Re: ice to maya workflow

2018-05-03 Thread Orlando Esponda
Hello Chris,

I'm not sure what kind of attributes are you trying to send from Soft to
Maya, but this video may help (or not hehehe)  Softimage ICE instances to
Maya 


It's rather old and to be honest I haven't tried again for a while. It uses
nCache format instead of alembic.


Orlando.

On Wed, May 2, 2018 at 10:58 AM, Jonathan Moore 
wrote:

> So I can see my particles in Maya, I just need to figure out how to add
>> some of the attributes that they had in soft.
>
>
> My bad. I should have stressed that you need to use the Exocortex Crate
> Alembic exporter from Soft too (presuming you've installed it). And this is
> hidden away in the following menu:
>
> *File > Export > Alembic 1.1*
>
> And be sure to change to the faster/newer Ogawa file format as it defaults
> to the old (and painfully slow) HDF5 format.
>
> I've just done a quick test (to be sure nothing get broken in 2018) and
> all per point Soft attributes are automatically remapped to their Maya
> equivalent on import (color, age, velocity etc).
>
> jm
>
> On 2 May 2018 at 14:06, Chris Marshall  wrote:
>
>> Thanks a lot Morten!! That works! Superb!
>> So I can see my particles in Maya, I just need to figure out how to add
>> some of the attributes that they had in soft.
>>
>> Cheers
>>
>>
>> On 2 May 2018 at 11:21, Morten Bartholdy  wrote:
>>
>>> Chris, I have just been there – same issue. A couple of bits are missing
>>> n the Exocortex installation info.
>>>
>>> You need to create a folder directly in the C: root and name it
>>> ExocortexCrateAlembic and unzipped or copy the maya version folder directly
>>> into it – like this:
>>>
>>> C:\ExocortexAlembic\Maya2016\Module\
>>>
>>> The Maya installation path and where to put the .mod file:
>>>
>>> C:\Program Files\Autodesk\Maya2016\modules\Maya2014ExocortexAlembic.mod
>>>
>>> Then edit the last path in the .mod file to look like this:
>>>
>>> + Maya2014ExocortexAlembic 1.0 C:/ExocortexAlembic/Maya2016/Module
>>>
>>> The missing part is in Maya, open Plug-in Manager and browse for this
>>> file:
>>>
>>> C:\ExocortexAlembic\Maya2016\Module\plug-ins\MayaExocortexAlembic.mll
>>>
>>>-
>>>
>>>open it, refresh, and tick autoload (not that Maya cares always
>>>anyway, but hey)
>>>
>>> Then Alembic should pop up in the top menubar in Maya.
>>>
>>> Have fun – oh no I almost forgot, it is Maya…
>>>
>>> MB
>>>
>>> Den 1. maj 2018 klokken 18:38 skrev Chris Marshall <
>>> chrismarshal...@gmail.com>:
>>>
>>> Hi Jon, No not yet. I'm updating my soft licenses and have had issues.
>>>
>>> But I looked at it this morning and was following installation of the
>>> maya .mod files but as I've never done any installation of maya plugins
>>> before, I was struggling. I was trying to follow the Exocortex instructions
>>> but it kept referring to .mod files and example .mod files I wasn't sure
>>> which was which.
>>>
>>> On 1 May 2018 at 14:46, Jonathan Moore 
>>> wrote:
>>>
>>> Chris,
>>>
>>> Did you manage to get your ICE particles into Maya?
>>>
>>> jm
>>>
>>> On 30 April 2018 at 11:02, Chris Marshall 
>>> wrote:
>>>
>>> Hi,
>>> Is there a workflow for getting ice particles into Maya?
>>> Thanks
>>> Chris
>>>
>>> If you'd like to unsubscribe and stop receiving these emails click here
>>> >>  
>>> 

Re: OT'ish - Installing Crate for Maya?

2018-04-27 Thread Orlando Esponda
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
> > --
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Re: Safe to delete the default pass?

2017-12-13 Thread Orlando Esponda
You can delete it,  but I always keep it as safe place. That one was always
intact and any override done in a different pass,  was gone when switching
to this default pass. It's a good way to keep one clean version of your
scene.

El 13/12/2017 1:31 p.m., "Matt Morris"  escribió:

> Still use them religiously, if only to by default hide any new geometry or
> lights in the scene. Last time I worked with a scene without the passes
> would randomly not show any contents, and for lack of anything else to
> blame...
>
>
>
>
> On 13 Dec 2017 7:28 pm, "Sven Constable"  wrote:
>
>> Hey List,
>>
>>
>>
>> back in the days it was troublesome to delete the default pass AFAIK. Is
>> it still a problem? Did anyone encounter problems doing it?
>>
>>
>>
>> Thanks
>>
>> Sven
>>
>>
>>
>>
>>
>> --
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>>
>
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Re:

2017-11-06 Thread Orlando Esponda
Leoung, fbx and Crate are totally different beasts. With alembic you can
transfer either geometries or point caches. It supports custom attributes,
etc. Alembic is a much more robust solution for interchanging between DCCs.
While FBX has it's own particular uses, I found alembic much more useful
for what I do. But it's definitely a user preference :)

On Mon, Nov 6, 2017 at 9:25 AM, Leoung O'Young 
wrote:

> Is Crate much better than using FBX?
>
> Thanks,
> Loeung
>
>
> On 11/6/2017 7:30 AM, Jonathan Moore wrote:
>
> AFAIK, there's no newer versions for Softimage. But there have been
> updated builds for Maya and 3ds Max. I maintain an archive of all the
> builds I've come across and updated it recently for Maya 2018.
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__d.pr_OuSBJ5.zip&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=FAFSaQGWLlDbeVSqKJ8vuPg7lGoe2uo9PD9l5OmJy1s&s=si1d5CNhVz-MKHhSPngoiWMQommetRCcdK6E_vo8O_Y&e=
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__d.pr_OuSBJ5.zip&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=fXQL9oeY3Fr-zS6ospyIVLHNihPA4bOMAmJ1Gu3RFTg&s=XJy4L6dvpuXVcxBTHYfSfDcEjmbc-_UtESSN_kg7p7s&e=>
>
> The Softimage builds work perfectly for me.
>
> See how you get on.
>
> On 6 November 2017 at 10:20, Orlando Esponda 
> wrote:
>
>> Try searching in the google group. IIRC there's some newer versions.
>>
>> On Mon, Nov 6, 2017 at 1:57 AM, Morten Bartholdy 
>> wrote:
>>
>>> Yeah, ExocortexCrate1.1.148 is the latest I have found. Better than the
>>> built-in in most cases (but not all).
>>>
>>> Morten
>>>
>>>
>>> > Den 6. november 2017 klokken 07:57 skrev Alex Doss >> >:
>>> >
>>> >
>>> > 1.1.148 is the last =(
>>> > .. so far..
>>> >
>>> >
>>> > On 6 November 2017 at 07:45, Mirko Jankovic >> >
>>> > wrote:
>>> >
>>> > > Hey, anyone had a chance to find any newer version if there is one of
>>> > > exocortex alembic for softimage?
>>> > >
>>> > > --
>>> > > Mirko Jankovic
>>> > > *https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgf
>>> olio.com_mirko-2Djankovic&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFd
>>> Ciqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVM
>>> srMw7PFsA&m=Afc2spggXCAQM6VtPgGgUO0IaiF1KSVidU8DWIU8tDs&s=_
>>> OLJJvEopDv7ZefvFMOF1NwT4YrnM-CHEaydr_G4WsI&e=
>>> > > <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgf
>>> olio.com_mirko-2Djankovic&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFd
>>> Ciqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVM
>>> srMw7PFsA&m=b1LMcaWp7A2OyVMKVMYbXdrbnMkCok_6zX8w9EcZtkE&s=
>>> DjSieJ_CGB5ukiKL0n6suUh-wmOsPTGcCxbRRPis5Es&e=>*
>>> > >
>>> > > Need to find freelancers fast?
>>> > > www.cgfolio.com
>>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgfolio.com&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=LweH5pMp4bu5e59hqKId035H6zK2o161wJWYtVVMI14&s=-j0_qZsS0jZfBpD5JhKTDw3DRc0E4ipyoQpl1_x6Wec&e=>
>>> > > <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.cgf
>>> olio.com&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_
>>> IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m
>>> =b1LMcaWp7A2OyVMKVMYbXdrbnMkCok_6zX8w9EcZtkE&s=0iZpDDvvcwTHr
>>> k38phT2hxOZDMVOxduNDImS8Z_K4wY&e=>
>>> > >
>>> > > Need some help with rendering an Redshift project?
>>> > > https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gpuo
>>> ven.com_&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_
>>> 2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=Afc2spgg
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>>> wZ16LeUrftTOFQyTCv6k4&e=
>>> > > <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.gpu
>>> oven.com_&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_
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>>> =b1LMcaWp7A2OyVMKVMYbXdrbnMkCok_6zX8w9EcZtkE&s=zBEHi1qfdCD9C
>>> mkUEZ3f_q5SU3GVo0JjViFyloZR7y4&e=>
>>> > > ᐧ
>>> > >
>>> > > --
>

Re: Re:

2017-11-06 Thread Orlando Esponda
Try searching in the google group. IIRC there's some newer versions.

On Mon, Nov 6, 2017 at 1:57 AM, Morten Bartholdy 
wrote:

> Yeah, ExocortexCrate1.1.148 is the latest I have found. Better than the
> built-in in most cases (but not all).
>
> Morten
>
>
> > Den 6. november 2017 klokken 07:57 skrev Alex Doss :
> >
> >
> > 1.1.148 is the last =(
> > .. so far..
> >
> >
> > On 6 November 2017 at 07:45, Mirko Jankovic 
> > wrote:
> >
> > > Hey, anyone had a chance to find any newer version if there is one of
> > > exocortex alembic for softimage?
> > >
> > > --
> > > Mirko Jankovic
> > > *https://urldefense.proofpoint.com/v2/url?u=http-
> 3A__www.cgfolio.com_mirko-2Djankovic&d=DwIFaQ&c=76Q6Tcqc-
> t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVM
> srMw7PFsA&m=Afc2spggXCAQM6VtPgGgUO0IaiF1KSVidU8DWIU8tDs&s=_
> OLJJvEopDv7ZefvFMOF1NwT4YrnM-CHEaydr_G4WsI&e=
> > >  3A__www.cgfolio.com_mirko-2Djankovic&d=DwMFaQ&c=76Q6Tcqc-
> t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVM
> srMw7PFsA&m=b1LMcaWp7A2OyVMKVMYbXdrbnMkCok_6zX8w9EcZtkE&s=DjSieJ_
> CGB5ukiKL0n6suUh-wmOsPTGcCxbRRPis5Es&e=>*
> > >
> > > Need to find freelancers fast?
> > > www.cgfolio.com
> > >  3A__www.cgfolio.com&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_
> IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=
> b1LMcaWp7A2OyVMKVMYbXdrbnMkCok_6zX8w9EcZtkE&s=
> 0iZpDDvvcwTHrk38phT2hxOZDMVOxduNDImS8Z_K4wY&e=>
> > >
> > > Need some help with rendering an Redshift project?
> > > https://urldefense.proofpoint.com/v2/url?u=http-3A__www.
> gpuoven.com_&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_
> 32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=Afc2spggXCAQM6VtPgGgUO0IaiF1KS
> VidU8DWIU8tDs&s=JQ2gELLYVJatMqsYhPJya6wZ16LeUrftTOFQyTCv6k4&e=
> > >  3A__www.gpuoven.com_&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_
> IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=
> b1LMcaWp7A2OyVMKVMYbXdrbnMkCok_6zX8w9EcZtkE&s=zBEHi1qfdCD9CmkUEZ3f_
> q5SU3GVo0JjViFyloZR7y4&e=>
> > > ᐧ
> > >
> > > --
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> > > with "unsubscribe" in the subject, and reply to confirm.
> > >
> >
> >
> >
> > --
> > Alex Doss
> > Mobile: +31 (0) 6 5437-2515
> > web: www.alexdoss.com
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Re: Alembic file from Maya to Softimage 2015

2017-08-04 Thread Orlando Esponda
Out of curiosity Michael,

where did you get the maya 2017 libraries from?   A friend of mine recently
compiled it for maya 2016 and as far as I remember, the libraries only
contained up to maya 2016, not maya 2016.5 nor2017. I don't have any
experience compiling things, but that's what I was told :)



On Fri, Aug 4, 2017 at 2:04 PM, Michael Amasio 
wrote:

> Sorry for the hijack.
>
> I had a huge headache getting crate compiled for maya2017 on centos7  but
> managed.  I'll add it to the git
> On Jul 27, 2017 2:27 PM, "Leoung O'Young"  wrote:
>
>> The animator that is exporting the Alembic using Crate from Maya 2017
>> said the textures don't come export.
>> The Autodesk Alembic conversion does, is she doing something wrong?
>>
>> Thanks,
>> Leoung
>>
>> On 7/27/2017 3:28 PM, Jonathan Moore wrote:
>>
>> Crate just tends to be a more predictable pipeline from Maya/Max to XSI
>> and that's why folk at some large studios have been recompiling it each
>> year for the new Max and Maya releases.
>>
>> On 27 July 2017 at 20:22, Leoung O'Young  wrote:
>>
>>> Hi Jonathan,
>>>
>>> I have downloaded it but haven't tested it out. We have to rely on
>>> another animator who is supplying us with the Maya 2017 Crate file.
>>> Does Crate do much more than the Autodesk Alembic importer/exporter?
>>>
>>> Thanks,
>>> Leoung
>>>
>>>
>>> On 7/27/2017 3:17 PM, Jonathan Moore wrote:
>>>
>>> Leoung, did you get a chance to check out the Crate for Maya 2017 I
>>> posted?
>>>
>>> On 27 July 2017 at 20:15, Leoung O'Young  wrote:
>>>
 Hi Sven,

 Thanks so much for such a detail explanation. We will test it out.

 Leoung


 On 7/27/2017 2:48 PM, Sven Constable wrote:

 XSI considers alembic files not as regular external files. So they are
 not in the External Files manager. The only exception is when there are
 inside a ref model, then the ref model is external an everything in it.

 Regarding relative pathes:

 Yes , you can do that  using the token [Project Path] in the alembic
 path. If you left it blank its actually the same. XSI will search for the
 file in the projects root directory per default. So if the animator puts it
 in the projects root folder, the path can be left empty and XSI should find
 it too. But probably a subfolder is more suitable. Eg. "[Project
 Path]\Alembic-Files\findme.abc" should work, even without the token.

 Sven





 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 ] *On Behalf Of *Leoung
 O'Young
 *Sent:* Thursday, July 27, 2017 7:03 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Alembic file from Maya to Softimage 2015



 HI Sven,

 The original Alembic file came from Maya 2017, exported using the
 Autodesk Alembic. My animator imported it into 2015 Soft using the Autodesk
 Alembic and put it into his Soft scene. He is able to reopen the scene
 without problems. He sends the Soft scene file and the Alembic file, and I
 am placing it in the same place in the project the animator has it on his
 computer. When I open the Soft scene file, it doesn't know the path to the
 Alembic file and crashes Soft.
 Is there a way of saving the Soft scene so it remembers the relative
 path to the Alembic file? It doesn’t show in the External File manager,
 which is where we’d expect to fix it if it was the link to a texture image
 or something.

 Anyone know if Crate can be use in Maya 2017?

 Thanks,
 Leoung


 On 7/27/2017 10:11 AM, Sven Constable wrote:

 if it only crashes on other workstations it is probably not that XSI
 can't remember the path, because then it would crash on the same
 workstation on re-opening as well.

 I suspect a mistake in the file path. The abc file might be accessible
 from the animators workstation but not from yours. Or maybe the animator
 used the crate plugin for the abc import and it's not installed on your
 workstation? Sorry if this sounds obvious.

 Sven



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.com
 ] *On Behalf Of *Leoung
 O'Young
 *Sent:* Thursday, July 27, 2017 2:08 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Alembic file from Maya to Softimage 2015



 Hi Walter,

 Thanks for your reply.
 It crashes right after loading, it kicks me right out of Soft.
 I don't think it isn't a security problem because I can load the scene
 if my animator remove the link to the Alembic file.
 For it to work I had to put the Alembic file in the root directory and
 re-link it. That is a pain. Haven't test it with Royal Render if I re-link
 it.
 Copy All doesn't do the job.

 Thanks,
 Leou

Re: no frame numbers in output filename?

2017-07-05 Thread Orlando Esponda
I don't think there's a way to do that,  but you could use regex to find
the pattern easily.

El jul. 4, 2017 6:11 PM, "Fabian Schnuer Gohde" 
escribió:

> Hi,
> is there some way to force xsi to not add frame numbers to the output
> files other than a post render script that goes around renaming files?
>
> Best regards,
> Fabian
>
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Re: XSI Texture Editor Q - polygon selections and UV set connected??

2017-06-01 Thread Orlando Esponda
Hi Morten,

It's working fine here. There's a glitch when you select the cluster
components (it jumps to the first UV set) but after that first jump
everything works as expected.

https://www.screencast.com/t/18TjzRIbF

On Wed, May 31, 2017 at 8:49 AM, Morten Bartholdy 
wrote:

> I have a complex object which I am unwrapping, so I have several UV sets
> for different purposes.
>
> I have created polygon clusters for selecting specific areas for the
> unwrapping proces, but when I select these polygons using the cluster, the
> texture editor switches to the first UV set in which I don't want to
> unwrap. If I switch to the UV set I am unwrapping the selected polygons
> don't show as selected in the Texture Editor? I recall this worked
> differently in Soft 2013 SP1.
>
> Anybody knows what is going on and how to get my polygon selection working
> in the right UV set?
>
> Thanks.
>
> Morten
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Re: Houdini to headus UVLayout

2017-05-10 Thread Orlando Esponda
Nice, thank you. The SI addon and Maya plugin are essential for me, this is
a big step forward as I really do want to avoid using Maya and keeping
using Soft is not healthy anymore.

Many many thanks.

On Tue, May 9, 2017 at 1:52 PM, Chris Johnson 
wrote:

> Wowjust about to push a new model out of Houdini for unwrapping.
> Couldn't be better timing! ; )
>
> On Tue, May 9, 2017 at 2:37 PM, Andy Chlupka (Goehler) <
> lists.andy.goeh...@gmail.com> wrote:
>
>> Over the weekend I've hacked an HDA to bridge Houdini to headus UVLayout.
>>
>> I know some of you have used the Softimage to UVLayout Add-on in the
>> past, so I hope you have use for this. Comments on implementation and
>> improvements are welcome.
>>
>> Get it here: sidefx.com/forum/topic/49644/
>>
>> Video here: https://vimeo.com/216292743
>>
>> Enjoy and have fun
>> Andy
>>
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>
>
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>
>  
> 
> 
>
>
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Re: STmaps or UVmaps

2017-04-17 Thread Orlando Esponda
Maybe rendering that pass with mental ray?

Just keep in mind that in order for the mib_texture_vector to be able to
read the UVs, you must have a texture connected to the shader (noIcon.pic
in my case).

[image: Inline image 1]

On Sat, Apr 15, 2017 at 2:49 PM, Francisco Criado 
wrote:

> Hi guys,
>
> still couldnt resolve this issue, if anyone has a tip on this is more than
> welcome!
>
> F.
>
>
> 2017-04-07 9:49 GMT-03:00 Francisco Criado :
>
>> Well,
>>
>> it seems our redshift version doesnt have that node :S (must be an old
>> license) so..any other sugestiosng are appreciated!
>>
>> Thanks,
>> F.
>>
>>
>> 2017-04-07 9:06 GMT-03:00 Francisco Criado :
>>
>>> Thats exactly what i was looking for! Thanks Morten!
>>>
>>> Greetings,
>>>
>>> Francisco
>>>
>>> 2017-04-07 7:20 GMT-03:00 Morten Bartholdy :
>>>
 Do you mean rendering out a rgb pass for remapping textures in
 compositing in Nuke or similar?

 Plug a Redshift_State nodes uvwcoord into Surface and you should be
 good. See attached.

 MB


 > Den 6. april 2017 klokken 20:07 skrev Francisco Criado <
 malcriad...@gmail.com>:
 >
 >
 > Hi guys,
 >
 > long time since i wrote to the group.
 > Im looking for a way to export stmaps or uvmaps from a geometry in
 > Softimage to use this later on post. The renderer is redshift, if
 anyone
 > knows a tip, is more than welcome!
 >
 > Francisco.
 >
 >
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>>>
>>>
>>>
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>>>
>>>
>>>
>>
>>
>> --
>>
>>
>>
>
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Re: A bountiful bunch of VDB examples

2017-04-12 Thread Orlando Esponda
Cool, thanks

On Tue, Apr 11, 2017 at 11:00 AM, Jonathan Moore 
wrote:

> My bad, here’s the files (there’s at least 50 different example setups):
>
> http://d.pr/f/xAyM
>
>
>
> On 11 Apr 2017, at 16:48, Orlando Esponda 
> wrote:
>
> Hey Jonathan, sounds interesting but where are the examples?
>
> On Tue, Apr 11, 2017 at 7:08 AM, Jonathan Moore  > wrote:
>
>> This set of VDB examples was distributed when the VDB toolset was first
>> introduced to Houdini but the vast majority of it is still relevant today.
>>
>> Virtually every example works as is but a few will require you to write
>> and read back geometry to disk.
>>
>> For me, its still the best set of examples exploring the multitude of
>> ways that you can manipulate VDB’s
>>
>> One major thing has changed from an ‘attributes’ perspective, the
>> attribute ‘ls’ (level set) is now simply known as ‘surface’
>>
>> Hopefully some of you will find it useful (I’ve tidied the file up a
>> little for H16).
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Re: A bountiful bunch of VDB examples

2017-04-11 Thread Orlando Esponda
Hey Jonathan, sounds interesting but where are the examples?

On Tue, Apr 11, 2017 at 7:08 AM, Jonathan Moore 
wrote:

> This set of VDB examples was distributed when the VDB toolset was first
> introduced to Houdini but the vast majority of it is still relevant today.
>
> Virtually every example works as is but a few will require you to write
> and read back geometry to disk.
>
> For me, its still the best set of examples exploring the multitude of ways
> that you can manipulate VDB’s
>
> One major thing has changed from an ‘attributes’ perspective, the
> attribute ‘ls’ (level set) is now simply known as ‘surface’
>
> Hopefully some of you will find it useful (I’ve tidied the file up a
> little for H16).
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Re: Softimage 2014 sp2 - Doesn't playback sound

2017-04-09 Thread Orlando Esponda
Have you tried with a different audio format?  The most common ones are wav
and aiff, with sample rates of 44.1 kHz and 48 kHz

El abr. 6, 2017 10:42 PM, "Pierre Schiller" 
escribió:

> Hello everyone. For the past 3 days I've been pulling my hair on this one:
> appearently I messed some preferences on SI and now I can't playback sound
> on SI 2014.
> I tried that weird glitch about win7 registry on low volume for softimage
> and there is nothing wrong with registry.
> I also try on/off checkbox "audio scrub playback". No results.
> I uninstalled SI 2014 and everything related to it. Restarted the machine
> and reinstalled SI 2014. No good.
> I also tried runonce.bat (mentioned I'm missing fbx.dll something) just
> kept going. restarted SI. Nothing.
>
> Ok so I am basically done with the obvious options... is there anything
> else I should check? the only latest thing I've installed is adobe flash
> update.
>
> SI2015 plays audio just fine right out of the box.
>
> Please help
> Thanks.
>
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Re: Emit particles frm surfaces facing a particular direction?

2017-03-14 Thread Orlando Esponda
Yes, please Paul. I miss your tutorials too. Would be awesome to see some
Houdini tutorials from you. There are lots but most are maybe too advanced,
or maybe there are some basic but the guys behind them don't have your
teaching skills.



On Tue, Mar 14, 2017 at 10:59 AM, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> Are you saying that you're shy of sending your Houdini questions over to
> the list? Bring them on, I'm sure the few Houdini users around will be
> happy to help, and it'll also serve others doing the transition!
>
>
> On 14 March 2017 at 23:36,  wrote:
>
>> I am doing Houdini a bit, but spend a lot more time with Softimage to be
>> honest. I don't have anyone to help me with Houdini and find it hard going
>> when I get stuck.
>>
>>
>>
>> -Original Message-
>> From: Morten Bartholdy
>> Sent: Tuesday, March 14, 2017 4:00 PM
>> To: p...@bustykelp.com ; Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list
>> Subject: Re: Emit particles frm surfaces facing a particular direction?
>>
>> Great explanation Paul. I was missing the emit location part, which I
>> guess
>> will explain why I did not see the desired effect :)
>>
>> I miss your tutorials, but I guess you are diving into Houdini. Maybe you
>> can make that more accessible to people like me - you have a great talent
>> for teaching.
>>
>> Thanks
>> Morten
>>
>>
>>
>> > Den 14. marts 2017 klokken 16:06 skrev p...@bustykelp.com:
>> >
>> >
>> > https://vimeo.com/208318679  watch this
>> >
>> >
>> > -Original Message-
>> > From: Morten Bartholdy
>> > Sent: Tuesday, March 14, 2017 2:47 PM
>> > To: Official Softimage Users Mailing
>> > List.https://groups.google.com/forum/#!forum/xsi_list
>> > Subject: Re: Emit particles frm surfaces facing a particular direction?
>> >
>> > Oh goodie. I thought I had almost got it right, and I saw a reaction,
>> but
>> > clearly not the desired one :)
>> >
>> >
>> > MB
>> >
>> >
>> >
>> >
>> > > Den 14. marts 2017 klokken 15:27 skrev p...@bustykelp.com:
>> > >
>> > >
>> > > I'm making you a video if you can hold out a moment and I'll send the
>> > > link
>> > >
>> > >
>> > >
>> > > -Original Message-
>> > > From: Morten Bartholdy
>> > > Sent: Tuesday, March 14, 2017 2:13 PM
>> > > To: Official Softimage Users Mailing
>> > > List.https://groups.google.com/forum/#!forum/xsi_list
>> > > Subject: Re: Emit particles frm surfaces facing a particular
>> direction?
>> > >
>> > > Also seems replies with attachments don't get through...
>> > >
>> > > MB
>> > >
>> > >
>> > >
>> > >
>> > > > Den 14. marts 2017 klokken 13:34 skrev Morten Bartholdy
>> > > > :
>> > > >
>> > > >
>> > > > It seems I am doing something wrong - I am not getting the right
>> > > > values.
>> > > >
>> > > > MB
>> > > >
>> > > >
>> > > >
>> > > > > Den 14. marts 2017 klokken 12:40 skrev p...@bustykelp.com:
>> > > > >
>> > > > >
>> > > > > The easiest thing is to emit over the whole object then do what
>> you
>> > > > > did
>> > > > > and
>> > > > > plug the output of your 'Less than' into a Delete Particle node.
>> > > > >
>> > > > > -Original Message-
>> > > > > From: Morten Bartholdy
>> > > > > Sent: Tuesday, March 14, 2017 11:19 AM
>> > > > > To: Official Softimage Users Mailing List.
>> > > > > https://groups.google.com/forum/#!forum/xsi_list ;
>> > > > > p...@bustykelp.com
>> > > > > Subject: Re: Emit particles frm surfaces facing a particular
>> > > > > direction?
>> > > > >
>> > > > > Thanks Paul. I know stuf like this is trivial to you, but it is
>> not
>> > > > > so
>> > > > > much
>> > > > > the method that escapes me as the lack of a tool that does this.
>> > > > >
>> > > > > I can figure out how to get a vector from a nulls position and Get
>> > > > > Point
>> > > > > Normals from my geometry, I can then get the angle between them
>> and
>> > > > > put
>> > > > > than
>> > > > > into a Less than or equal to node, but how to transform a
>> threshold
>> > > > > value
>> > > > > into either weightmap values, creating a sample set to emit from
>> or
>> > > > > filtering an emission, I don't know.
>> > > > >
>> > > > > I was sort of hoping there would be a node or compound I had
>> > > > > overlooked
>> > > > > which provided something I could use :)
>> > > > >
>> > > > > cheers
>> > > > > Morten
>> > > > >
>> > > > >
>> > > > > > Den 14. marts 2017 klokken 11:11 skrev p...@bustykelp.com:
>> > > > > >
>> > > > > >
>> > > > > > You can either
>> > > > > >
>> > > > > > Emit from the whole and delete the ones that aren't pointing in
>> > > > > > the
>> > > > > > right
>> > > > > > direction, (based on comparing the normal angle to your
>> preferred
>> > > > > > vector)
>> > > > > >
>> > > > > > Or create a weightmap on the object and use ICE to set the
>> values
>> > > > > > based
>> > > > > > upon
>> > > > > > the normal angle and use the weightmap in the Emit node. (This
>> > > > > > wont
>> > > > > > work
>> > > > > > on
>> > > > > > low poly meshes for obvi

Re: Scene crashing on the farm - renders in the UI

2017-03-02 Thread Orlando Esponda
Try to get rid of the Redshift options. It's been a while since I used
Royal Render but I remember it stops the render if it finds any kind of
error in the scene. Deleting renderer options is not that easy to do
manually, I recommend doing it via script.

try this:

from win32com.client import constants as c

si = Application
log = si.LogMessage

RENDERER_NAME = "Redshift Options"

renderOptionsList = []

for cstmProp in si.FindObjects("",
"{76332571-D242-11d0-B69C-00AA003B3EA6}"):
if RENDERER_NAME in cstmProp.Name:
log(cstmProp.FullName)
renderOptionsList. append(cstmProp)

for renderer in renderOptionsList:
si.DeleteObj(renderer)




On Thu, Mar 2, 2017 at 2:54 AM, Morten Bartholdy 
wrote:

> Hi all,
>
> I have a scene which has rendered fine until now, but after some modeling
> and shader changes in a referenced model (performed on the master and
> referenced in) it crashes on the farm (RoyalRender) but renders fine in the
> UI RenderRegion.
>
> I made some shader and scale changes to assets in a referenced model after
> which this occurs, but I am not sure how that could be the problem. I am
> not sure what to make of the bug info - any ideas?
>
> I actually see a number of messages pertaining to a large number of deltas
> not being applied to objects in a referenced model, like this:
>
> R144| ' WARNING : 3000 - Cannot apply Delta Road, because the target model
> Landscape_01.Delta2 is invalid.
>
> After these messages I see this:
>
> R318| * CRASHED in C3DStaticCompArray::Set at 00:00:00
> R319| * signal caught: error C005 -- access violation
>
> - later again:
>
> R417| >"C:\Program Files (x86)\rrService\lc64\rrCheckexitcode.exe"
> -1073741819 0 0 12
> R418| 
> +++
> R419| +++03.01. 17:51.01 Render Executable done
> +++
> R420|  Royal Render checks the return code of the
> executable 
> R421|  Executable returned -1073741819 (0x c005) as exit code for
> frame 12.
> R422| Error: Renderer or plugin contains a bug. Crash was caused by a NULL
> pointer memory access.
> R423|  Executable crashed
>
> - and:
>
> C  0| * CLIENT REPORTS DURING THIS RENDER
> *
> C  1|
> C  2| Error in this log file (213): ' error : 2356 - this plug-in is not
> installed: redshift options
> C  3| Error in this log file (394): * signal caught: error c005 --
> access violation
> C  4| Error in this log file (497): error: renderer or plugin contains a
> bug. crash was caused by a null pointer memory access.
> C  5|
> C  6| Job crashed
> C  7|
> C  8|
>
>
> It doesn't ring any bells with me except for the delta/ref model messages,
> and the only way I know to fix that is delete the offending refmodel and
> reload it in the scene, which I would prefer to avoid.
>
> Given that the crashing is caused by the delta trouble, does someone here
> have any ideas regarding how to clean/fix the refmodel delta's or is the
> only way to delete and load it again and redo all partitioning?
>
>
> Thanks
> Morten
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Re: Maya

2017-02-16 Thread Orlando Esponda
Last year I was using 3dsmax almost exclusively because that was the "core"
DCC app in the studio I was working for. But several times had to run to
Soft because there was something impossible to do in max. I really mean
impossible because a couple of colleges were hardcore max users and TDs and
couldn't find a way to solve the problem (after lots of trying and
scripting...). Lately I've been using Maya because now that's the main app
in the studio I'm working for and yeah, I hear you Steven...  Obviously
doesn't feel at all like being in the Softimage land, but still feels much
more solid and agile than 3dsmax.

Maya is way more open than both max and soft but I think that's the same
reason why it's so easy to break things and mess things up quickly.

I'm trying hard to get used to Houdini since I got my Indie lic a couple of
weeks back, but for now I can't completely forget about Maya.

Since the first week of studying the Houdini way, it immediately felt light
that's the way to go. Just need a little more time to learn and cold blood
to do the switch for a full job.


Orlando.

On Thu, Feb 16, 2017 at 7:58 PM, Tenshi Sama  wrote:

> *made
>
> On Thu, Feb 16, 2017 at 8:58 PM, Tenshi Sama  wrote:
>
>> "Insane bad"... that make my day.
>>
>> On Thu, Feb 16, 2017 at 8:47 PM, Steven Caron  wrote:
>>
>>> i think that is just it... everyone is wired differently and are willing
>>> to put up with different amount of 'issues'. half of my issues are
>>> perfectly OK for the rest of my peers. in fact they designed it the way
>>> they did cause of 3dsmax's short comings. i find this stuff s
>>> infuriating only because i know better. but if i didn't use softimage i am
>>> sure i would be ok with it.
>>>
>>> i see release notes which on the surface make 3dsmax seeem like its
>>> getting better but when you use it, its still feels the same sluggish
>>> workflow. at least with maya i felt since the softy's joined the team
>>> things have been getting better.
>>>
>>> On Thu, Feb 16, 2017 at 4:36 PM, Artur W  wrote:
>>>
 LOL.

 That's a  nice one, however, I never felt that bad in 3ds Max. It was
 bad but never insane bad.

 2017-02-17 1:31 GMT+01:00 Steven Caron :

> i would kill to be in maya right now, in am in 3dsmax...
>
> On Thu, Feb 16, 2017 at 4:28 PM, Artur W  wrote:
>
>>
>> I use Maya and I hate it. On average, everything takes two to three
>> times longer than it should. Two thirds of the time are spent on 
>> technical
>> issues, workarounds, fixes, restarts, clean ups, extracting working parts
>> and merging them to new scenes and setting everything up again. This time
>> wasting frustrates me because I could use it to do other projects, learn 
>> or
>> even do my own projects but FUCK NO. It's a loop, never ending loop
>>
>>
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>>>
>>>
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>>>
>>
>>
>>
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>> web: https://tenshi.carbonmade.com
>> # Cel/Whatsapp: (+593) 0984104698 <+593%2098%20410%204698>
>>
>
>
>
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Re: Last xsi reel

2016-12-11 Thread Orlando Esponda
Nice!  Would be cool to know what was done with soft :)

El dom., dic. 11, 2016 11:35 AM, Andrew Prostrelov 
escribió:

> Nice music also.
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Re: Exploding fractured mesh

2016-11-03 Thread Orlando Esponda
"If you dont want to have to use expressions all the time avoid Maya not
Houdini :)"

ROLF!   Killer comment!

El jue., nov. 3, 2016 10:12 AM, Simon Reeves 
escribió:

> I did lots of fracturing and deforming (rather than simulated) on a job a
> year or so ago in xsi with momentum ice etc. Though I was fairly happy with
> the system I had (based on a vimeo video from eric mootz by the way! About
> controlling pieces in ICE) really it was pretty buggy and slow, had to be
> really delicate with xsi to avoid crashes.
>
> After having used Houdini for a couple of months my life would have been
> s much easier in there for that job.
> I really haven't found the learning curve as steep as I thought (read
> about).
> I've used it most of 2016 now, I haven't touched xsi other than modelling
> (TODO: learn something not-dead for modelling)
>
> You can forget about those concerns about having to rely on expressions!
> If you dont want to have to use expressions all the time avoid Maya not
> Houdini :)
>
>
> On Thu, 3 Nov 2016 at 15:55 Morten Bartholdy  wrote:
>
> 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 somewhere or a different method for
> attaching
> > > > > geometry to particles and simulate them, either just straight
> forward
> > > or as
> > > > > Bullet RBDs?
> > > > >
> > > > > 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.
> > > > >
> > > > --
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> softimage-requ...@listproc.autodesk.com
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> > > with "unsu

Re: Exploding fractured mesh

2016-11-03 Thread Orlando Esponda
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 somewhere or a different method for
> attaching
> > > > > geometry to particles and simulate them, either just straight
> forward
> > > or as
> > > > > Bullet RBDs?
> > > > >
> > > > > 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.
> > > > >
> > > > --
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> softimage-requ...@listproc.autodesk.com
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> > > with "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: Renderfarms again.

2016-10-12 Thread Orlando Esponda
Softimage right? I've used RenderFlow,  rebus and foxrenderfarm. All three
have automated systems for finding dependencies and uploading only what's
needed per scene. This was using Arnold as rendered.

Unfortunately it's been a while since I used them and I think they no
longer aupport softimage,  but you could try to contact them.

El mié., oct. 12, 2016 5:53 PM, Adam Seeley 
escribió:

> Hi guys and gals,
>
> I've used a couple of decent render farms recently:
>
> render4you - redshift
> pixelplow - arnold
>
> Both however compress and upload a whole project for submission each time
> which makes heavy project a little less practical.
>
> Does anyone know of a farm(s) that allows you to maybe FTP up a project
> and keep it online so that you only really need to upload a new scene when
> you want another render submission?
>
> Here's hoping,
>
> Ta,
>
> Adam.
>
> Adam Seeley
> Love Vfx Ltd.
> www.LoveVfx.co.uk 
> www.linkedin.com/in/adamseeleyuk
> www.vimeo.com/adamseeley 
>
>
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Re: object parenting in maya

2016-09-21 Thread Orlando Esponda
I'm working in a project Max and Maya based (maya for rig and animation,
max for everything else). It's a pleasure having around some SI guys
(including me of course) who are solving "impossible" things in different
areas.

GATOR is still one of the most beloved/hated tools:  everyone loves it
because solves a lot of problems,  and at the same time everyone hates it
because they don't have it in their native application LOL

When it comes to ICE they simply don't understand the "black magic" behind
it, even when our ICE and math knowledge is limited, simple things like
randomizing attributes, seem like a futuristic thing hehehe.

Orlando

El mié., sept. 21, 2016 7:55 AM, Artur W  escribió:

> I have a "privilege" working on maya for some time now and I can't
> remember when I was this nerve wreck I am today. I do lighting mainly and I
> walk out home brain dead every day.
> This sophisticated torture they call hypershade and node editor and the
> choices they made making it, is mind blowing.
> Looking back I find working with 3ds Max a pleasure (which it wasn't).
>
> Si in comparison is a caress I don't deserve.
>
> Artur
>
> 2016-09-21 14:41 GMT+02:00 Ognjen Vukovic :
>
>> Same, luckily the program has been modified so much with various in house
>> plugins i dont really even know its maya, untill it crashes, messes up the
>> connections randomly or i open hypershade...
>> Who am i kidding...
>>
>> On Tue, Sep 20, 2016 at 6:45 PM, Artur W  wrote:
>>
>>> Yeahhh. Problem is I have to use it at work
>>>
>>> Artur
>>>
>>> 2016-09-20 18:05 GMT+02:00 Olivier Jeannel :
>>>
 Well I just hope Maya will stay shitty for ever, as it deserves to be.

 On Tue, Sep 20, 2016 at 5:29 PM, Pierre Schiller <
 activemotionpictu...@gmail.com> wrote:

> yes, they could *at least*.
>
> I´m keeping my hopes up from 2012 when the SI dev team told us they
> would migrate
> some stuff from SI to MA, in 2018.
>
> Back then, it seemed very far. SI went down the drains, and now there
> are 2 more years
> to go for the waitlet´s see what MA would look like in 2018, and
> better yet, let´s hope the dev team
> really pushes the software *awkardness* to
> simplistic-intuitive-5-year-old-kid-can-do-this-all-friendly-smiley-teddily-face
> ease of use, like we had on Softimage.
>
> 2 cents.
>
>
> On Tue, Sep 20, 2016 at 9:29 AM, Artur W  wrote:
>
>> AMEN
>>
>> 2016-09-20 16:23 GMT+02:00 Mirko Jankovic 
>> :
>>
>>> As a amatter of fact I ended up rigging char again in SI and
>>> completing animation allready.
>>> Not a single solution actualy worked due to all that transfering
>>> form hand to object and back to hand.. I will record one video to show
>>> exactly issue which will probably make things more clear just to get a 
>>> bit
>>> time for it.
>>> All in all, animating prop being manipulated by hands exchanging and
>>> moving with constrains.. argh..
>>> When they already cannibalized SI they could at least learn how to
>>> handle important things like this.
>>> All the view port glitter and fancy stuff doesn't mean anything for
>>> everyday work.
>>> ᐧ
>>>
>>> On Tue, Sep 20, 2016 at 3:59 PM, Ben Barker 
>>> wrote:
>>>
 There are offset attributes. You can see them (and 'update' them)
 in the attribute editor for the constraint. IMO they are unintuitive to
 animate and are best left to storage of static values. I've seen 
 animators
 get so far into the weeds with those that their cigarette consumption
 shoots to astronomical levels, so for your health I recommend Mladen's
 solution.



 On Mon, Sep 19, 2016 at 7:55 PM, Andres Stephens <
 drais...@outlook.com> wrote:

> How troublesome You’d think there are constraint offset keys
> that is animated like in SI with and without the transform keys?
>
>
>
> -Draise
>
>
>
> *From: *Mladen Kevic 
> *Sent: *19 September 2016 16:30
> *To: *softimage@listproc.autodesk.com
> *Subject: *Re: object parenting in maya
>
>
> constrain it to the Null (locator) and in meantime while it's in
> FK move animate null to new position.
>
> hope it's help
>
> On Mon, Sep 19, 2016 at 9:24 PM, Adam Sale 
> wrote:
>
> No you can't,
> If you have a point constraint on an object, make sure you aren't
> keying that objects translation channels. It breaks the constraint
> otherwise.
> Same for Orient and Scale.
>
> Adam
>
> On Mon, Sep 19, 2016 at 6:18 AM, Mirko Jankovic <
> mirkoj.anima...@gmail.com> wrote:
>
> That is what I tried BUT as soon as I

Re: Delete 2/3 particles - I forgot

2016-09-20 Thread Orlando Esponda
As Simon says, you can do it with modulo

​
 tmp.jpg

​

On Tue, Sep 20, 2016 at 7:44 AM, patrick nethercoat <
patr...@brandtanim.co.uk> wrote:

> if you do it twice, first delete 1/3, then 1/2 you'll end up right.
>
>
> On 20 September 2016 at 13:37, Artur W  wrote:
>
>> Isn't the nth able to delete half at most?
>>
>> Artur
>>
>> 2016-09-20 14:02 GMT+02:00 Simon Reeves :
>>
>>> delete by nth, which is modulo
>>>
>>> On Tue, 20 Sep 2016 at 12:46 Artur W  wrote:
>>>
 Hey,

 It's been a while.
 How can I delete in cache about 2/3 of the particles?

 Artur
 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.
>>>
>>> --
>>> Simon Reeves
>>> London, UK
>>> *si...@simonreeves.com *
>>> *www.simonreeves.com *
>>> *www.analogstudio.co.uk *
>>>
>>> --
>>> Softimage Mailing List.
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Brandt Animation
> www.brandtanim.co.uk
> 020 7734 0196
> 07717 38 39 40
>
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Re: Hair Sheen on Poly geo using a normal map in Arnold?

2016-09-09 Thread Orlando Esponda
Hi Oscar,  yes,  because this map is driving the direction in UV space,
but what if you want to drive it in object/tangent space?  How could you
use the vector3 info of a vector map and convert it to b&w (UV space) map?

El vie., sept. 9, 2016 3:57 AM, Oscar Juarez 
escribió:

> I think you only need a black and white ramp to drive the directin.
>
> https://support.solidangle.com/display/AFMUG/Anisotropic+Brushed+Metal
>
> On Fri, Sep 9, 2016 at 5:29 AM, Orlando Esponda  > wrote:
>
>> Hi Greg,
>>
>> did you find a way to use vector maps to drive the anisotropic specular
>> direction?  I think it's a very useful way to use anisotropic for organic
>> objects...  the horse example is a good example.  I haven't written before
>> because I don't have the answer but I really appreciate any info on this
>> subject.
>>
>> Cheers,
>> Orlando.
>>
>> On Tue, Aug 23, 2016 at 6:21 AM, Morten Bartholdy 
>> wrote:
>>
>>> Map the Anisotropic specular!?
>>>
>>> //MB
>>>
>>>
>>>
>>> > Den 22. august 2016 klokken 22:05 skrev Greg Punchatz <
>>> g...@janimation.com>:
>>> >
>>> >
>>> > We are trying to figure out how to get a hair like sheen using a
>>> normal or
>>> > flow map out of Mari to drive the specular as I have often seen in
>>> games.
>>> > They show using normal maps to drive the sheens direction on a horse in
>>> > this video.
>>> >
>>> >  https://www.thefoundry.co.uk/case-studies/ready-at-dawn-case-study/
>>> >
>>> > Does anyone know how to get the same effect in Arnold?
>>> >
>>> > Thanks
>>> > Greg
>>> > --
>>> > 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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>
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Re: Hair Sheen on Poly geo using a normal map in Arnold?

2016-09-08 Thread Orlando Esponda
Hi Greg,

did you find a way to use vector maps to drive the anisotropic specular
direction?  I think it's a very useful way to use anisotropic for organic
objects...  the horse example is a good example.  I haven't written before
because I don't have the answer but I really appreciate any info on this
subject.

Cheers,
Orlando.

On Tue, Aug 23, 2016 at 6:21 AM, Morten Bartholdy 
wrote:

> Map the Anisotropic specular!?
>
> //MB
>
>
>
> > Den 22. august 2016 klokken 22:05 skrev Greg Punchatz <
> g...@janimation.com>:
> >
> >
> > We are trying to figure out how to get a hair like sheen using a normal
> or
> > flow map out of Mari to drive the specular as I have often seen in games.
> > They show using normal maps to drive the sheens direction on a horse in
> > this video.
> >
> >  https://www.thefoundry.co.uk/case-studies/ready-at-dawn-case-study/
> >
> > Does anyone know how to get the same effect in Arnold?
> >
> > Thanks
> > Greg
> > --
> > 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: Arnold shaders, interactive oppacity on Alpha?

2016-06-06 Thread Orlando Esponda
Are you sure your framebuffer is set to RGBA?  Sounds like you have it set
to RGB only.

El lun., jun. 6, 2016 12:01 AM, Pierre Schiller <
activemotionpictu...@gmail.com> escribió:

> I don´t understand something: If I use the PREVIEW button on Render
> >Render>Preview, I save the picture as .png and IT COMES with an alpha
> ready channel.
>
> But if I render a series of images as .png the background comes with NO
> ALPHA.
>
> Ok, I´m very confused now. Why can´t I get an alpha straight out from a
> sequence .png?
>
> Thanks.
>
>
> On Sun, Jun 5, 2016 at 6:01 PM, Pierre Schiller <
> activemotionpictu...@gmail.com> wrote:
>
>> So, to get my "transparent bk" I should set a gigantic grid on the entire
>> background with the color I desire?
>> Wait, then, how doable is it to work with alpha with arnold directly from
>> render?
>> I´m figuring I can pull out a key (by doing another "solid" constant
>> white shader, assign it to a pass with all the objects
>> and rendering on MR, but that is not a solution since arnold as such
>> should handle transparency all from a single render.
>>
>> The objective is to have a set of furniture rendered WITH an alpha
>> channel. How can I accomplish that?
>> Help please.
>>
>> Thanks.
>>
>>
>> On Tue, May 31, 2016 at 4:49 AM, Schoenberger  wrote:
>>
>>> And with an environment shader, you can even use a ray switch to choose
>>> different colors for refraction and transparency.
>>> (you might need to turn on the sprite mode transparency in my shaders)
>>>
>>> Holger Schönberger
>>> technical director
>>> The day has 24 hours, if that does not suffice, I will take the night
>>>
>>>
>>> --
>>> *From:* Schoenberger [mailto:x...@digidragon.de]
>>> *Sent:* Tuesday, May 31, 2016 11:46 AM
>>> *To:* 'softimage@listproc.autodesk.com'
>>> *Subject:* RE: Arnold shaders, interactive oppacity on Alpha?
>>>
>>>
>>> >No alpha on arnold. What?!
>>> No option in the shader to choose color+alpha if the refraction depth
>>> hits the limit or if the ray leaves the scene.
>>> In SI+ MRay, you can set an environment shader per object or pass to set
>>> the color+alpha, which is by default 0/0/0/0.
>>>
>>>
>>> Holger Schönberger
>>> technical director
>>> The day has 24 hours, if that does not suffice, I will take the night
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Portfolio 2013 
>> Cinema & TV production
>> Video Reel 
>>
>
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
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Re: Momentum / implosiafx plugins

2016-05-26 Thread Orlando Esponda
Wow,  thanks for this. This opens the possibility of including some vfx
done in soft in a long termn project I'm working on.

Many many thanks.

El jue., may. 26, 2016 1:16 PM, Rob Chapman  escribió:

> omg immaculate timing. have a rock smashing exercise looming, was putting
> off learning how to do it in houdini till very last minute, (am a slow
> painful learner of new 3D apps)  thanks indeed Oleg, I think the latest
> implosia/momentum versions could very well just given me another reason to
> stay within old marge, houdini can sit there waiting another day. looks
> like more debris vimeo tests yet to come!
>
>
>
> On 26 May 2016 at 15:24, Oleg Bliznuk  wrote:
>
>> Hi all,
>>
>> Since the EOL of Softmage I'd like to open free access to Momentum and
>> ImplosiaFX plugins. You can grab it here :
>> ImplosiaFX
>> https://drive.google.com/open?id=0B47NI7NeoDiiT1NlYzUxU3hGZ2c
>>
>> Momentum
>> https://drive.google.com/open?id=0B47NI7NeoDiiNmw1Nm1hdW9mLTg
>>
>> These links include builds both for win and linux 64bits + documentation
>> and sample scenes.
>> It was a lot of fun to make tools and various tech stuff in ICE, thanks
>> all for the great experience, especially for the ice vimeo channel folks
>> :-) . Hopefully those plugins still can be usefull.
>>
>> best regards,
>> Oleg
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Re: Compositing app choice

2016-05-26 Thread Orlando Esponda
Fusion + Resolve it's a great combo IMHO. Yes,  fusion lacks on deep
compositing tools,  but for anything else,  still my compo app. For the
kind of comp work I usually need,  I find it much faster than Nuke.

But to be honest,  I have evaluated more than once acquiring a Nuke
license. Hard to justify cost when you're freelancer, and that's the main
reason why I keep working with Fusion.

El jue., may. 26, 2016 1:22 PM,  escribió:

> Fusion used to be industry standard, from when apple bought Shake to when
> Nuke became user friendly, say ~2005 to 2010?
> It sort of got overlooked due to Nuke’s omnipresence and better
> performance and handling, but they silently kept going, overcoming their
> shortcomings and regaining some of their former popularity.
> Do check the free version, it might be all you need – if so, it’s a great
> choice to have.
>
> *From:* Angus Davidson 
> *Sent:* Thursday, May 26, 2016 6:45 PM
> *To:* r...@casema.nl ; softimage@listproc.autodesk.com
> *Subject:* RE: OT: Compositing app choice
>
> Just to echo.
>
> Nuke if you can afford the licenses, otherwise fusion is very good.
>
> Kind regards
>
> Angus
> --
> *From:* Rob Wuijster [r...@casema.nl]
> *Sent:* 26 May 2016 11:27 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: OT: Compositing app choice
>
> Nuke is the most used, and it's not hard to find freelancers for it.
> It became the industry 'standard' at some point.
> But depending on your budget, I would have a look at Fusion as well.
>
> Both apps have their strengths and weaknesses I guess.
>
> Rob
>
> \/-\/\/
>
> On 26-5-2016 11:07, David Saber wrote:
>
> Hi people!
> We need to choose a compositing app for Windows.
> Some years ago, everybody was saying Nuke is the best compositing app.
> Is it still the case today?
> Thanks,
> David
> --
> Softimage Mailing List.
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Re: MV Scatter Tool flicker

2015-12-04 Thread Orlando Esponda
You could (should)  use caches for point cloud rendering. so you can still
have the live point cloud hidden and render the cached one. One frame
should be enough.
El dic. 4, 2015 8:31 AM, "Morten Bartholdy"  escribió:

> I would like to keep them live for flexibility but that would be my backup
> solution - thanks!
>
>
>
> MB
>
>
>
>
> Den 4. december 2015 kl. 15:07 skrev Olivier Jeannel <
> facialdel...@gmail.com>:
>
> Can you freeze the pointclouds for rendering ? Might fix the problem...
> Le 4 déc. 2015 13:54, "Morten Bartholdy" < x...@colorshopvfx.dk > a
> écrit :
>
> Hi there
>
>
> I am using Milan Vaseks excellent Scatter tools to populate some
> landscapes with vegetation - trees, bushes and flowers.  It works like a
> breeze and is extremely helpful, not least when I need to make changes as
> per the directors wishes. I havee just run into a problem I am hoping
> someone can help me with.
>
>
>
> It has worked just fine for me on previous projects, but on my current
> project I get a sort of flicker between  the instanced objects when I
> render, like with a seed change.
>
>
>
> It is inconsistent between pointclouds - I have some 8-10 pointclouds in
> the scene. It will render 3-4 identical
> frames, then 1 or 2 where I see flicker in 1 or 2 of the scatter
> pointclouds. Then later it will be some of the
> other pointclouds.
>
>
>
> The only thing I can think of is different from what I usually do is I
> have several Scatter nodes plugged into  the Hub node, one for each
> geometry. Could this cause the flicker?
>
>
>
>
>
> Cheers
>
> Morten
>
>
>
>
>
>


'no valid passes found' error

2015-11-08 Thread Orlando Esponda
Hello guys,

I uploaded a project to a renderfar server. This project is a mirror of the
one I have here, and everything is working perfectly when I open and render
frames locally. However, the scenes are not rendering on the farm and after
some investigation, they found the scenes show this odd error (that I
haven't seen before): "no valid passes found".

Already told them that they could rename the user folder (which I'm not
sure it's possible because they could loose their configurations) or to run
the runonce.bat file. Hopefully that helps.

While I wait for an update from them, I would like to ask you if anyone has
found this error before, and if there's a safe route to get rid of it.
We've been through this since friday and lost 2 precious days over the
weekend to render, so time is running out for us.

Any tip or advice would be gratly appreaciated.


Thanks in advance,
Orlando


Re: Unable to select anything in scene explorer.

2015-09-16 Thread Orlando Esponda
Have you tried uptading the graphics card drivers?
El 16/09/2015 05:43, "Ognjen Vukovic"  escribió:

> Hi guys,
> Has anyone seen similar behavior as in the title.
> Im unable to select anything in the explorer. Just reinstalled soft,
> deleted preference folder, its still the same.
>


Re: Plotting or applying the animation mixer?

2015-09-16 Thread Orlando Esponda
Perhaps this helps (I didn't try it this time but I have used that
functionality on the past)

http://softimage.wiki.softimage.com/xsidocs/actions_BakingClipsintoNewActionSources.htm
El 16/09/2015 05:29, "Arvid Björn"  escribió:

>
> Hey list, long time no see!
>
>
> I'm trying to export a game-type character with various animation loops as
> an FBX, but I'm trying to leverage the animation mixer to offset different
> animation segments on a single timeline, which is nice.
>
> Without the mixer it works as expected, but when the animation comes from
> the mixer, none of the animation gets baked into the FBX.
>
> I can apply a single clip using Actions | Apply > Action, but it's a whole
> timeline of clips, so is there a button I've missed somewhere which simply
> apply the entire mixer as keyframes?
>
> The only other way I can think of is to copy-paste a lot of keyframes to
> replicate the mixer.
>
>
> Cheers!
>
>
>


Re: particles save - crash

2015-05-21 Thread Orlando Esponda
have you tried to merge the scene in a clean one?Also, you could try to
parent the ofending cloud to a null, and the try to branch delete that
null.  Or the same procedure but with a model instead.



On Thu, May 21, 2015 at 10:02 AM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> I finally had a chance to get back to my scene that was crashing every
> time I saved.
>
> I've tried "save as" and still get the same crash.
>
> Today I went in and tried to figure out if one of the point clouds were
> the problem.  I managed to find one point cloud where, if I try to delete
> it, Softimage crashes.  If I try to freeze it, Softimage crashes.
>
> I tried opening that point cloud, deleting all the nodes but leaving the
> root in tact & then doing a save-as, but still crashed.
>
> Might be time to go back to an older version of the scene and rebuild it.
>
>
> - Paul
>
>  Sent via Cloze 
>
>
> On May 15, 2015, at 7:49 PM, Matt Lind 
> wrote:
>
> I've run into similar issues when developing tools. Try doing a 'save
> as...' instead of 'save'.
>
> Matt
>
>
>
>
>
> Date: Fri, 15 May 2015 12:55:58 -0400
> From: "Paul Griswold" 
> Subject: Re: particles save - crash
> To: softimage@listproc.autodesk.com
>
> Probably true - Process Monitor to the rescue!
>
> I just tried going in, disabling all ICE trees as well as hiding them, and
> still ran in to the same issue - the moment it got to Saving Particles,
> crash.
>
> The drive has 2 TB free and I can't find any write protected directories,
> so
> I'm not sure what the issue is.
>
> On May 15, 2015, at 12:48 PM, Stephen Blair
>  wrote: This sounds like a case for
> Process
> Monitor...
>
> but I always say that
>
> On Fri, May 15, 2015 at 12:00 PM, Paul Griswold
> <[pgrisw...@fusiondigitalproductions.com](mailto:
> pgrisw...@fusiondigitalproductions.com)>
> wrote:
>
> I'm having a weird problem with a scene today.? When I try to save, it
> gets
> down to "saving particles" and then crashes.
>
> When I check the debug info, it says XSI didn't have the appropriate
> access
> to write to a directory, but it doesn't say what directory.? I've checked
> every directory I could think of and couldn't find any permission issues.
>
> I've already done the typical runonce.bat, but I haven't delet
>
>
>
>


Re: How to select item with an alembic_xform operator on it?

2015-05-07 Thread Orlando Esponda
What about selecting all alembic_xform operators (using the commando you
already know) and then "alt + up arrow"?

On Thu, May 7, 2015 at 5:21 AM, Morten Bartholdy 
wrote:

>   I can select all alembic_xform operators in a scene using:
>
>
>
> Application.SelectObj("*.kine.local.alembic_xform", "", "")
>
>
>
>  Is there a way or command to easily select all the items/objects that
> have these alembic operators applied? I can get to them one by one by F
> framing the alembic operators in the explorer and adding them to a group
> for later selection purposes, but would like to get them all in one go if
> possible.
>
>
>Cheers
>
>  Morten
>
>
>
>


Re: scalar state still working?

2015-03-18 Thread Orlando Esponda
try an incidence node connected to the input of a gradient mixer.

On Wed, Mar 18, 2015 at 10:31 AM, Gerbrand Nel  wrote:

> Hey guys
> I remember using the scalar state node, with a gradient, to create a
> gradient based on incidence... this doesn't work any more??
> Am I being dumb, or is it broken?
> G
>


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

2014-12-12 Thread Orlando Esponda
Best Christmas present do far, Thanks guys!

On Fri, Dec 12, 2014 at 6:50 AM, Mario Reitbauer 
wrote:
>
> I use both actually.
> Because crate can't import/export everything.
> And on the other hand the si implementation can't neither.
>
> Mostly happend for abc's from houdini which didn't come in correctly with
> crate.
>
> 2014-12-12 13:22 GMT+01:00 Juhani Karlsson :
>>
>> Not just generous, but also smart. Great way to make sure the tools keep
>> on livin.
>> So much better than the basic alembic in 2015
>>
>> Thank you Ben,
>> - J
>>
>> On 12 December 2014 at 13:44, Frantisek Hradecky 
>> wrote:
>>>
>>> Thank you Ben, this is really very generous move.
>>>
>>> On Fri, Dec 12, 2014 at 12:31 PM, Robert Kjettrup 
>>> wrote:

 This is very generous of you guys.

 i see that it only goes back to Softimage 2012, is there a anything
 technical stopping someone getting it to work in Softimage v7?
 (pre-Autodesk) ...other than the problem finding someone with more
 programming skills than me, and having the issue like me with being stuck
 on a 6 years old license :-D

 Robert



 2014-12-12 10:04 GMT+01:00 Andreas Böinghoff <
 boeingh...@themarmalade.com>:
>
> Very Nice Ben!
>
> This is so great - Since we are still on SI2014 and miss a
> abc-io-feature.
>
>
>
> On 11/12/2014 21:41, Ben Houston wrote:
>
>> Hi all,
>>
>> I figured you may be interested to know that Exocortex Crate, the
>> alembic suite for Maya, 3DS Max, Softimage, Arnold and Python just
>> went open source.  You can download it for free and use it for free.
>> Details here:
>>
>> http://exocortex.com/blog/exocortex_crate_alembic_goes_open_source
>>
>> Best regards,
>> Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
>> @exocortexcom)
>> https://Clara.io - Online 3D Modeling and Rendering
>>
>
>
>
>
>>
>> --
>> --
>> Juhani Karlsson
>> 3D Artist/TD
>>
>> Talvi Digital Oy
>> Pursimiehenkatu 29-31 b 2krs.
>> 00150 Helsinki
>> +358 443443088
>> juhani.karls...@talvi.fi
>> www.vimeo.com/talvi
>>
>


Re: ICE: Speed, Velocity and circular motion

2014-12-06 Thread Orlando Esponda
Angular Velocity. Take a look at this video
https://www.youtube.com/watch?v=zAx61CO5mDw

On Sat, Dec 6, 2014 at 8:42 AM, gareth bell  wrote:

> Hi guys,
>
> Having an issue getting my head around this.
>
> I think I want to use the formula for circular motion on this one.
>
> I've got some particles moving around in a circular motion with their
> velocity determined by a circular curve. Using circle>closest
> location>pointtangent>set velocity.
>
> This works great however it's not moving the buggers fast enough.
>
> if I multiply it by a scalar it speeds up but the circle radius increases
> which is correct according to the maths, however, I don;t want this to
> happen. I want to keep closely to the circle radius but simple speed up the
> particles moving around it.
>
> Any ideas?
>
> G
>
>
>


Re: Zbrush and vertex IDs

2014-12-06 Thread Orlando Esponda
Are you sure is the vertex order that is changing? or just the samples
order?

Andy's description and solution seems to be the best one. I would try to
export from softimage as obj and import again to softimage. The export this
new mesh and replace the base mesh in Zbrush.

If this is too much, maybe you could try to fix the UVs manually
http://vimeo.com/67783125


On Sat, Dec 6, 2014 at 10:35 AM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Might it be a problem with the app link ?
>
> i notice it to happen with layers as well.
>
> On 6 December 2014 at 14:41, Andy Goehler 
> wrote:
>
>> I’ve noticed this behavior post Softimage 2010 releases. Where with the
>> OBJ exports the vertex order is not preserved. It caused us many headaches
>> and countless numbers of redoing UVs. Like you I have nothing reproduce
>> able, however your chances of the bug increases when you mirrored the mesh
>> before. It’s odd — I’ve advised my team to export to .OBJ and reimport
>> before rigging and UVing. It’s a Softimage bug, not ZBrush.
>>
>> Nowadays, I just import both meshes into Houdini and use the Match
>> topology SOP. Bingo.
>>
>> Andy
>>
>>
>> On Dec 06, 2014, at 11:28, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>> Ive noticed now a couple of times when sending a mesh back into
>> sofrimage, that
>>
>> the uv's get erased or that the vertex order, or ID is different, often
>> this seems to
>>
>> happen regardless of what degree of manipulation i want to effect. I
>> can't seem to
>>
>> find a reocuring reproducible source for this, with the possible
>> exception of dividing
>>
>> the mesh, adding a sub div level, something you can do in mudbox without
>> any issues.
>>
>> *Is there some guard, some box I can tick to tell zBrush to preserve
>> vertex order ? or at the very least will prompt me if a perticular
>> manipulation is going to break it ?*
>>
>>
>> Many thanks and a good weekend to you !
>>
>> - Seb
>>
>>
>>
>


Re: Maya nHair versus Softimage "Shave" hair?

2014-11-05 Thread Orlando Esponda
I've never used xgen, but apparently yes, you can simulate it with
nDynamics https://www.youtube.com/watch?v=o6Z-GqAfWqU  Maybe
there's a different way.

On Wed, Nov 5, 2014 at 1:12 PM, Leendert A. Hartog 
wrote:

> And then you take it back to nDynamics to simulate?
>
> Greetz
> Leendert
>
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com
>
>


Re: SI and Houdini

2014-07-28 Thread Orlando Esponda
Thanks again Jordi, this is priceless.


On Sun, Jul 27, 2014 at 5:40 PM, Jordi Bares  wrote:

> Compositing 1, 2 and 3 ready… follow the discussion and get the link here..
>
>
> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=153235#153235
>
> Enjoy
>
>  Jordi Bares
> jordiba...@gmail.com
>
> On 4 Jul 2014, at 00:59, Jordi Bares  wrote:
>
> Well, texturing is now finished, moving into rendering guides. 1& 2 now
> online
>
>
> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=151456#151456
>
> Enjoy
>
>  Jordi Bares
> jordiba...@gmail.com
>
> On 8 Jun 2014, at 21:07, Jordi Bares  wrote:
>
> A bit slower than I wanted but finally found a bit of time to wrap the
> animation chapter. Moving now into procedural texturing.
>
>
> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=148644#148644
>
> Please let me know if you guys miss something and I will do my best to add
> it.
>
> Enjoy
>
>  Jordi Bares
> jordiba...@gmail.com
>
> On 29 May 2014, at 01:56, David Barosin  wrote:
>
> Jordi thank you!  I've been checking out the first few chapters and
> thoroughly appreciating all the time and effort you put into these.
>
> A truly kind act.
>
> Cheers,
>  -Dave
>
>
>
>
> On Wed, May 28, 2014 at 7:40 PM, Nick Angus  wrote:
>
>> Thank you Mr Bares!
>> 
>> From: softimage-boun...@listproc.autodesk.com [
>> softimage-boun...@listproc.autodesk.com] on behalf of Jordi Bares [
>> jordiba...@gmail.com]
>> Sent: 29 May 2014 08:34
>> To: softimage@listproc.autodesk.com
>> Subject: Re: SI and Houdini
>>
>> Well, seems finally found a gap to add another guide
>>
>> Houdini procedural animation introduciton aka CHOPs ready to download
>>
>>
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=148076#148076
>>
>> Jordi Bares
>> jordiba...@gmail.com
>>
>> On 21 May 2014, at 22:49, Sebastian Kowalski  wrote:
>>
>> > I am experiencing the same. Amazed by it actually.
>> > And all the sexy things one can do in a ROP Network..
>> > Never would thought of XSI pass system being too rigid.
>> >
>> >
>> >
>> > Am 21.05.2014 um 20:33 schrieb Andy Goehler <
>> lists.andy.goeh...@gmail.com>:
>> >
>> >>
>> >>
>> >>> On 21.05.2014, at 19:35, Ciaran Moloney 
>> wrote:
>> >>>
>> >>> Mantra aint too shabby...
>> >>
>> >> I'm running a test scene and surprisingly Mantra keeps pace with
>> Arnold speed/quality wise (brute force). I really like all the options that
>> Mantra brings along. There's is an unmatched flexibility with lights,
>> objects and shaders with Mantra all inside Houdini without having to resort
>> to external C++ IDEs.
>> >>
>> >> Andy
>> >
>> >
>>
>>
>>
>>
>
>
>
>


Re: Referenced mat libs inside of ref models?

2014-07-10 Thread Orlando Esponda
I tried once and it was intermitent as Matt said, most of the time failed
to apply the materials. If you know for sure you won't be doing local
adjustments to the shaders, a workaround would be having two mat libs in
your scene: the referenced one and a local mirror. Then a script or event
that updates the local one based upon the referenced one.
This way you can apply local materials to the referenced models without
problems and the materials will keep in sync with the referenced ones.

Maybe more a hack than a workaround, but at least it works, and it's
consistent.


Orlando.


On Thu, Jul 10, 2014 at 4:13 AM, Simon Reeves  wrote:

> The closest I've got to referencing materials is making compounds and
> updating them if I've made any changes. Not quite the same but handy.
>
>
>
> Simon Reeves
> London, UK
> *si...@simonreeves.com *
> *www.simonreeves.com *
> *www.analogstudio.co.uk *
>
>
> On 9 July 2014 22:39, Matt Lind  wrote:
>
>> We’re trying to use referenced materials right now.  It’s rather hit or
>> miss.
>>
>>
>>
>> The referenced materials are actually a hack involving a dotXSI file
>> which stores the material and shader information, then having that applied
>> to the referenced models in the scene.  Problem we’ve been encountering is
>> sometimes upon loading the scene, the reference material assignments are
>> lost as if they were never assigned in the first place.
>>
>>
>>
>> We don’t know what causes this problem, but it’s intermittent.  Some
>> scenes work just fine, others have this problem regularly.
>>
>>
>>
>> I do not advise using referenced materials on 2011.
>>
>>
>>
>>
>>
>> Matt
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable
>> *Sent:* Wednesday, July 09, 2014 2:40 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Referenced mat libs inside of ref models?
>>
>>
>>
>> Hi list,
>>
>> I'm currently working on a project with rather large assets including large
>> object counts and very heavy geo (CAD data), so I'm referencing a lot of
>> the models. Otherwise I would hit the 2GB scene size limit anyway and
>> also for flexibility I would like to keep it as separated as much as
>> possible. Thing is, we have only a few shaders that will be applied to
>> all the objects. So I'd also like to use a referenced mat lib for the
>> entire project  and all the ref models inside it. That basically means two
>> levels of referencing ( a referenced model will use a ref mat lib). A
>> reference inside a reference. I never did that and I'm a bit concerned if 
>> this
>> could potencially produce problems. Does anyone used referenced models that
>> contained referenced mat libs? I'm on softimage2011 btw.
>>
>> Thanks,
>>
>> sven
>>
>
>


Re: mari-softimage workflow

2014-05-26 Thread Orlando Esponda
Depending on what renderer are you using you may want to save some
compounds to "automate" the uv offsets (assuming you're using more than one
uv tile or UDIM in Mari terminology). But if you're using Arnold or VRay,
there's a UDIM token that handles the uv offset at export time. Perhaps
other renderers have something similar, but those two are the ones that I
know.

Other than that, it's really very straight forward.



Orlando


On Mon, May 26, 2014 at 1:19 PM, Francisco Criado wrote:

>
> Hi guys,
>
> is anyone using mari  with softimage? any tip or advice?
> thanks!
> doing my first steps here...
> F.
>
>


Re: texture editor doubt

2014-04-08 Thread Orlando Esponda
Yes, there is...   Instead of typing I recorded a video:
http://www.screencast.com/t/2Kcl9qtln

I hope that's what you're after,
Orlando.


On Tue, Apr 8, 2014 at 6:37 PM, Francisco Criado wrote:

>
> Hi guys,
>
> is there any way if i select a group of vertices in texture editor to make
> a cluster (not sample cluster) ? i'm getting as a result a sample cluster,
> but it doesn't let me drive an ice simulation, and select components is not
> working...
>
> Thanks in advance!
>
> F.
>
>


Re: SI and Houdini

2014-03-10 Thread Orlando Esponda
Thanks Jordi.

I've been playing with the apprentice version the whole weekend and
honestly, I thought it would be much harder to learn the main concepts.
That said, I think the tough part is to learn how to work in an efficent
and procedural way. I mean, it's way different than the other apps, so one
must to learn how to think different. Lots of variables and advanced
concepts to learn, as well as a large expressions toolset, but I'm really
enjoying the experience so far.

And finally, having an apprentice version is just great. I can play with
(visrtually) all of the features and try to learn it. If after some months
I think it's worth buying it, I will, but if not, no harm was done. It's
simply great to have an unlimited demo for as long as I want, no just a 30
days rush to learn a complex app.

Orlando.


On Mon, Mar 10, 2014 at 3:52 AM, Francisco Criado wrote:

> Thank you Jordi, much appreciated.
> F.
>
>
>
> On Monday, March 10, 2014, Jordi Bares  wrote:
>
>> If you have been following sorry for the repeat, a little reminder I have
>> been working hard to put these guides to help transition those of you that
>> are interested in going to Houdini
>>
>>
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=143212#143212
>>
>> enjoy
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>> On 9 Mar 2014, at 12:15, Raffaele Fragapane 
>> wrote:
>>
>> I think the point was that it generally runs well on windows these days,
>> something that hasn't always been the case for some builds in the past.
>> On 9 Mar 2014 23:12, "Nuno Conceicao" 
>> wrote:
>>
>>> Last time I heard, they still use Maya for rigging and animation and use
>>> point cache to transfer data to houdini.
>>>
>>>
>>> On Fri, Mar 7, 2014 at 2:57 AM, Martin Contel wrote:
>>>
 Axis Animation is one of the largest Houdini houses, and they run
 everything on Windows.

 --
 Martin Contel
 Square Enix (Visual Works)


>>>
>>


Re: Headus UV Layout

2014-03-10 Thread Orlando Esponda
AFAIK the only official plugin is for Maya. That said, I think the one for
Soft is rock solid.

One feature not mentioned yet, and one that I really find useful, is the
repaint module. Basically let's you bake existing textures for a different
UV, onto a new one, and the cool thing is it supports multiple tiles. Very
useful feature honestly.

Also, you can set polygon clusters from within Soft and UV Layout will read
them as groups. This way you can set up your main "chunks" of polygons and
just add a couple of cuts here and there.

IMO the best UV app out there with tons of features. Except of course, its
UI.


On Mon, Mar 10, 2014 at 2:34 AM, Sofronis Efstathiou <
sefstath...@bournemouth.ac.uk> wrote:

> That's excellent news. Glad there is a decent connection between itself
> and the 3D app.
>
> I always found Zbrush lack of UV editing tools odd...It seemed to unwrap
> awkwardly with the UV space...not very efficient if i remember.
>
> Thanks again. ..
>
> -Original Message-
> From: Szabolcs Matefy [szabol...@crytek.com]
> Received: Monday, 10 Mar 2014, 8:02AM
> To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
> Subject: RE: Headus UV Layout
>
> I prefer UVLayout, it's smart, and fast, has plenty of tools. However,
> unwrapping might be ridiculous, so in many cases I unfold in Softimage, and
> the work on the rets in UVLayout. There are some greta connection between
> UVLayout and SI too
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Angus Davidson
> Sent: Sunday, March 09, 2014 11:22 PM
> To: softimage@listproc.autodesk.com
> Subject: RE: Headus UV Layout
>
> Its as intuitive as a copper duck. However once to get used to the UI its
> a very good at what its designed to do.
> 
> From: Sofronis Efstathiou [sefstath...@bournemouth.ac.uk]
> Sent: 10 March 2014 12:05 AM
> To: softimage@listproc.autodesk.com >
> Subject: Headus UV Layout
> Hi,
>
> A few staff have asked to purchase licenses of Headus UV Layout for
> students. I haven't used it - any thoughts?
>
> Cheers
>
> Sofronis Efstathiou
>
> Postgraduate Framework Leader and BFX Competition and Festival Director
> Computer Animation Academic Group
> National Centre for Computer Animation
>
> Email: sefstath...@bournemouth.ac.uk
>
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> http://www.youtube.com/NCCAAnimation
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Re: Camera pass overrides?

2014-03-06 Thread Orlando Esponda
Not sure if it will work, but I barely remember a trick with an implicit
object: Add an implicit object, which can actually live in a partition, add
a custom parameter set and add as many parameters as you need. Connect
those to the lens shader and finally override those instead of the camera
directly.

Again, I can't remember if that was the right way to do it, but you can try
something among those lines.


Orlando.


On Thu, Mar 6, 2014 at 4:41 AM, Morten Bartholdy wrote:

>   Life goes on and I have a quick question regarding camera overrrides. I
> have tried forwards and backwards now without succes - am I right in
> assuming I can't create a pass overrride on a camera? Camera does not want
> to be in a partition and so an override applied to the camera sticks there
> through all passes. Can someone confirm this, and is there perhaps a
> different way?
>
>
>
>  My current workaround is to duplicate the camera and change the parameter
> (Ink Lens Shader) for the duplicate camera , which is not so elegant.
>
>
>
>Thanks.
>
>
>Morten
>
>
>
>

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Re: Can you scale UVs and force the related image map to scale with it?

2014-02-27 Thread Orlando Esponda
Another option:
http://www.headus.com.au/doc/uvlayout-expert/videos/UVLayout-Repaint.mov


On Wed, Feb 26, 2014 at 12:26 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:

> I'll answer my own question.
>
> 3D Coat will let you adjust UVs and when you apply them it'll re-scale
> your texture to fit the new UV set perfectly.
>
> -Paul
>
>
>
> On Wed, Feb 26, 2014 at 11:31 AM, Paul Griswold <
> pgrisw...@fusiondigitalproductions.com> wrote:
>
>>
>> I have a UV'd object that's been textured already.  I need to merge it
>> with a 2nd object & need both objects to share the same UV space without
>> overlapping.
>>
>> Is there a way to force the texture to stay stuck to the UVs as you
>> adjust them?
>>
>> I tried merging the objects first, adjusting the UVs, then loading the
>> textures into Photoshop and manually adjusting them to fit, but I can't
>> manage to do it without getting seams.
>>
>> Thanks,
>>
>> Paul
>>
>>
>

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Re: OBJ's inverted in Mari

2014-02-18 Thread Orlando Esponda
Sometimes helps to export as obj, delete the original and re import to
softimage, finally export that to mari. For some reason this seems to fix
issues with samples.


On Tue, Feb 18, 2014 at 7:25 AM, Williams, Wayne  wrote:

>  Freeze the modeling and freeze all transforms typically works for me
> when I have this issue. It's usually only the half that was mirrored that
> shows the display issue for me.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Arvid Björn
> *Sent:* Tuesday, February 18, 2014 4:32 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* OBJ's inverted in Mari
>
>
>
> Hi list,
>
> I was wondering if someone else got this problem; OBJ's exported from Soft
> sometimes get objects weirdly inverted so they can't be shaded correctly in
> some other programs, one of them is Mari. I can still paint on the objects
> but the shading doesn't work. Same OBJ's display problems in other software
> too so it's not just Mari.
>
> The objects tend to be those that were mirrored in modelling, but not
> always.
>
>
> I'm wondering if there's something I can do in Softimage to get it to
> export everything correctly?
>
> I've tried the few options that the OBJ export has, doesn't seem to make
> any difference. Creating subdivided meshes and importing those seems to
> help, but not always. Exporting the same objects to Alembic works fine in
> other software, except for Mari which doesn't support it.
>
> Can't find a peep about the problem on the net, and we're getting it here
> consistently, I'm just guessing it has to do with Soft's OBJ exporter or
> something with Soft normals.
>
> Any solutions out there?
>

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Re: Redshift3D Render

2014-02-17 Thread Orlando Esponda
Does Redshift have something like .map or .tx for textures? and what about
standins/procedurals?  I think those are essentials for big productions,
not even thinking on massive productions, just bigger than simple
scenes...   If it has (or plan to implement) something like that, I would
say it's a serious contender, but if not, I think it's aimming to small
studios or freelancers only, which of course is not a bad thing at all,
just saying it shouldn't be compared to other renderers just because, well,
they are renderers...

Orlando.


On Mon, Feb 17, 2014 at 4:39 PM, Tim Crowson  wrote:

>  @ Eugen... I think I lit that with a dome light... honestly I can't
> remember though
>
> @ Steve... yep I hear I ya. Rest assured, we're not doing anything close
> to elysium, and as I said not even as big as Athens. And it's cartoony, so
> although it has a lot of detail, the shading is exaggerated.
>
> @ Andreas... no, Redshift cannot combine the ram from the cards. If you
> have 3x6GB, you have 6GB. As for mass-rendering, we've already begun to
> outfit our farm with more GPU boxes. We're a small operation here, so our
> node numbers are low, but we definitely have to be able to mass-render
> frames. We have a history of CPU rendering with Mental Ray, and we're used
> to a certain volume. For us, the question isn't really the render time per
> frame, but per shot. And so far, even with the heavy scenes I descibed in
> my previous email, I think 35min may be the longest time my single-Titan
> has taken at 1920x1080 full MC. With multi-GPU machines (which is not an
> easy thing to figure out, either), we could get through these shots in very
> short order. I don't know whether it's the fact that RS is on the GPU, or
> whether it's RS' actual techniques (probably both), but we're getting great
> renders in very fast times. And we're using Redshift with Royal Render
> perfectly well. The Redshift guys worked with us to implement some
> environment variables so we can pull from a central location. It works well
> on the farm, and is stupid easy to update.
>
> -Tim
>
>
> On 2/17/2014 4:19 PM, Andreas Bystrom wrote:
>
>  yep, looks nice.
>
>  I'm also wondering if redshift can use the combined vram when using
> several cards in sli mode, if you have 3 titans, can you use 3x6gb or just
> 6gb for your scene?
>
>  a tree scene like that, at that rez would probably take a few hours in
> arnold or vray, so even at 30m in redshift it's still very fast..
>
> still, at 30m a frame you won't exactly be able to render full shots
> without a farm, and once you work with even heavier scenes I imagine you
> are looking at rendertimes of several hours per frame, and at that point I
> don't think the gpu will speed anything up, quite the opposite.
>
>
> On Tue, Feb 18, 2014 at 11:12 AM, Eugen Sares wrote:
>
>>
>>
>> To be clear, when Redshift goes out-of-core, it goes *into *your system
>> ram. So in the end, you still need plenty of system ram for large scenes.
>> But I've only got 20GB in my workstation and I'm getting very complex
>> renders out of it without coming even close to that. More in the 6-8GB
>> range so far. Proxies are awesome, and Redshift wisely had those from day
>> one of the alpha.
>>
>> Now several months ago I rendered 
>> this,
>> but it's more along the lines of what Octavian posted. It's just one tree
>> instanced a bunch of times. This rendered in about 30min at that
>> resolution, on a GTX470.
>>
>> -Tim
>>
>>  Very nice!! How did you light it? Sun + dome?
>>
>>
>> --
>> 
>>
>> Diese E-Mail ist frei von Viren und Malware, denn der avast! 
>> AntivirusSchutz ist aktiv.
>>
>>
>
>
> --
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> Weta Digital
>
>
> --
>
>
>
>
> *Tim Crowson **Lead CG Artist*
>
>
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Re: crashes on pass switching

2014-02-14 Thread Orlando Esponda
Had a similar issue recently. There was a model containing the scene lights
and after I put the lights on the scene root and got rid of the model,
everything was more stable, not totally though.

Sometimes helps maximizing a view and switching to an explorer before
switching passes. Not fun I know, but at least less annoying than having to
launch soft again and opening the scene again, especially if it's a heavy
scene and takes long to load.




On Fri, Feb 14, 2014 at 10:59 AM, Rob Chapman  wrote:

> Is there a qucktime file as a texture in the scene?  Last time this was
> the culprit
> On 14 Feb 2014 16:56, "Eugen Sares"  wrote:
>
>>  Hi,
>> change of topic: got nasty crashes here switching passes. Used to work
>> for weeks in this scene.
>> Architectural scene, 8 passes. All of a sudden I get reproducible 'soft'
>> crashes, no matter to what pass I try to switch to.
>> What would help in such a case? Deleting prefs/merging/ re-creating
>> passes... ?
>> 2014SP2, mental ray, Windows 8.1
>>
>> Btw.: had plenty of crashes starting a render quite often during the
>> project. Sometimes (rarely) even during rendering. Very fragile.
>>
>> Thanks!!
>> Eugen
>>
>>
>> --
>>
>>
>> Diese E-Mail ist frei von Viren und Malware, denn der avast! 
>> AntivirusSchutz ist aktiv.
>>
>>

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Re: Multiple shapes for point cloid

2014-02-05 Thread Orlando Esponda
If you're not using cycles, so each particle instances is different, you
don't need modulo. Using Self.ID should be enough.  Just saying...


On Wed, Feb 5, 2014 at 11:01 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:

>  Absolutely perfect!
>
>
>
> Thanks everyone!
>
> --
>
> 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.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Cristobal Infante
> *Sent:* Wednesday, February 05, 2014 11:47 AM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Multiple shapes for point cloid
>
>
>
> Modulo :
>
>
>
> http://xsisupport.com/2009/10/24/using-the-modulo-node/
>
>
>
> On 5 February 2014 16:47, Cristobal Infante  wrote:
>
> Modulo:
>
>
>
>
>
> On 5 February 2014 16:43, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
> Yes. I have n points in cloud and want 1 different object instance on each
> point. Cloud is static, no emitter, positions plotted manually through add
> point.
>
>
>
> --
>
> 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.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Cristobal Infante
> *Sent:* Wednesday, February 05, 2014 10:56 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Multiple shapes for point cloid
>
>
>
> I am not quite sure I understand what you need.
>
> Do you mean you have 20 points in your pointcloud and want a different
> instance to appear on each point? (supposing you have 20 instances)
>
>
>
> If this is the case, you can use the "modulo" function to get the correct
> index. Plug the Self.ID to the value and you will get indexes from 1-20.
>
>
>
>
>
>
>
> On 5 February 2014 15:42, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> j.ponthi...@nasa.gov> wrote:
>
> Hello again.
>
>
>
> I've got the particle shape working fine now, thanks everyone. New
> question though. I want to populate a static point cloud with different
> objects per each point. Since the cloud is static there is no emitter and
> no temporal component. I created a group of multiple objects and connected
> the group to the particle shape. I can now cycle through the object index
> and all particles change to the corresponding object. However I am unable
> to apply an array to the index input of Instance Shape. I can apply
> randomize effects to it but I changes all particles. I gather that
> randomize here would probably only randomize emitted particles over time.
> Is there an easy way to force each particle to have a different instanced
> objects in this situation without resorting to multiple point clouds?
>
>
>
> --
>
> 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.
>
>
>
>
>
>
>
>
>

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Re: UV packing

2013-11-29 Thread Orlando Esponda
I really recommend uvlayout for uv work. It looks old (the UI) but it's
really powerful.

Video showing some of the packing features:
http://www.screencast.com/t/yWkUipBZvkv

UVLayout's video page (showing most of the features:
http://www.uvlayout.com/index.php?option=com_wrapper&Itemid=67

And also the page to the addon:
http://www.sshadows2005.narod.ru/main/programming/softimage/headusuvlayout.htm


I know it's a standalone solution, but a really powerful one, and it's
worth every penny, as well as the time inverted in learning it.


On Fri, Nov 29, 2013 at 8:57 AM, Jules Stevenson
wrote:

> I recently wrote a tool for a project we're on that varies the given UV
> space based on distance to a null, but it could in theory be given other
> parameters to change the scaling of the islands. However, it's bat-shit
> crazy and by no means off the shelf ATM, if we ever turn it into a more
> general purpose tool we'll make it available, but that's a big if.
>
> Another trick is to create your UVs by any method you like, create a
> second unfold UVs set, paste your existing UVs in to the unfold set and
> then use the packing functionality of unfold to repack your manually made
> uv's. This will reset any scaling you may have done to your UVs however,
> which would be *wonderful* to turn off, or at least maintain the scale
> ratios if there's any devs listening.
>
>
>
>
> On Fri, Nov 29, 2013 at 11:03 AM, Simon Reeves wrote:
>
>> I have barely used it myself but I always here great stuff about uv
>> layout http://www.uvlayout.com/
>> I dont know about the specific features Im afraid
>>
>>
>>
>> Simon Reeves
>> London, UK
>> *si...@simonreeves.com *
>> *www.simonreeves.com *
>> *www.analogstudio.co.uk *
>>
>>
>> On 29 November 2013 07:56, Martin Yara  wrote:
>>
>>> I also would like to know if there is any standalone or plugin, free or
>>> commercial, that packs your already existing unique UVs ?
>>>
>>> I've tried Unfold and UniqueUV polypack. If you want to bake your
>>> textures with a tighter uv, polypack can be useful, but if you want to
>>> create UVs from zero to paint your textures manually I don't think you have
>>> many options inside SI. Although not optimal, unfold is your best option.
>>>
>>> I usually use unfold as a base, but in games you need to give preference
>>> to certain parts giving them more texture resolution so you need to resize
>>> those UV parts manually, and also overlap UVs sometimes. After being done
>>> that, polypack or unfold pack are usless (unless I'm missing something).
>>>
>>> BTW, I'm thinking in trying Unfold3D and headus trial versions as soon
>>> as I can get some free time. Is there any other UV tool out there worth of
>>> giving it a try?
>>>
>>> Martin
>>>
>>>
>>>
>>
>

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Re: Question regarding Bone Chains (Python)

2013-11-07 Thread Orlando Esponda
"Any benefits to converting to a list?"   Not really, just faster than the
for loop I guess (to check if it was empty), but Alan's trick is definitely
a good one and non destructive.


On Thu, Nov 7, 2013 at 3:46 PM, Sergio Mucino wrote:

>  This is a nice trick. Thanks Alan! (And everyone else for all the help).
> I ended up doing what Eric explained (I needed to move on), and it worked
> fine. Other approaches are still very useful. Cheers!
>
>
> On 07/11/2013 4:16 PM, Alan Fregtman wrote:
>
> ...or if you know you've got a collection, print its .GetAsText() result.
> It'll return an empty string if it's genuinely empty, else it's
> comma-separated full names.
>
>
>
> On Thu, Nov 7, 2013 at 3:58 PM, Orlando Esponda  > wrote:
>
>> you could also use   list(chainRoot.Children)   to convert a collection
>> into a list.
>>
>>
>> si = Application
>>
>> chainRoot = si.Create2DSkeleton(0, 0, 0, 10, 0, 0, -90, 0, 0, 4)
>> print chainRoot
>>  print list(chainRoot.Children)
>> print list(chainRoot.Bones)
>> print chainRoot.Effector
>>
>>
>> On Thu, Nov 7, 2013 at 11:02 AM, Eric Thivierge 
>> wrote:
>>
>>> It's annoying and I'd rather see the word "Collection" instead of None.
>>> There was an article on xsisupport.com about it explaining something of
>>> why it wasn't changed to say so. Just one of those things you should just
>>> learn at this point.
>>>
>>>
>>> On Thursday, November 07, 2013 11:59:35 AM, Sergio Mucino wrote:
>>>
>>>>  Ah, I see. In other applications, collections come out as an array.
>>>> The "None" made me think something went boom.
>>>> Thanks Eric! Something new learned... and before lunch time! Cheers!
>>>>
>>>>
>>>>   On 07/11/2013 11:56 AM, Eric Thivierge wrote:
>>>>
>>>>> You're printing out collections. When you do a print on a collection
>>>>> it prints "None".
>>>>>
>>>>> Instead if you want to get at the objects it would be better to
>>>>> iterate over the items in the collection:
>>>>>
>>>>> for eachItem in chainRoot.Bones:
>>>>>Application.LogMessage(eachItem)
>>>>>
>>>>> On Thursday, November 07, 2013 11:46:11 AM, Sergio Mucino wrote:
>>>>>
>>>>>> So, I'm trying to do something pretty simple and straightforward.
>>>>>> Create a 1-bone joint chain, and get back all of its elements. Turns
>>>>>> out this is not being as straight-forward as it should be. Here's the
>>>>>> little snippet of this part of my script...
>>>>>>
>>>>>> si = Application
>>>>>> chainRoot = si.Create2DSkeleton(0, 0, 0, 10, 0, 0, -90, 0, 0, 4)
>>>>>> print chainRoot
>>>>>> print chainRoot.Children # Not working
>>>>>> print chainRoot.Bones # Not working
>>>>>> print chainRoot.Effector
>>>>>>
>>>>>> '''
>>>>>> Properties taken from here
>>>>>>
>>>>>> http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html
>>>>>>
>>>>>> '''
>>>>>>
>>>>>> As you can see, I'm printing out the properties I'd need, but two of
>>>>>> them (the two I'd actually care about) are 'not working' (they return
>>>>>> 'None'). Why is this? Are they broken, or am I missing something? Any
>>>>>> help is appreciated. Thanks!
>>>>>> --
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>>
>>>
>>
>>  --
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>> PiXABLE STUDIOS GmbH & Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA
>> 6857,
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>> Barth
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>> Dresden, Company
>> Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard,
>>

Re: Question regarding Bone Chains (Python)

2013-11-07 Thread Orlando Esponda
you could also use   list(chainRoot.Children)   to convert a collection
into a list.

si = Application

chainRoot = si.Create2DSkeleton(0, 0, 0, 10, 0, 0, -90, 0, 0, 4)
print chainRoot
print list(chainRoot.Children)
print list(chainRoot.Bones)
print chainRoot.Effector


On Thu, Nov 7, 2013 at 11:02 AM, Eric Thivierge wrote:

> It's annoying and I'd rather see the word "Collection" instead of None.
> There was an article on xsisupport.com about it explaining something of
> why it wasn't changed to say so. Just one of those things you should just
> learn at this point.
>
>
> On Thursday, November 07, 2013 11:59:35 AM, Sergio Mucino wrote:
>
>> Ah, I see. In other applications, collections come out as an array.
>> The "None" made me think something went boom.
>> Thanks Eric! Something new learned... and before lunch time! Cheers!
>>
>>
>> On 07/11/2013 11:56 AM, Eric Thivierge wrote:
>>
>>> You're printing out collections. When you do a print on a collection
>>> it prints "None".
>>>
>>> Instead if you want to get at the objects it would be better to
>>> iterate over the items in the collection:
>>>
>>> for eachItem in chainRoot.Bones:
>>>Application.LogMessage(eachItem)
>>>
>>> On Thursday, November 07, 2013 11:46:11 AM, Sergio Mucino wrote:
>>>
 So, I'm trying to do something pretty simple and straightforward.
 Create a 1-bone joint chain, and get back all of its elements. Turns
 out this is not being as straight-forward as it should be. Here's the
 little snippet of this part of my script...

 si = Application
 chainRoot = si.Create2DSkeleton(0, 0, 0, 10, 0, 0, -90, 0, 0, 4)
 print chainRoot
 print chainRoot.Children # Not working
 print chainRoot.Bones # Not working
 print chainRoot.Effector

 '''
 Properties taken from here
 http://download.autodesk.com/global/docs/softimage2013/en_
 us/sdkguide/index.html

 '''

 As you can see, I'm printing out the properties I'd need, but two of
 them (the two I'd actually care about) are 'not working' (they return
 'None'). Why is this? Are they broken, or am I missing something? Any
 help is appreciated. Thanks!
 --

>>>
>>>
>>>
>>>
>

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Re: how to contain emitter's uvm color

2013-10-08 Thread Orlando Esponda
Hello Daniel,

Not sure what you mean with uvm, but if what you are after is to set the
particle color from the emit location, is very easy to do...take a look
at this link
https://dl.dropboxusercontent.com/u/2175767/color_from_textureMap.jpg


On Tue, Oct 8, 2013 at 5:48 PM, Daniel Kim  wrote:

> Hi
>
> I have a question about the way to contain emitter's uvm color.
>
> What I am trying to do is this.
>  1 Make particle from grid object
>  2 A particle contains same color from location where the texture map of
> grid
>
> I am stuck in number 2 now.
> Anyone have an idea how to do step 2, or have a link of tutorial for it?
>
> Thanks
> Daniel
>
>
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>

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Re: Replacing materials from one render engine to another

2013-08-29 Thread Orlando Esponda
I haven't tried it, but it might help...
http://felixgeremus.com/?page_id=1038#mm_shadertools


On Fri, Aug 30, 2013 at 12:06 AM, Emilio Hernandez wrote:

> Hello folks!
>
> Just want to know if there is already a tool that can automate changing
> shaders from one render engine to another instead of having to open the
> material manager and replace manually each one of the shaders.
>
> Ex:  Change the MR arch for the Arnold Standard Shader.
>
> Thanks and have a good one!
>
> --
>
>

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Re: Nike Evolution and a community thank you

2013-08-01 Thread Orlando Esponda
Thanks Andy, very inspiring story, it sheds some light these dark days.
:)


On Thu, Aug 1, 2013 at 11:40 PM, Andy Moorer  wrote:

> That's the next one. :) A tough hurdle given a small and now exhausted
> team, and 4 more weeks.  We won't be trumping "raw" lol, but it's looking
> cool enough.
>
>
> On Aug 1, 2013, at 9:36 PM, Steven Caron  wrote:
>
> congrats guys!
>
> i totally forgot about the 'biomorph' ad, here i was thinking the
> inspiration was the g-star raw denim add by glassworks.
>
> s
>
>
> On Thu, Aug 1, 2013 at 9:05 PM, Andy Moorer  wrote:
>
>> Hi gang. I wanted to give a shout out to the folks who worked on Nike
>> Evolution, it just posted. Those who weren't involved, this is a pretty
>> nice story...
>>
>> A young studio, Royale, got interested in this ICE buzz and invited a
>> number of us from the list to visit the studio and work on a commercial.
>> Their designers had been watching cool stuff on ICE for a while, admiring
>> Tim Borgmanns work and the tools Eric was writing, and had tried
>> Exocortex's tools for maya. They decided this was pretty neat and when they
>> got a chance to reach out, they took it.
>>
>> The brief was to take what Digital Domain had accomplished (about a year
>> ago?) with "Biomorph" and introduce a new product with an effect similar to
>> the Biomorph knitting sequence... But with a small team, for a very short
>> produvtion duration and a fraction of the budget.
>>
>> Oh and three commercials, not 1.
>>
>> These are the times we live in.
>>
>> Given this challenge, Royale turned to the ICE community they had been
>> eyeing... names were passed around and folks talked to and consulted. In
>> the end I wound up CG sup, leaning heavily on Ciaran Moloney as lighting
>> lead and Leonard Kotch as a tool builder. Steven Caron took a short break
>> from Whiskytree to lend a hand with some pipeline tools and general
>> expertise, Billy Morrison dove in with me on VFX, and aside from that we
>> had the help and assistance of Royale's maya artists and designers. And not
>> a few of you on the list helped by offering the studio names and advice
>> when contacted.
>>
>> So the job was greenlit and we started the clock - about three weeks,
>> from installing Softimage to delivery.
>>
>> http://youtu.be/932FiLPe4kc
>>
>> We rented a farm and populated it with 25 Arnold nodes, the folks at
>> SolidAngle were awesome, plugged everything in and made the spot. Our
>> principal tool was ICE, specifically a very cool and robust system Leonard
>> Kotch put many hard hours in to create which we called "LKFabric" and
>> inspired by the example Psyop's Jonah Froedman has set earlier, Anto's
>> "knit the strands," and earlier work Polynoid did with their "carbon" spot.
>>
>> Leonard went all the way with LKFabric... it let us manage some of the
>> complexity of trying to get the major components of the shoe to weave
>> themselves procedurally, from fibers, to threads, to cloth. Because the
>> next spot, which we're wrapping up right now, required us to get in on
>> individual fibers in extreme macro shots, Leonard built the system in an
>> abstracted out manner, unsimulated, and supporting motion blur etc. I would
>> send him pages and pages of feedback and requests, and he chewed away at it
>> like a trouper. Pretty outstanding Leonard, I owe you many beers.
>>
>> Royale has been kind enough to agree to share the system out to the
>> community, through Leonard, some time after the final project wraps.
>>
>> Ciaran, Billy and Steven worked similarly hard and with the same good
>> cheer we see so often here on the list. This is why I like Softimage so
>> much, it attracts artists of this calibre and can do mindset. I should
>> add that emTools, emTopo and polygonizer were used as well, though largely
>> in the design phase and for an effect that was later cut (no fault of the
>> tools lol the idea just didn't gel with the client.) Thanks Eric!
>>
>> It's very rare for a small studio with literally no staff using Softimage
>> to get excited over ICE and have the courage to jump in with it no hold
>> barred, for multiple spots, like Royale did. I can't express more
>> admiration for their willingness to try something new and embrace ICE the
>> way they did for these jobs.
>>
>> The results may not be earth shattering but the client and the studio are
>> happy and the other ice-heavy spot is looking cool too. In a time where we
>> are all concerned with where Softimage may be headed it was really
>> gratifying having a maya studio step out of their comfort zone and place
>> all their chips on Softimage with one of their major clients like that.
>>
>> So I wanted to take a minute to share the story and thank the people on
>> this list who contributed, both those of us who worked on the project
>> directly and the guys who extended advice and friendship to the studio
>> willing to take a chance on softimage like Todd Akita, Rob Chapman, the
>> gang over at Whiskytree and many others. Tha

Re: softimage and 3Dcoat Applink

2013-07-14 Thread Orlando Esponda
Hello Tim,

If you decide to buy 3D coat please let me know. I have a v3 license that
don't use anymore and I was thinking recently in selling it. It's for
Windows and Linux so in case you're interested, let me know to ask support
for a license transfer. Of course, it would be cheaper than in their site.


On Fri, Jul 12, 2013 at 6:12 AM, Tim Leydecker  wrote:

> Thanks Paul!
>
> Kit bashing is the ultimate goal. Similar to this:
>
> http://www.youtube.com/watch?**v=Om2mATMsJjA
>
> The reason why I´m still painstakingly creating polygon basemeshes that
> don´t rely
> on wheighting as in subdivision surface edges is flexibility and cross-app
> portability.
> You can´t use wheighted edges when there is a  possible *.obj/*.fbx
> transfer involved.
>
> My asset elements are accurate and light enough at zero subdivisions for
> an uncluttered
> viewport and hold up nicely when going between one, two, three subdivision
> levels, where
> two subdivisions is the sweetspot but level 1 may just as well be enough.
>
> From those adjustably dense meshes, even a conversion to NURBS or Voxels
> is possible if needed.
>
> I´ve also looked into Solidworks plug-ins like T-Spline but not
> thouroughly yet:
>
> http://www.tsplines.com/**products/tsplines-for-rhino.**html
>
> So I decided to boil it down to all-quads, fully subdivideable (without
> using edge wheighting)
> and all UVs of basemesh elements in the 0-1 range for best compatibility
> with most DCC tools.
>
> The asset elements are accurate enough to allow convenient baking of
> surface information including
> texture/material properties into a (possibly) custom created low-poly
> proxy or proxies w/LOD´s.
>
> I´ll have to pull it through for this test but the next asset may just be
> an all voxel kit
> with a highrez obj derrivate supplied for convenience alongside a more
> crude low-poly proxy.
>
> Thanks again for the tips!
>
> Cheers,
>
> tim
>
>
>
>
>
>
>
> On 12.07.2013 12:42, Paul Griswold wrote:
>
>> If you're doing mechanical parts, have you looked at MOI3D?
>> MOI is fantastic for mechanical shapes.  It's basically an
>> artist-friendly CAD-like modeler.  The current beta even supports Windows 8
>> Pro's touch gestures.
>>
>> I use it with 3DC and it works really well.  MOI can export OBJs and does
>> a very good job.  The issue is, it doesn't create anything that can be
>> subdivided using Catmull-Clark.  So
>> the solution is to export a high-poly object and then re-topologize it in
>> 3DC.
>>
>> If you don't need to have your object as a Sub-D, you can just export
>> from MOI directly to Softimage.
>>
>> The problem with 3DC for mechanical stuff is - it's really not accurate
>> at all.  You can use it for "kit bashing", but if you need to represent an
>> object with any amount of
>> accuracy, it can get frustrating.
>>
>> -Paul
>>
>>
>>
>> On Fri, Jul 12, 2013 at 3:22 AM, Tim Leydecker > bauero...@gmx.de>> wrote:
>>
>> Thanks for the insights, folks.
>>
>> Personally, I´m terribly bored of the caveats of polygon modeling
>> workflows
>> in the creation of reasonably accurate surfaces that are supposed to
>> both
>> subdivide correctly and still be clean enough all-quads in their
>> basemesh.
>>
>> It takes forever to create holes, bevels or intricate intersections
>> and corners.
>>
>> Resorting to a Voxel based approach for the creation of complex
>> intersecting shapes
>> using "tooling-objects" or even "auto-watertightened" partial scans
>> stuck into each other
>> sounds like a holy grail.
>>
>> Of course, you end up having to represent those voxels as polygons
>> again and if
>> subdivideable basemeshes are desired, end up with the same holes you
>> need to retopo
>> but at least there is already a shape to try to match...
>>
>> I´m currently creating mechanical parts that only need to meet
>> accuracies of 0,25-2,5 Millimeters
>> and it still takes roughly 90% of my time to make them work when
>> using catmull-clark subdivision
>> on the basemesh. Every intersection is a pain. Every corner needs
>> careful support. That can´t be right.
>>
>> It would at least be motivating to see the ideal (voxel) shape
>> earlier, then try to capture
>> that shape with a subdivideable polygon cage instead of trying to
>> both create the shape and
>> adhere to the needs of representing a surface using subdivideable
>> polygon modeling.
>>
>> I´m really looking forward to getting to use 3Dcoat and see what
>> those voxels can do.
>>
>> Even if only to clean up the 3d scan data of my girlfriend at first,
>> she already
>> has very specific shape requests... (in the 0,01-0,1 Millimeter
>> range, I dare guess :)
>>
>> Cheers,
>>
>> tim
>>
>>
>>
>>
>>
>> On 11.07.2013 14:09, Paul Griswold wrote:
>>
>> I've been using it since it was 3D-Brush & it's always been great
>> 

Re: Weird warning

2013-07-02 Thread Orlando Esponda
Take a look here:

http://xsisupport.com/2011/12/21/warning-3000-objects-were-not-saved-normally/


On Tue, Jul 2, 2013 at 11:10 PM, Daniel Kim wrote:

> I exported model and imported it into a new scene, then the error messages
> no more pop up.
>
> I guess my scene file has been corrupted or something.
>
> ** **
>
> Thanks Matt
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind
> *Sent:* Wednesday, July 03, 2013 12:25 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: Weird warning 
>
> ** **
>
> Could be a number of causes, but basically the rug was pulled out from
> under the uvspace (texture projection) leaving it orphaned in the scene.
> Softimage doesn’t know what to do with it, so it spits out the warning. **
> **
>
> ** **
>
> ** **
>
> Matt
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com]
> *On Behalf Of *Daniel Kim
> *Sent:* Tuesday, July 02, 2013 5:22 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Weird warning 
>
> ** **
>
> Hi guys.
>
> ** **
>
> I get weird warning from Softimage
>
> ** **
>
> ' WARNING : 3000 - Save: [3] objects were not saved normally
>
> ' WARNING : 3000 - -- [uvspace<1279>] was saved, but is disconnected from
> the scene. (Floating object)
>
> ' WARNING : 3000 - -- [uvspace<1008>] was saved, but is disconnected from
> the scene. (Floating object)
>
> ' WARNING : 3000 - -- [uvspace<1259>] was saved, but is disconnected from
> the scene. (Floating object)
>
> ** **
>
> I’ve never seen this one before. One of my team mates get this message,
> but have no idea where and what to check.
>
> If anyone know, please post.
>
> ** **
>
> Thanks
>
> Daniel
>
> ** **
>

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Re: Random image animated sequence

2013-06-07 Thread Orlando Esponda
Hello Eduardo,

So you want to offset the start of your image sequence per particle,
right?If that's the case, you can do it with just a couple of nodes:
Set a random value per particle (even the ID of the particle may work),
then add the current frame and save it as a custom attribute. I prefer
using integer as scalar I've found scalar attributes a bit flakey.  Then in
your clip node select this attribute in the time source section and voila.

I recorded a small video showing how to do it, hope you find it useful:
https://vimeo.com/67929785

Orlando.


On Fri, Jun 7, 2013 at 4:30 PM, Eduardo Andrade wrote:

> Hello List,
>
> I'm trying to randomize an animated sequence of a candle flame. It's a
> simple scene with some scatter particles instanced with a group of 3 models
> (body, plane with animated seq candle flame and a light for each model).
> With this setup, the flames runs equal for every candle and looks terrible.
> So, I would be appreciated if some one could help me to find a way to
> randomize this image sequence. Thanks in advance.
>
> Cheers,
>
> Eduardo
>

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Re: anyone having issue with Mudbox connection?

2013-06-05 Thread Orlando Esponda
Hi Daniel,

I saw something similar long time ago: Uvs looked fine in SI but after
exporting and obj and importing it again to SI the UVs were scrambled. It
was the same geo just exported and imported back to SI.  I'm guessing here
but I think it's not a Mudbox problem per se, but a mesh problem. Maybe it
got corrupted or something.  The only way to fix it (at the time) was
fixing the scrambled UVs in the Texture Editor and then delete the old
(original mesh). Fortunately we have Gator so you can transfer any extra
attribute you may need (weightmaps, envelope, shapes, etc).

As a side note, I think this behavior shows on some (not all) meshes
modeled by half and then applying symmetrize polygons, but is not
consistent, sometimes you see it, sometimes you don't.

Here's a quick video showing how to fix scrambled UVs
https://vimeo.com/67783125

Hope that helps,
Orlando.


On Wed, Jun 5, 2013 at 10:03 PM, Christopher <
christop...@thecreativesheep.ca> wrote:

> If you need any more help, let me know :-)
>
>
> ::Christopher::
>
> Daniel Kim wrote:
>
> I did use 'Send to Mudbox' menu. I haven't tried it with OBJ format yet
> though. But I guess painting on the UVmap is not a solution for this... I
> gotta try OBJ format for now. Thanks Christopher
>
>
> On Thu, Jun 6, 2013 at 10:54 AM, Christopher <
> christop...@thecreativesheep.ca> wrote:
>
>> Did you try exporting from SI to FBX then importing into Mudbox via FBX
>> format, try OBJ as well.  Paint on the UV island instead of on the object
>> directly in mud, get a base coat down :-)
>>
>> ::Christopher::
>>
>>
>> Daniel Kim wrote:
>>
>> Hi Christopher
>>
>> You can see files here
>> http://www.mediafire.com/?fxceqiav7iu19ty
>> http://www.mediafire.com/?5zwiiwnedh1tv50
>> http://www.mediafire.com/?ejkkopiowaflrrx
>>
>> When it's sent to Mudbox from SI, it's alright. But as soon as starting
>> painting, painted color looks weird in MB, and uvm looks broken. You can
>> see all disconnected UVM in captured image 3.
>>
>> Daniel
>>
>>
>> On Thu, Jun 6, 2013 at 5:54 AM, Christopher <
>> christop...@thecreativesheep.ca> wrote:
>>
>>> Can you show a screen shot ?
>>>
>>> ::Christopher::
>>>
>>> Daniel Kim wrote:
>>> > Hey SI users.
>>> >
>>> > I tried to use Mudbox for high quality modelling, but I get an weird
>>> > error.
>>> > After importing SI data to Mudbox, it seems all good. But after
>>> > staring brushing and painting, all edges in uvm seems like
>>> > disconnected and getting so weird map on diffuse or whatever. I never
>>> > get this weird uvm error when I work with Z-brush, but Mudbox show me
>>> > always same error.
>>> >
>>> > Have anyone had same issue like this?
>>> >
>>> > --
>>> > ---
>>> > Daniel Kim
>>> > Animation Director & Professional 3D Generalist
>>> > http://www.danielkim3d.com
>>> > ---
>>> >
>>> >
>>>
>>
>>
>>
>> --
>> ---
>> Daniel Kim
>> Animation Director & Professional 3D Generalist
>> http://www.danielkim3d.com
>> ---
>>
>>
>>
>
>
> --
> ---
> Daniel Kim
> Animation Director & Professional 3D Generalist
> http://www.danielkim3d.com
> ---
>
>
>

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Re: Custom Layout - Excess Windows

2013-06-02 Thread Orlando Esponda
I have seen this kind of artifacts when the card is a gaming card,
specifically with some geforce cards, last time I saw it was years ago
thugh. On the other hand, I have never seen this on quadro cards.

I know it doesn't help, but maybe there's nothing that you can do to fix
it, or maybe with some card settings...   who knows.


On Sun, Jun 2, 2013 at 10:22 PM, Christopher <
christop...@thecreativesheep.ca> wrote:

>  I have created a customized Softimage Layout, and within that new layout
> I have a collapsible menu.  When a another program window is open,
> overlapping the Softimage window, and I either minimize or close the other
> window (not the Softimage window) it leaves some of it within the collapsed
> menu in Softimage.
>
> What you are looking at in the image is a collapsed menu, another program
> window was open on-top of the Softimage window, I then closed that window,
> what is left behind is some of the other program window within the
> collapsed menu in Softimage.  I have updated my graphics card driver but
> the problem does not go away :(
>
>
>

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<>

Re: Making a curve "stick" to a syflex cloth

2013-05-31 Thread Orlando Esponda
'Get Point Position' is just a shortcut to avoid writting it...   if you
look inside the compound is just a get data node pointing to
Self.PointPosition, so it's the same basically, unless you don't want to
get self.PointPosition, but PointPosition of a location for instance
(without the "self" thing).


On Fri, May 31, 2013 at 10:56 AM, john clausing wrote:

> also, in light of this question,.this always messes me up
>
> what is the difference in "get data" (browse for point position) and "get
> point position"?
>
>   --
>  *From:* john clausing 
> *To:* "softimage@listproc.autodesk.com" 
> *Sent:* Friday, May 31, 2013 11:52 AM
>
> *Subject:* Re: Making a curve "stick" to a syflex cloth
>
> Orlando!
>
> well.that's what i get for making something more difficult (in my
> head) than it needed to be.
> i suppose a picture (thank you) is worth a whole bunch of words.
>
> thanks everyone for the help...
>
>
>   --
>  *From:* Orlando Esponda 
> *To:* softimage 
> *Sent:* Friday, May 31, 2013 11:44 AM
> *Subject:* Re: Making a curve "stick" to a syflex cloth
>
> Hello John,
>
> Maybe I'm missing something but I think it's very simple to do what you
> need (if I'm getting it right of course):
> http://www.screencast.com/t/U0s5hcLN0
>
>
> Orlando.
>
>
> On Fri, May 31, 2013 at 10:24 AM, Nick Martinelli  > wrote:
>
> Hi John,
>
> I'm not sure if you have a solution yet, but I had to do something like
> this before.  What I ended up doing was I used the Add Nulls to Points
> script on rray.  Just tag points on the syflex cloth, run the script, then
> you will get nulls that are object to cluster constrained to cloth.  Once
> you have that, just envelope the curve to those nulls and you should be
> good to go.
>
> hope this helps!
> Nick
>
>
> On Fri, May 31, 2013 at 10:24 AM, john clausing wrote:
>
> reinterpret location eh?
> didn't know that one.
>
> im in the midst of setting up the whole "get nearest point" thingy.
>
> thanks
>
>   --
>  *From:* Eric Thivierge 
> *To:* john clausing ;
> softimage@listproc.autodesk.com
> *Sent:* Friday, May 31, 2013 10:17 AM
> *Subject:* Re: Making a curve "stick" to a syflex cloth
>
>  You could use a duplicate of the curve and syflex geo that are static
> and use the reinterpret location I believe. You won't have to worry about
> the orientation of the attachment since curve points are only positions.
>
>
> Eric Thivierge
> ===
> Character TD / RnD
> Hybride Technologies
>
>
> On 31/05/2013 10:10 AM, john clausing wrote:
>
>  Hello all,
>
>  I have a syflex cloth onto which i want to draw a curve then make sure
> that the curve stays with the cloth throughout its simulation.
>
>  anyone have any ideas? i was thinking of riffing off paul smiths vector
> flow sims.
>
>  thanks,
>
>  john
>
>
>
>
>
>
>
> --
>
> Nick Martinelli
> (201) 424 - 6518
> www.nickMartinelli.net <http://www.nickmartinelli.net/>
> n...@nickmartinelli.net
>
>
>
> --
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Re: Making a curve "stick" to a syflex cloth

2013-05-31 Thread Orlando Esponda
Hello John,

Maybe I'm missing something but I think it's very simple to do what you
need (if I'm getting it right of course):
http://www.screencast.com/t/U0s5hcLN0


Orlando.


On Fri, May 31, 2013 at 10:24 AM, Nick Martinelli
wrote:

> Hi John,
>
> I'm not sure if you have a solution yet, but I had to do something like
> this before.  What I ended up doing was I used the Add Nulls to Points
> script on rray.  Just tag points on the syflex cloth, run the script, then
> you will get nulls that are object to cluster constrained to cloth.  Once
> you have that, just envelope the curve to those nulls and you should be
> good to go.
>
> hope this helps!
> Nick
>
>
> On Fri, May 31, 2013 at 10:24 AM, john clausing wrote:
>
>> reinterpret location eh?
>> didn't know that one.
>>
>> im in the midst of setting up the whole "get nearest point" thingy.
>>
>> thanks
>>
>>   --
>>  *From:* Eric Thivierge 
>> *To:* john clausing ;
>> softimage@listproc.autodesk.com
>> *Sent:* Friday, May 31, 2013 10:17 AM
>> *Subject:* Re: Making a curve "stick" to a syflex cloth
>>
>>  You could use a duplicate of the curve and syflex geo that are static
>> and use the reinterpret location I believe. You won't have to worry about
>> the orientation of the attachment since curve points are only positions.
>>
>>
>> Eric Thivierge
>> ===
>> Character TD / RnD
>> Hybride Technologies
>>
>>
>> On 31/05/2013 10:10 AM, john clausing wrote:
>>
>>  Hello all,
>>
>>  I have a syflex cloth onto which i want to draw a curve then make sure
>> that the curve stays with the cloth throughout its simulation.
>>
>>  anyone have any ideas? i was thinking of riffing off paul smiths vector
>> flow sims.
>>
>>  thanks,
>>
>>  john
>>
>>
>>
>>
>>
>
>
> --
>
> Nick Martinelli
> (201) 424 - 6518
> www.nickMartinelli.net
> n...@nickmartinelli.net
>

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Re: Enveloping a referenced mesh

2013-05-26 Thread Orlando Esponda
You could use this technique  http://www.softimageblog.com/archives/169,
it's very stable.  This way you can load just the mesh model in your
rendering scenes and load caches on it to avoid evaluation problems on the
rig at render time.


On Sun, May 26, 2013 at 9:45 PM, Nick Angus  wrote:

>  Is this advisable or even possible?, this is the first time I am
> encountering this problem as we usually animate in Maya and go into Soft
> via Alembic.  We need to keep the rig and mesh seperate so we can work on
> shading/look dev and rigging simultaneously.  The idea was to double
> reference, ie ref the base mesh into the rig file, skin it then ref that
> into shots.
>
>  Any avice greatly appreciated!
>
>  N
>

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Re: RePosition a Texture without moving the UV island

2013-05-23 Thread Orlando Esponda
Just for the record Christopher, if you don't want any image distortion,
but want to offset how the texture is placed on the UV, you need to keep a
distance of 1 between Min and Max values. How many pixels are you
offsetting the uv will depend on the resolution of the image.  so if your
image is 2048x2048 and put for instance Min -0.1 Max 0.9 in U, you will be
actually offsetting the placement 204.8 pixels to the left, or in other
words, you're offsetting 10% of the image to the left. Of course you can do
it to the right as well by adding instead or subtracting. But remember to
do it proportionally: if you add/subtract x to the Min value, you MUST do
the same to the Max value to avoid image distortion.

I guess the problem is you don't understand how UV Remap works, but with
this explanation you should not have any issue.




On Thu, May 23, 2013 at 8:51 AM, Christopher <
christop...@thecreativesheep.ca> wrote:

> I've spend more then :20 minutes on this.  I changed the Remap X & Y (Min
> and Max) from negative values to positive values, when my values are
> extreme negative the texture image is not visible on the object, when I
> keep it at (4) for (Min & Max) it's visible on the object but only a small
> part because it's only occupying a small part on the UV map as seen in the
> image I posted in one of my message.  I'm not doubting you Raffaele or
> anyone else who replied, don't take me the wrong way :-) I'm just having
> one heck of a time with this to make it work, I'm going to resort to
> aligning the map in Ps on the UV template  Thanks to everyone, I
> appreciated it :)
>
> ::Christopher
>
>
>
>
> Raffaele Fragapane wrote:
>
> If all you are applying is a 2D offset, that is EXACTLY what you can do
> the way people have specified, and as it's done in the image node, it can
> be done per image channel without requiring a change in image OR UVs, as it
> affects their pairing.
>
> This comes across as you not having quite tried hard enough before
> dismissing, honestly. Give it another shot.
>
>
> On Thu, May 23, 2013 at 1:41 PM, Christopher <
> christop...@thecreativesheep.ca> wrote:
>
>> I tried both method, the results are, well, disappointing to say the
>> least.  My solution is simply to move the texture image in Ps to where I
>> want it placed on the UV template.  My whole point was to eliminate the
>> process of having to load Ps to do this, either that or an ICE/shader
>> solution.
>>
>> ::Christopher
>>
>

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Re: RePosition a Texture without moving the UV island

2013-05-22 Thread Orlando Esponda
You don't need any extra node: Image > Advanced Tab > UV Remap


On Wed, May 22, 2013 at 2:23 PM, Christopher <
christop...@thecreativesheep.ca> wrote:

> How can I reposition a texture map without moving the UV island to
> position it. Looking for a node and I know it has to exist :)
>
> ::Christopher
>

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Re: Randomness

2013-04-14 Thread Orlando Esponda
What are the values of the Randomize Value by Range node?   I think the
problem is there. Randomize nodes don't work particulary well with
integers. You could try to generate random scalar values and then use a
floor node to convert them to integers.  See attached images.


 
random_walker_01.jpg

 
random_walker_02.jpg

 
random_walker_03.jpg



On Sun, Apr 14, 2013 at 8:45 AM, Zybrand Jacobs wrote:

> First post on here so hello everyone.
>
> Been looking at some of the Shiffman videos and I tried to copy his random
> walker but I'm not getting the results I expected. It is supposed to
> randomly choose between 4 directions but it has a clear direction. It
> always generally moves in die opposite direction of what ever my last
> vector in the select case node is.
>
> Is this a result of the way the random value node works or is it just that
> my setup is wrong? and any ideas for getting it more randomly?
>
> thanks,
> Zybrand
>
> PS: tested over 4000 frames
>

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Re: Ice Topology | build mesh from pointcloud "trinagulizer thing"

2012-12-07 Thread Orlando Esponda
depending on how accurate the terrain topology should be, but a quick way
could be setting a key in the position of all the nulls in frame 2, then go
to frame 1 and set another position key BUT with the y value at 0, so you
have this "bed of nulls". And finally you could create a grid or similar
planar geometry and envelope it to the nulls in frame 1...

Quick and dirty job, but sometimes useful.

Orlando.

On Fri, Dec 7, 2012 at 7:49 AM, olivier jeannel wrote:

> Hi guys,
>
> In SI, I have a tracked shot of a topview (from airplane) of a forest.
> Basicly, 1000 nulls (trackpoints).
> I was wondering if there was a possibility to "mesh" those nuls in order
> to recreate the terrain topology ?
> Maybe there is already a compound somewhere able to trace a triangle every
> 3 vertices ?
>
> Any ideas ?
>

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Re: transferring low res syflex to high res geo

2012-12-06 Thread Orlando Esponda
Maybe I'm missing something here, because the solutions are rather complex
hehe  so please bear with me if I'm totally out of context.   Here's a
little video showing how my first suggestion works. The smoothing part,
well, that's up to you, I was just playing around, but who knows, maybe it
works for you...

http://www.screencast.com/t/jZIJ3L3lEDPc

Orlando.

On Thu, Dec 6, 2012 at 10:19 PM, Eric Thivierge wrote:

> I never said it was going to be perfect or easy. :) Maybe averaging the
> neighboring RefFrames would give a better result?
>
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Fri, Dec 7, 2012 at 3:16 PM, Matt Lind wrote:
>
>> They’ll stick, but they won’t necessarily have a desirable or easily
>> predictable orientation as the results will largely be dependent on the
>> structure of the mesh topology.
>
>
>

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Re: transferring low res syflex to high res geo

2012-12-06 Thread Orlando Esponda
Have you tried Cage Deformer?  Also, storing a location with ice, and then
reading the location on each frame.

Just a couple of ideas...



On Thu, Dec 6, 2012 at 8:58 PM, Kris Rivel  wrote:

> I'm curious how others handle layered or very high res geo clothing?  I
> have a pretty high res geo of layered clothing on a character.  I'm getting
> some decent results with just applying syflex to the geo, enabling self
> collision, boosting the subframe steps, etc. and letting 'er rip but its
> pretty slow.  I get fantastic results using one, lower res proxy mesh.
>  Whats the best way to transfer or copy a low res sim to a high res mesh?
>  I was creating nulls on each point on the lower res geo and enveloping the
> high res too it but now I'm dealing with managing almost 2k worth of nulls
> and any envelope corrections are impossible.  Any other suggestions other
> than brute force?
>
> Kris
>

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Re: Get parameters driven by a custom parameter (python)

2012-12-05 Thread Orlando Esponda
Thanks a lot to all of you guys, especially Eric for the quick and smart
response, it actually works for what I need.

@ Raffaele:  I was looking for something like Constraint.Constrained, but
your explanation makes lots of sense, thanks.

@ Josh: Thanks, but I needed a more general solution, not particular to an
especific case.



Got it working now, thanks a lot,

Orlando


On Thu, Dec 6, 2012 at 12:19 AM, joshxsi  wrote:

> Select the property set and open the SDK explorer, the advanced tab will
> show all connections to the property. Its not scripting but you can see
> whats connected, script wise Eric's method works.
>
>
> On Thu, Dec 6, 2012 at 4:31 PM, Ahmidou Lyazidi wrote:
>
>> Ho you want the opposite, sorry I read it too fast
>>
>>
>> 2012/12/6 Raffaele Fragapane 
>>
>>> The basic idea of a pull only, lazily evaluated graph like XSI's DAG is
>>> that you know what's affecting something from the affectee, but nodes don't
>>> push and aren't aware of what is downstream of them.
>>> What you talk about is a push inspection, which outside of caches or
>>> inspecting the whole scene and looking for the connection is impossible.
>>>
>>> What Eric suggested is more or less your only option.
>>>
>>
>>
>>
>> --
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>>
>>
>

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Re: Python and PyQt for Softimage - Beginner to Advanced Lessons

2012-11-20 Thread Orlando Esponda
Cool, it looks very useful. WIll have a better look later when I find some
time.


Thanks for this Jared,
Orlando


On Tue, Nov 20, 2012 at 6:08 AM, Thomas Volkmann
wrote:

> **
>  This looks awesome Jared! Thanks a ton!
>
>  cheers,
>  Thomas
>
>
> Jared  hat am 20. November 2012 um 12:13
> geschrieben:
>
> Hi
>
> A while back I had to train up some guys in python for Xsi who were
> interning from a local university. Also quite a few of my colleagues have
> shown interest in scripting/programming in Softimage so I put together some
> short and simple lessons. Ranging from the very basics (Turning echoed
> commands into buttons, etc) to relatively advanced (PyQt, Classes etc)
> stuff with quite a few examples.
>
> I've tried to keep it as practicle as possible so that people don't
> experience the problem of learning things they're "never" going to use.
>
> If you want to check it out see -
> http://codingforxsi.wordpress.com/category/start-here/
>
> I hope this proves useful to some of the Xsi users out there ;)
>
>  --
>  Kind Regards,
>  Jared Glass  | Technical Lead
>   
>   
>   
>
>
>
>

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<><><>

Re: unscientific rendering test

2012-09-18 Thread Orlando Esponda
Out of curiosity, have you tried you're i7 (6 cores) without overclock?
Does overclock really helps to speed up render times?


On Tue, Sep 18, 2012 at 11:43 AM, Leoung O'Young wrote:

> For anyone interested
>
> Rough numbers in a rendering test with different CPUs
>
> XSI /Mental Ray
>
> Dual CPU AMD 6272  32 cores 32 gb ram 3:50 minutes
> Intel i7 3930 6 cores/ 12 threads overclock 4.2 ghz  32 gb ram 4: 42
> minutes
> Intel i7 3770  4 cores/8 threads 12gb ram   7:21 minutes
> Intel i7 2600  4 cores/8 threads   12 gb ram   7:58 minutes
> Intel i7  870   4 cores/8 threads  12 gb ram 10:06  minutes..
>
>
> L.
>

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Re: Small Annoying Things

2012-08-26 Thread Orlando Esponda
> In the Explorer context menu on a Render Pass, "Duplicate" is missing.
> Must be called via Render > Pass > Edit > Duplicate.
> Small annoying thing...
>

...or just select it (Explorer View) and use Ctrl+D.I think it's even
faster than using a context menu.

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Re: Deltas and shader editing on referenced models

2012-08-20 Thread Orlando Esponda
I think it should work if your remove the changes from the deltas, just
need to save and reopen the scene.

Orlando.

On Tue, Aug 21, 2012 at 12:16 AM, Nick Angus  wrote:

>  Hi Folks,
>
> ** **
>
> I am trying to get my head around reverting shaders after editing them in
> a shot (using referenced models), I would have thought disabling or
> deleting the changes in the delta would have done it, but no.
>
> Has anyone had much experience with this, or am I walking in a minefield?*
> ***
>
> ** **
>
> Cheers, Nick
>
> ** **
>
> ** **
>
> ** **
>

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Re: GetResolvedPath broken?

2012-08-02 Thread Orlando Esponda
Understood, thanks.


On Thu, Aug 2, 2012 at 6:50 PM, Luc-Eric Rousseau wrote:

> I'm pretty sure that's the way it's supposed to work, although the
> documentation makes it sounds as though the Pass token would get the
> parent pass of the object.  In practice, the file object doesn't know
> where it is in the scene hierarchy; the tokens  resolves global
> variables, which in this case happen to be set while rendering.
>
> On Wed, Aug 1, 2012 at 9:30 PM, Orlando Esponda
>  wrote:
> > Hello list,
> >
> > Can anyone confirm that Framebuffer.GetResolvedPath() is broken? I'm
> > trying to get the resolved path for each framebuffer of each pass but the
> > returned path using this method always replace the [Pass] token by the
> > currentPass instead of the pass the framebuffer belongs to.
> >
> > As a workaround I can change the current pass with SetCurrentPass and
> then
> > GetResolvedPath returns the correct string, But I would like to avoid
> this.
> >
> >
> > Thanks In advance,
> > Orlando.
> >
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GetResolvedPath broken?

2012-08-01 Thread Orlando Esponda
Hello list,

Can anyone confirm that Framebuffer.GetResolvedPath() is broken? I'm
trying to get the resolved path for each framebuffer of each pass but the
returned path using this method always replace the [Pass] token by the
currentPass instead of the pass the framebuffer belongs to.

As a workaround I can change the current pass with SetCurrentPass and then
GetResolvedPath returns the correct string, But I would like to avoid this.


Thanks In advance,
Orlando.

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Re: Beginners Guide to Python

2012-05-01 Thread Orlando Esponda
Raffael,

That's awesome news... I've been waiting for another python workshop as
i wasn't able to take the others (honestly scripting wasnt in my head at
the time), but I've been trying to learn python for some months now and
this is just great news.

Can't wait to take a look at this training material, because I haven't
found anything related to python and xsi, other that the mentioned pdf.

Thanks a lot,

Orlando.

On Wed, May 2, 2012 at 12:24 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> If you can hang in there for a month or so, some time in June a review and
> repackage of my CGS workshop on technical direction with python/xsi will
> most likely be released as training material ;)
>
> Regardless, good call moving away from VB.
> Youtube is full of solid Python training material these days. If you can
> already script within xsi a bit you should be able to get decent mileage
> learning as you're doing by converting what you've done first, and getting
> over some of the inevitable differences that make VB seem "easier" in the
> beginning.
>
> O'Reilly's Learning Python  if you feel like killing some trees is a
> fantastic first book to have, and I've had pretty good feedback on it from
> various students or just people I helped who picked it up.
>
>
> On Tue, May 1, 2012 at 11:30 PM, Gareth Bell <
> gareth.b...@primefocusworld.com> wrote:
>
>> ** ** **
>>
>> Afternoon all,
>>
>> ** **
>>
>> I'm in the need of learning some serious Python - specifically geared
>> towards Softimage. Does anyone have any recommendations for literature or
>> useful web-based resources in order for me to get acquainted? I'm
>> reasonably proficient in VBScript (self-taught) if that makes any
>> difference.
>>
>> ** **
>>
>> cheers
>>
>> ** **
>>
>> gareth bell | xsi artist
>>
>>  
>>
>> t: +44 (0)20 7565 1000
>>
>> e: gareth.b...@primefocusworld.com
>>
>> a: 37, dean street, **london**, w1d 4pt, uk.
>>
>>  
>>
>> www.primefocusworld.com
>>
>> ** **
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>
>