok in VLC and similiar players.
>>
>> c.
>>
>> On Fri, Dec 11, 2015 at 3:08 AM, John Clausing 
>> wrote:
>>
>>> I tried that (I'm on a Mac), but I'll give it another shot with those
>>> instructions..
>>>
>>> There's are two "alpha" settings, one white, one black.any
>>> difference do you know?
>>>
>>> Thanks for the help
>>>
>>> J
>>>
>>> Sent from my iPhone
>>>
>>> On Dec 10, 2015, at 8:07 PM, Mirko Jankovic 
>>> wrote:
>>>
>>> Just for comparison, up is image before the trick, down after that
>>>  procedure.
>>> [image: Inline image 1]
>>>
>>> On Fri, Dec 11, 2015 at 2:04 AM, Mirko Jankovic <
>>> mirkoj.anima...@gmail.com> wrote:
>>>
>>>> Try this trick:
>>>>
>>>> - Open up movie in QT
>>>> - Window -> movie properties
>>>> - select video track (don't turn it off on checkbox just select)
>>>> - Down in transparency from drop down menu select Blend and then pull
>>>> transparency level to 100%. Image should loko like whitish and washed out
>>>> - then back to dropdown menu and select Alpha
>>>> - and finaly press play.
>>>>
>>>> Colors should be  back to normal now and then just exit QT and accept
>>>> save.
>>>> Let me know if that did the trick
>>>>
>>>> On Fri, Dec 11, 2015 at 1:45 AM, John Clausing 
>>>> wrote:
>>>>
>>>>> Hey all
>>>>>
>>>>> We're making a sequence in 3D that's lit and rendered fine, (Arnold ,
>>>>> exr), composited in Nuke, and rendered from Nuke as 8 bit . 
>>>>> Tiffs..then
>>>>> brought into After Effects to edit and make a QT, for Facebook.
>>>>>
>>>>> Up until the QT is made, the color is just right, upon viewing the QT,
>>>>> the gamma is off and looks less saturated and dull.
>>>>>
>>>>> If I bring the QT back into AE or Nuke it is fine
>>>>>
>>>>> Clearly this is a QT viewer issue long known, but the client doesn't
>>>>> like it and insists on QTs for its FB postings
>>>>>
>>>>> Any thoughts? We've tried every color adjustment we can think of from
>>>>> QT Pro, media encoder and various color settings in Project Settings in AE
>>>>>
>>>>> Thoughts? Thanks,
>>>>>
>>>>> John
>>>>>
>>>>> Sent from my iPhone
>>>>>
>>>>
>>>>
>>>
>>
>


Re: Align Strand segments

2015-09-29 Thread Nono
Yes already saw that a couple of times...
Sadly I think it's a renderer specific problem of the strand orientation.
Just to check, switch to mental Ray and you will see something different.
Giving a small rotation on a second axis should fix the problems.
Le mer. 30 sept. 2015 à 01:09, Sven Constable  a
écrit :

> Are you using mental ray? If so, try switching from scanline mode to
> raytrace for primary rays (optimization tab). A shot in the dark though…
>
>
>
> sven
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Olivier Jeannel
> *Sent:* Tuesday, September 29, 2015 8:13 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Align Strand segments
>
>
>
> Hi all,
>
>
>
> I'm using Create Strands and BendStrands to make some kind of spiral ribon.
>
> [image: Inline image 1]
>
> As you might see in the attached pic, I'm getting some artifacts at render
> time. The particle shape is set to Box, ConstrainStrandLength,
> AlignStrandSegments are plugged, but don't do much to correct this.
>
>
>
> Any idea ?
>
>
>


Re: SI 2015 selection in Xray

2015-08-26 Thread Nono
Hi, sounds familiar, i though this bug was fixed in sp1 SOFT-10264 "
http://knowledge.autodesk.com/sites/default/files/file_downloads/softimage_2015_SP1_R2_readme_enu.htm
".
Are you on sp1 ?

cheers,
Noël

On 26 August 2015 at 12:37, Martin Yara  wrote:

> Hi, I'm having some troubles with SI2015 selection tools.
>
> In previous versions, when I used Xray in the view port I could select the
> bones (null as bones) that are inside the character without selecting the
> mesh.
>
> Now in 2015 I can't. It selects the meshes, or meshes + bones so I have to
> select them through the Schematic, or drag select and deselect the meshes.
>
> Is there any option there to make it work like it used to? I've been
> looking around without luck.
>
> Thanks
>


Re: String to Array no working or am I doing something wrong? ლ(ಠ益ಠლ)

2015-04-12 Thread Nono
I don't know what you are after but here is a "sample" ice tree dealing
with strings, finding letter to particles IDs with "get sub string" as a
workaround if you can't use a string separated by commas



On Sun, 12 Apr 2015 at 23:43 Nono  wrote:

> No, you need to separate by spaces or commas ;-)
> Le dim. 12 avr. 2015 à 22:52, pedro santos  a écrit :
>
>> Hello Stepen.
>> Thanks for the tip, but I think I did try that, as you see in the second
>> Set Data in the previous image, the port is set to integer.
>>
>> here's a small vid of me initiating the port and getting reset or just
>> not working. http://screencast.com/t/Xo9HCyqsi
>>
>> Correct me if I'm wrong, from "test" I should get the array:
>>
>> "t"
>> "e"
>> "s"
>> "t"
>>
>> , right? I ended up solving it another way, but stumbled upon this and am
>> a bit confused because I could swear I used it before and worked as
>> expected, that's all.
>>
>> Cheers
>>
>>
>> On Sun, Apr 12, 2015 at 8:53 PM, Stephen Blair 
>> wrote:
>>
>>> You need to set the type for the ports d0 and d1
>>> They should be a numeric type like Integer or vector, matrice, or
>>> quaternion
>>>
>>>
>>>
>>>
>>>
>>> On Sun, Apr 12, 2015 at 2:16 PM, pedro santos 
>>> wrote:
>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> *I remember using it before. So I'm following what's going on. The out
>>>> port stays black.Cheers*
>>>>
>>>
>>>
>>
>>
>> --
>>
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos Animator  3DModeler  Illustrator >>
>> http://probiner.x10.mx/ <http://probiner.x10.mx/>*
>>
>


Re: String to Array no working or am I doing something wrong? ლ(ಠ益ಠლ)

2015-04-12 Thread Nono
No, you need to separate by spaces or commas ;-)
Le dim. 12 avr. 2015 à 22:52, pedro santos  a écrit :

> Hello Stepen.
> Thanks for the tip, but I think I did try that, as you see in the second
> Set Data in the previous image, the port is set to integer.
>
> here's a small vid of me initiating the port and getting reset or just not
> working. http://screencast.com/t/Xo9HCyqsi
>
> Correct me if I'm wrong, from "test" I should get the array:
>
> "t"
> "e"
> "s"
> "t"
>
> , right? I ended up solving it another way, but stumbled upon this and am
> a bit confused because I could swear I used it before and worked as
> expected, that's all.
>
> Cheers
>
>
> On Sun, Apr 12, 2015 at 8:53 PM, Stephen Blair 
> wrote:
>
>> You need to set the type for the ports d0 and d1
>> They should be a numeric type like Integer or vector, matrice, or
>> quaternion
>>
>>
>>
>>
>>
>> On Sun, Apr 12, 2015 at 2:16 PM, pedro santos  wrote:
>>
>>>
>>>
>>>
>>>
>>>
>>> *I remember using it before. So I'm following what's going on. The out
>>> port stays black.Cheers*
>>>
>>
>>
>
>
> --
>
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos Animator  3DModeler  Illustrator >>
> http://probiner.x10.mx/ *
>


Re: OT: Houdini cluster materials

2015-03-22 Thread Nono
Hi,
what i don't clearly understand is how material assignment at object level
is useful if object merge don't keep them... ? am i missing something ?

Noël

On Tue, 10 Mar 2015 at 20:08 Jordi Bares Dominguez 
wrote:

> ...
> My take is to try to do things at object level due to easiness with for
> example transformations, material assignment, scene optimisation and LOD.
>
>


Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-09 Thread Nono
This looks awesome,
What's the possibilities provided with extensions shipped with fabric 2.0 ?
Did this provide for example what we need to build a simulated particle
cloud, or nodes needed to work modeling like extrude/bevel ?

Noël

On 9 March 2015 at 17:27, Sebastien Sterling 
wrote:

> so... if it can be spliced, it can be canvased :)
>
> neat.
>
> On 9 March 2015 at 15:47, Jason S  wrote:
>
>>  Okay. I find that encouraging thanks (and Congratz!!)
>>
>>
>> On 03/09/15 11:42, Paul Doyle wrote:
>>
>> We've successfully hooked Fabric into a bunch of different applications
>> already - there are certain app-specific idiosyncrasies but it's been fine
>> so far. Most SDKs give us what we need. Canvas is just a different
>> interface for writing KL - the hooks are largely the same (actually simpler
>> than before due to some design changes).
>>
>>
>> On 9 March 2015 at 11:36, Jason S  wrote:
>>
>>>  This indeed at least at first glance looks like (an early incarnation
>>> of) everything ICE is, if not more.
>>>
>>> Though considering how Maya's API is one of the most open
>>> (contrasting with it's general, sometimes almost crippling awkwardness
>>> for (the few) that that have gotten the chance to know how things could be
>>> different)
>>>
>>> I seriously hope that integration using other environments api's would
>>> not be any less seemless, than however seemless integration is in Maya.
>>> or at least not to a point of defeating the purpose of it being DCC
>>> agnostic.
>>>
>>> I guess my questions is.. Is it possible that authoring could only
>>> mostly be done in Maya? (and then only or mostly be run in other solutions?)
>>>
>>> *Because Maya,  (...)*
>>>
>>>
>>> On 03/09/15 4:22, Gerbrand Nel wrote:
>>>
>>> Not long at all IMHO.
>>> You guys seem to be screetching past the "other team", loud music
>>> blaring, waving obscene gestures out of the window.
>>>  More power to you!!i
>>>
>>> Can't wait to try this out :)
>>> G
>>> On 07/03/2015 17:44, Paul Doyle wrote:
>>>
>>> Thanks for the kind words - this was what we originally intended to
>>> build before we went off on a bit of a tangent :) I think code first has
>>> proved to be the right path, but man it's taken a long time to get to the
>>> visual programming!
>>>
>>> On 7 March 2015 at 10:17, Nicolas Esposito <3dv...@gmail.com> wrote:
>>>
 Finally I have a good excuse to start developing stuff with Fabric :)

  Can't wait to try it!
 From a non-coder point pf view, seriously, thanks guys!

 2015-03-07 14:43 GMT+01:00 Paul Doyle :

> btw the sign up is here:
> http://fabricengine.com/canvas-testing-program/
>
> On 6 March 2015 at 20:14, Greg Punchatz  wrote:
>
>> I don't write this word often, but being from Texas there is only
>> thing that comes to mindYeehaw!
>>
>> On Fri, Mar 6, 2015 at 6:03 PM, Vince Baertsoen 
>> wrote:
>>
>>>  Awesome news!
>>>
>>>  I have been waiting for this for ever. Exciting time!
>>>
>>>  Thanks a lot Paul and I am looking forward to trying it, hopefully
>>> soon.
>>>
>>>  Cheers.
>>>
>>>
>>>
>>> Vince Baertsoen
>>> Head of 3D
>>>
>>> T  +1 212 337 3210 <%2B1%20212%20337%203210>
>>>
>>>
>>>
>>>
>>> The Mill 451 Broadway, 6th Floor, New York,  NY 10013
>>>
>>>
>>> *themill.com |  themillblog.com |
>>>  @millchannel |
>>>  facebook.com/millchannel
>>>  *
>>>  --
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> softimage-boun...@listproc.autodesk.com] on behalf of Paul Doyle [
>>> technove...@gmail.com]
>>> *Sent:* Friday, March 06, 2015 3:32 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Introducing Canvas - visual programming for Fabric
>>> Engine 2.0
>>>
>>>Hi guys - I know you've been waiting for quite a while for us to
>>> start showing you what we've been up to since Siggraph. Finally we're 
>>> there
>>> and can give you a look :)
>>>
>>>  I'm really happy and proud to give you the first proper look at
>>> Canvas, our visual programming system for Fabric 2.0.
>>>
>>>  Quick highlight video: https://vimeo.com/121492305
>>>
>>>  Tons more information here: http://fabricengine.com/canvas-videos/
>>>
>>>  This is the first part of the FE2.0 plan, and we'll be showing
>>> this in more detail at GTC on March 18th - please contact me if you 
>>> want to
>>> meet up.
>>>
>>>  Looking forward to hearing what you have to say, and hopefully
>>> getting you on the alpha/beta when we open things up (there is a sign up
>>> form on the Canvas page).
>>>
>>>  Cheers,
>>>
>>>  Paul and the rest of the Fabric team
>>>
>>
>>
>


Re: semi OT : running SI on a Macbook Pro

2015-02-27 Thread Nono
Hi Chris,
Usually I set it the other way.
Create a Boot Camp partition, install from there, then on the mac parallels
use the bootcamp partition as a virtual machine (yes you can do that) works
100% plus works too if your osx or parallels is dead ;-)

http://kb.parallels.com/en/112941

Noël

On Fri, 27 Feb 2015 at 13:15 Chris Marshall 
wrote:

> Hi,
> I'm just trying out Parallels and I'm now having problems installing Soft.
> It says the operating system is unsupported, I'm assuming the installer
> thinks I'm trying to install on the MacOS, but I'm running the installer
> from within Windows. Any thoughts on this?
>
> Thanks
>
> Chris
>
>
> On 3 January 2015 at 00:50, Jason S  wrote:
>
>>
>> On 01/02/15 13:08, Angus Davidson wrote:
>>
>> ... while the news might have been bad the overall effect has been
>> positive.
>>
>>   Despite perhaps some positive aspects, I seriously doubt that the
>> overall end effect(s) of SI's EOL has been a positive one generally.
>> (if not by far to the contrary)
>>
>>
>> On 01/01/15 0:49, Angus Davidson wrote:
>>
>> Will sadly no longer need to run Softimage from this year
>>
>>
>>  I think we could already see that, but I guess you definitely fall in
>> the "have to" category,
>> if you kept-on teaching Soft, you would have had apples thrown at you :-]
>>
>> Perhaps in the history class? where your student might go.. *"screw our
>> main courses, this is so much faster, easier, "fun-ner"!"* lol
>>
>> Then they would shower you with apples cause they would've finished their
>> classes/demo's in half the time, or get twice as much done. :)
>>
>> Also Happy  New Year
>>
>>
>>
>>
>>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
>
>


Re: Blendshapes workflow - alternative to Shape Manager?

2014-11-12 Thread Nono
Hi,
Yes, it's the "deform/shape/select shape key" method

A+

On 12 November 2014 09:06, Nicolas Esposito <3dv...@gmail.com> wrote:

> Hi guys,
>
> I'm getting used to the blend shapes in Maya, but I'm still slow with
> modeling, so I'm mostly using Softimage for modeling.
> Since I have lots of blend shape to create and I don't want to go back and
> forth from Softimage ( modeling ) to Maya ( assign blendshapes ) is there a
> similar way to setup blend shapes in Softimage?
>
> Means that I create variations of the same mesh ( so meshes with the same
> number of polys/vertex ) and later I add those meshes to the shape manager
> or any other tool that works similar to the blend shape manager in Maya.
>
> Cheers
>
> Nicolas
>


Re: ICE - When will we have todays functionality in Maya?

2014-03-24 Thread Nono
2014-03-21 17:53 GMT+01:00 Adrian Graham :

> Ah, but may I respectfully point out that this was one of the problems
> with ICE, in that its complete and total integration into Softimage makes
> it difficult to engineer and manage, from a software and, unfortunately, a
> marketing point of view.
>
> Most modern software libraries are platform-agnostic, and this is what
> we're aiming for with Bifrost. The problem with ICE is that you had to use
> Softimage in order to gain access to it. Nothing against Softimage, just
> that you're limiting ICE's exposure to the industry at large.
>
> Would a renderer be more or less popular if it only worked with Maya, and
> not with Max or Houdini? No, it should be available on all applications, on
> all OSs if you want it to be successful.
>
> Adrian
>

Hi, the aim is laudably but, as software engineers, wouldn't user
integration and usability be their end goal ?

I mean, an internal engineer difficulty or a managing problem shouldn't be
a penality on the user side or limit the client user in functionality... in
my opinion here the sucess story about ICE is that's all in the level of
integration not on the technology.


Re: Softimage user "migrating" to Maya

2014-03-21 Thread Nono
On Fri, Mar 21, 2014 at 1:00 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Do we really need threads like this?
> This list has gone to shit, ...
>

Yes please, take into account lurkers and professionals her.
This list is vital to keep in touch, this is email, please respect us an
put like "OT:/JOKE:/JOB:/ etc..."

Noël


Re: xray polygons?

2013-11-18 Thread Nono
Hi Joseph,
You can simply use a constant shader, black with *no alpha*, this makes a
hole ;-)

Noël


On Mon, Nov 18, 2013 at 11:56 PM, Matt Lind wrote:

> Isn’t that what a matte is for in a compositor?
>
>
>
> An easy way to do that in Softimage is to unplug the ‘surface’ port of the
> material on the polygon.  Mental ray will render the affected pixels as
> RGBA = (0,0,0,0).
>
>
>
>
>
> Matt
>
>
>
>
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ponthieux, Joseph
> G. (LARC-E1A)[LITES]
> *Sent:* Monday, November 18, 2013 2:54 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* xray polygons?
>
>
>
> S……
>
>
>
> Can Soft create xray polygons? A material maybe? The idea is that I want
> to have a polygon render invisible but everything behind it render
> invisible(with no alpha) as well. Basically a mask  poly. Maya had the
> ability to do this but can’t remember what it was called. In other
> applications it was xray, allowed you to see through things. Can soft do
> this?
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>
>


Re: Swap instance master

2013-10-16 Thread Nono
Hi david,
Maybe i misunderstood but you can swap the master easily without scripting:
- select the instances
- go to the master, and remove the instances from the instance group (right
clic remove from group), your instances are now nulls...
- keep your selection and go to the new master->instance group and right
clic "add to group", done

Hope this was your request ;-)


On Wed, Oct 16, 2013 at 6:16 PM, David Saber  wrote:

> Thanks Alok, that's fine. But perhaps someone has already written a script
> for that? That's why I was asking about searching "The Area"...
> is "The Area" the sole place for Softimage scripts now?
>