Re: avi corruption

2020-04-20 Thread Oscar Juarez
As far as I remember avi has a file size limit, can't remember if it was
2gb or 4gb, is your sequence long enough that will output a file that big?

On Mon, Apr 20, 2020 at 2:18 AM Nicole Beeckmans-Jacqmain <
arc.ann...@gmail.com> wrote:

>
>
> Hi.
> Do you know how to re make possible to create a movie in avi non compressed
>
> The movies i create from softimage R2 2015 are not readable on adobe pro
> 2019 or even vlc
>
> This be them created by fx tree output render from a sequence of tga or
> from render manager after render of the (500) tga
>
> ?
>
> ( the targas themselves have a compilation error on adobe but seem ok
> nevertheless )
>
> is this caused by the system windows 10 home nvidia gtx 1080 ?
>
> thank you
>
> --
> Softimage Mailing List.
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>
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Re: Multiple objects copy

2017-09-29 Thread Oscar Juarez
I put your foreach blocks in compiled blocks and it shaved 0.5s :D

On Fri, Sep 29, 2017 at 2:07 PM, Oscar Juarez 
wrote:

> It is indeed pretty fast, 5.1s including scatter. Without the scatter is
> 2.0s
> Very nice Oliver.
>
> On Fri, Sep 29, 2017 at 1:44 PM, Olivier Jeannel 
> wrote:
>
>> ok thank you, we have the same scene.
>> On my old workstation I get a 31 s result, while on my recent laptop I
>> have 13s.
>> I tried the "supermulticopy" setup I sent (I replaced the delete nodes
>> with some blast nodes (grabed 0.5 to 1sec) and on my laptop I'm doing 3.5s
>> with 350Kpoints for 10 distributed objects (his doesn't include the
>> scatter, but include  a noise though)
>>
>> [image: Images intégrées 1]
>> So my workstation is good for the bin...
>>
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qQXJUU1ZPanZTVzQ&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=TMNrlzNSZ5gmxuDM8X3vzag6hlB2OUM5ffzW__LaZ4g&s=u3C4j5O4WaJLN7w1oIbt6YWh5ZYzmTsXBHZQCKiuxnM&e=
>>  
>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qQXJUU1ZPanZTVzQ&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=JX6lhiLs1fmGaYTrdrfVHdwXgRRiZ1J5CtYJ3LBxKco&s=fFKFtGtNC7YljZwevtL8BOMXewstFDBOvoIcXNNEBqI&e=>
>> Can you give this a test and tell me ?
>>
>> 2017-09-29 13:19 GMT+02:00 Oscar Juarez :
>>
>>> Sure,
>>>
>>> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B74o9B4EjC7BMHY2Y3pUUW5KMjA&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=TMNrlzNSZ5gmxuDM8X3vzag6hlB2OUM5ffzW__LaZ4g&s=M0aRql2xkK5UaFXckNHKeG2Thr4QDLX0HlfEleFTg-4&e=
>>>  
>>> /view?usp=sharing
>>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B74o9B4EjC7BMHY2Y3pUUW5KMjA_view-3Fusp-3Dsharing&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=jmYIeQXgCXNWPsmCj8psdVkxX5vSoNXSs59HY81EUzI&s=j4K5381ujrWpy_B6v9M9ynYwgFwuhyA6Jag_3nGqmno&e=>
>>>
>>> I tried with 350,000 points and 10 packed primitives and took 13s from
>>> those 2.5s are from the scatter node.
>>>
>>> On Fri, Sep 29, 2017 at 12:35 PM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
>>>> Can you send me a hip please ?
>>>>
>>>> 2017-09-29 12:32 GMT+02:00 Oscar Juarez :
>>>>
>>>>> I did a simple test with the compiled bock, I'm copying 5 packed
>>>>> primitives to 100,000  points, performance monitor gives me 3.1s on an i7,
>>>>> 4 core @ 3.6 with HT, I noticed that if you visualize any node inside the
>>>>> compiled block, the cooking time is longer. Also measuring the with
>>>>> compiled blocks on the performance editor should only show the compiled
>>>>> block nodes, it doesn't any node inside of them.
>>>>>
>>>>> On Fri, Sep 29, 2017 at 11:34 AM, Olivier Jeannel <
>>>>> facialdel...@gmail.com> wrote:
>>>>>
>>>>>> We're not talking about "Packed Disk Primitive" right ? just plain
>>>>>> packed prim.
>>>>>> I opened his scene, upped the number of points to 350 000 , opened a
>>>>>> performance Monitor, hit record and turned the blue (display/render) on.
>>>>>> I red 32.4s on the Total Statistic. (it varies a bit, between 34s and
>>>>>> 30s) And this doesn't include the scatter computation.
>>>>>> My machine is a dual xeon of 2013 or 2014 at 2*6 core at 2.3Ghz 64GB
>>>>>> ram. Not the most recent maybe ?
>>>>>> Am I totally off ?
>>>>>>
>>>>>> 2017-09-29 11:25 GMT+02:00 Dan Yargici :
>>>>>>
>>>>>>> I haven't, but I've done other very similar setups with compiled
>>>>>>> foreach block and found the performance to be fantastic.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel <
>>>>>>> facialdel...@gmail.com> wrote:
>>>>>>>
>>>>>>>> Have you tried his setup  ?
>>>>>>>> I&#

Re: Multiple objects copy

2017-09-29 Thread Oscar Juarez
It is indeed pretty fast, 5.1s including scatter. Without the scatter is
2.0s
Very nice Oliver.

On Fri, Sep 29, 2017 at 1:44 PM, Olivier Jeannel 
wrote:

> ok thank you, we have the same scene.
> On my old workstation I get a 31 s result, while on my recent laptop I
> have 13s.
> I tried the "supermulticopy" setup I sent (I replaced the delete nodes
> with some blast nodes (grabed 0.5 to 1sec) and on my laptop I'm doing 3.5s
> with 350Kpoints for 10 distributed objects (his doesn't include the
> scatter, but include  a noise though)
>
> [image: Images intégrées 1]
> So my workstation is good for the bin...
>
> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qQXJUU1ZPanZTVzQ&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=JZB4ISB8JIv2DT8Wn5FzQ6aFKZfzy5Tm_OlK-OESR8Q&s=tP2EmmnXNUiBMhfjScbqXqJXInnKAgZ5Wn9bUs0ZBa0&e=
>  
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_open-3Fid-3D0B1QqhXD7Y15qQXJUU1ZPanZTVzQ&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=JX6lhiLs1fmGaYTrdrfVHdwXgRRiZ1J5CtYJ3LBxKco&s=fFKFtGtNC7YljZwevtL8BOMXewstFDBOvoIcXNNEBqI&e=>
> Can you give this a test and tell me ?
>
> 2017-09-29 13:19 GMT+02:00 Oscar Juarez :
>
>> Sure,
>>
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B74o9B4EjC7BMHY2Y3pUUW5KMjA&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=JZB4ISB8JIv2DT8Wn5FzQ6aFKZfzy5Tm_OlK-OESR8Q&s=k2a5sjJPW3DBa0iK1FES_bvcUYso4XYw5M3xyMOBH5Y&e=
>>  
>> /view?usp=sharing
>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B74o9B4EjC7BMHY2Y3pUUW5KMjA_view-3Fusp-3Dsharing&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=jmYIeQXgCXNWPsmCj8psdVkxX5vSoNXSs59HY81EUzI&s=j4K5381ujrWpy_B6v9M9ynYwgFwuhyA6Jag_3nGqmno&e=>
>>
>> I tried with 350,000 points and 10 packed primitives and took 13s from
>> those 2.5s are from the scatter node.
>>
>> On Fri, Sep 29, 2017 at 12:35 PM, Olivier Jeannel > > wrote:
>>
>>> Can you send me a hip please ?
>>>
>>> 2017-09-29 12:32 GMT+02:00 Oscar Juarez :
>>>
>>>> I did a simple test with the compiled bock, I'm copying 5 packed
>>>> primitives to 100,000  points, performance monitor gives me 3.1s on an i7,
>>>> 4 core @ 3.6 with HT, I noticed that if you visualize any node inside the
>>>> compiled block, the cooking time is longer. Also measuring the with
>>>> compiled blocks on the performance editor should only show the compiled
>>>> block nodes, it doesn't any node inside of them.
>>>>
>>>> On Fri, Sep 29, 2017 at 11:34 AM, Olivier Jeannel <
>>>> facialdel...@gmail.com> wrote:
>>>>
>>>>> We're not talking about "Packed Disk Primitive" right ? just plain
>>>>> packed prim.
>>>>> I opened his scene, upped the number of points to 350 000 , opened a
>>>>> performance Monitor, hit record and turned the blue (display/render) on.
>>>>> I red 32.4s on the Total Statistic. (it varies a bit, between 34s and
>>>>> 30s) And this doesn't include the scatter computation.
>>>>> My machine is a dual xeon of 2013 or 2014 at 2*6 core at 2.3Ghz 64GB
>>>>> ram. Not the most recent maybe ?
>>>>> Am I totally off ?
>>>>>
>>>>> 2017-09-29 11:25 GMT+02:00 Dan Yargici :
>>>>>
>>>>>> I haven't, but I've done other very similar setups with compiled
>>>>>> foreach block and found the performance to be fantastic.
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel <
>>>>>> facialdel...@gmail.com> wrote:
>>>>>>
>>>>>>> Have you tried his setup  ?
>>>>>>> I'm talking about that one :
>>>>>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_par&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=JZB4ISB8JIv2DT8Wn5FzQ6aFKZfzy5Tm_OlK-OESR8Q&s=ycW838WMBr_hEN4esw3Ctj0WJftLCzR3wR_EP9aHDIE&e=
>>>>>>>  
>>>>>>> t8_compiled.

Re: Multiple objects copy

2017-09-29 Thread Oscar Juarez
Sure,

https://urldefense.proofpoint.com/v2/url?u=https-3A__drive.google.com_file_d_0B74o9B4EjC7BMHY2Y3pUUW5KMjA_view-3Fusp-3Dsharing&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=jmYIeQXgCXNWPsmCj8psdVkxX5vSoNXSs59HY81EUzI&s=j4K5381ujrWpy_B6v9M9ynYwgFwuhyA6Jag_3nGqmno&e=
 

I tried with 350,000 points and 10 packed primitives and took 13s from
those 2.5s are from the scatter node.

On Fri, Sep 29, 2017 at 12:35 PM, Olivier Jeannel 
wrote:

> Can you send me a hip please ?
>
> 2017-09-29 12:32 GMT+02:00 Oscar Juarez :
>
>> I did a simple test with the compiled bock, I'm copying 5 packed
>> primitives to 100,000  points, performance monitor gives me 3.1s on an i7,
>> 4 core @ 3.6 with HT, I noticed that if you visualize any node inside the
>> compiled block, the cooking time is longer. Also measuring the with
>> compiled blocks on the performance editor should only show the compiled
>> block nodes, it doesn't any node inside of them.
>>
>> On Fri, Sep 29, 2017 at 11:34 AM, Olivier Jeannel > > wrote:
>>
>>> We're not talking about "Packed Disk Primitive" right ? just plain
>>> packed prim.
>>> I opened his scene, upped the number of points to 350 000 , opened a
>>> performance Monitor, hit record and turned the blue (display/render) on.
>>> I red 32.4s on the Total Statistic. (it varies a bit, between 34s and
>>> 30s) And this doesn't include the scatter computation.
>>> My machine is a dual xeon of 2013 or 2014 at 2*6 core at 2.3Ghz 64GB
>>> ram. Not the most recent maybe ?
>>> Am I totally off ?
>>>
>>> 2017-09-29 11:25 GMT+02:00 Dan Yargici :
>>>
>>>> I haven't, but I've done other very similar setups with compiled
>>>> foreach block and found the performance to be fantastic.
>>>>
>>>>
>>>>
>>>> On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel <
>>>> facialdel...@gmail.com> wrote:
>>>>
>>>>> Have you tried his setup  ?
>>>>> I'm talking about that one :
>>>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_par&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=jmYIeQXgCXNWPsmCj8psdVkxX5vSoNXSs59HY81EUzI&s=tiDNJ30gf3Pwzs3E3uNIUFwEXyqCsTp2ME0yYU74_Lo&e=
>>>>>  
>>>>> t8_compiled.png
>>>>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_part8-5Fcompiled.png&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=X3jUNTpd_yay0EWyazkRT8iIUdx9ddwwjFHRFeLYZ40&s=n_3UBEFLkytkZJbe3GWp_KDLcZF62K46L26sRotCYY0&e=>
>>>>>
>>>>> 2017-09-29 11:12 GMT+02:00 Dan Yargici :
>>>>>
>>>>>> I'm very surprised by this result then!
>>>>>>
>>>>>> Unless you're running Houdini on a laptop from 2005 and not telling
>>>>>> us... :)
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel <
>>>>>> facialdel...@gmail.com> wrote:
>>>>>>
>>>>>>> Yes I did remember :D
>>>>>>>
>>>>>>> 2017-09-29 10:25 GMT+02:00 Dan Yargici :
>>>>>>>
>>>>>>>> Did you remember to tick "Multihread when compiled" on your
>>>>>>>> foreach_end?
>>>>>>>>
>>>>>>>>
>>>>>>>> On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel <
>>>>>>>> facialdel...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Mmm, unless I made a mistake replicating his copy + switch +
>>>>>>>>> compile, I'm getting a rough 33s to copy 10 object other 35 
>>>>>>>>> points.
>>>>>>>>>
>>>>>>>>> 2017-09-29 8:34 GMT+02:00 Olivier Jeannel 
>>>>>>>>> :
>>>>>>>>>
>>>>>>>>>> Nice read. I'll try to replicate the last setup to compare specs.
>>>>>>>>>> I really wonder how much a compile block speeds up the
>>>>>>>>>> computation.
>>>>>>>>

Re: Multiple objects copy

2017-09-29 Thread Oscar Juarez
I did a simple test with the compiled bock, I'm copying 5 packed primitives
to 100,000  points, performance monitor gives me 3.1s on an i7, 4 core @
3.6 with HT, I noticed that if you visualize any node inside the compiled
block, the cooking time is longer. Also measuring the with compiled blocks
on the performance editor should only show the compiled block nodes, it
doesn't any node inside of them.

On Fri, Sep 29, 2017 at 11:34 AM, Olivier Jeannel 
wrote:

> We're not talking about "Packed Disk Primitive" right ? just plain packed
> prim.
> I opened his scene, upped the number of points to 350 000 , opened a
> performance Monitor, hit record and turned the blue (display/render) on.
> I red 32.4s on the Total Statistic. (it varies a bit, between 34s and 30s)
> And this doesn't include the scatter computation.
> My machine is a dual xeon of 2013 or 2014 at 2*6 core at 2.3Ghz 64GB ram.
> Not the most recent maybe ?
> Am I totally off ?
>
> 2017-09-29 11:25 GMT+02:00 Dan Yargici :
>
>> I haven't, but I've done other very similar setups with compiled foreach
>> block and found the performance to be fantastic.
>>
>>
>>
>> On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel > > wrote:
>>
>>> Have you tried his setup  ?
>>> I'm talking about that one :
>>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_wp-2Dcontent_uploads_2017_09_par&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=AXeT7qlVXjyaCTUsZjNxb5JeWbUrW4w9IJmPDRj2A3w&s=XxkiJ1uozp9qDGqDps3_767qR9iaUAcdaNGPLwnRUD8&e=
>>>  
>>> t8_compiled.png
>>> 
>>>
>>> 2017-09-29 11:12 GMT+02:00 Dan Yargici :
>>>
 I'm very surprised by this result then!

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



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

> Yes I did remember :D
>
> 2017-09-29 10:25 GMT+02:00 Dan Yargici :
>
>> Did you remember to tick "Multihread when compiled" on your
>> foreach_end?
>>
>>
>> On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> Mmm, unless I made a mistake replicating his copy + switch +
>>> compile, I'm getting a rough 33s to copy 10 object other 35 points.
>>>
>>> 2017-09-29 8:34 GMT+02:00 Olivier Jeannel :
>>>
 Nice read. I'll try to replicate the last setup to compare specs.
 I really wonder how much a compile block speeds up the computation.


 On Thursday, September 28, 2017, Jonathan Moore <
 jonathan.moo...@gmail.com> wrote:

> Just came across this great blog post from Toadstorm entitled "A
> Long-Winded Guide to Houdini Instancing" I'd label it "everything you
> wanted to know about Houdini instancing but were afraid to ask!" 
> myself.
> It's a damn fine read, and great for those just starting out in 
> Houdini too.
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.toadstorm.com_blog_-3Fp-3D493&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=AXeT7qlVXjyaCTUsZjNxb5JeWbUrW4w9IJmPDRj2A3w&s=jGFN8cWg9wLvCcbTCny2kt2aqAPT4fYet89f17EJfjA&e=
>  
> 
>
> Enjoy.
>
>
> On 25 September 2017 at 16:22, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> Kind of rooky question that I already asked but...
>>
>> So I have that "problem" with the copy sop (copy to point,
>> whatever) when I have to do a copy with multiple input objects.
>> It was something really easy within ice with high performances.
>>
>> I watched the sidefx tutorial, and so far I undertstood they
>> deprecated the stamp method for a copy within a loop.It's rather 
>> slow.
>>
>> I also saw a method where it copies all the multiple objects on
>> each point and then delete according to the ptnum the undesired 
>> copies. it
>> gets very slow when you have many different objects to copy and it 
>> eats
>> memory.
>>
>> So I made my "own" method
>> The scenario was
>> working with pa

Re: Camera setting for parallel vertical lines - architecture style?

2017-08-04 Thread Oscar Juarez
Keep your camera without any rotation in X and use optical shift in Y in
the camera options to adjust your framing

Cheers,
Oscar

On Fri, Aug 4, 2017 at 10:34 AM, Morten Bartholdy 
wrote:

> I am modeling some buildings where I need to match a stock shot which has
> had converging vertical lines corrected, so they are parallel. When I line
> up the camera, perspective makes the vertical lines converge, so I can't
> directly match the stock shot. I could work with a lattice to correct the
> geometry, while matching the stock shot, but it would probably save me some
> headache if I could make the correction in the camera, like with a
> Perspective Control/Tilt Shift lens, essentially aligning the camera
> backplane with the vertical lines in the scene.
>
> I was wondering if there is a way in the Softimage camera to do just that,
> so it corrects the viewport?
>
> Thanks.
>
> Morten
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Re: [Sidefx-houdini-list] Houdini Point reference frame frame

2017-07-11 Thread Oscar Juarez
I think for reference frame you need to use the Polyframe SOP to generate
your attribute, there is no intrinsic attribute as far as I know

On Tue, Jul 11, 2017 at 8:40 PM, Olivier Jeannel 
wrote:

> Hi all,
>
> In houdini, where can I get a list of all internal attributes (point and
> prim) ?
> I'm looking for something like the "point reference frame" (in xsi ice), a
> matrix per poly attribute.
>
> In fact, I'm trying to set some static attributes back on an animated
> geometry.
> I know there is a sop that does it, but can't remember the name, and now
> i'm having fun collecting data via primitive attribute :)
>
> Thank's !
> ___
> Sidefx-houdini-list mailing list
> sidefx-houdini-l...@sidefx.com
> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>
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Re: Houdini Guides (v2) Countdown

2017-05-04 Thread Oscar Juarez
Hey Jordi,

Very nice, will gladly help with translation to Spanish. Will send a mail
to the beta either way.

Thanks!

On Wed, May 3, 2017 at 6:40 PM, Jonathan Moore 
wrote:

> Very nice Jordi.
>
> Happy to feedback on the content when you get the test pages online.
>
> jm
>
> > On 3 May 2017, at 17:12, Jordi Bares  wrote:
> >
> > https://www.sidefx.com/forum/topic/31012/?page=17
> > --
> > 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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> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: [Sidefx-houdini-list] vop addprim

2017-04-18 Thread Oscar Juarez
And forgot to tell you as far as I know this vop needs to run on Detail
mode.

On Tue, Apr 18, 2017 at 2:46 PM, Oscar Juarez 
wrote:

> You have to use addvertex to actually add the primitive. So for creating a
> primitive line with two points, you have to add points one add primitive
> and two add vertex. Addvertex expects one primitive number and one point
> number. Remember that to fully have a primitive you need the vertices too.
>
> On Tue, Apr 18, 2017 at 2:36 PM, Olivier Jeannel 
> wrote:
>
>> Hi guys,
>>
>> Does someone has an example of how addprim VOP should be connected ?
>> Let's say I have 10 points and want to add on big open polygon (line) to
>> them.
>>
>> The internet is empty... (and oddforce is closed)
>>
>> Thank you !
>> ___
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>> sidefx-houdini-l...@sidefx.com
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>>
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Re: [Sidefx-houdini-list] vop addprim

2017-04-18 Thread Oscar Juarez
You have to use addvertex to actually add the primitive. So for creating a
primitive line with two points, you have to add points one add primitive
and two add vertex. Addvertex expects one primitive number and one point
number. Remember that to fully have a primitive you need the vertices too.

On Tue, Apr 18, 2017 at 2:36 PM, Olivier Jeannel 
wrote:

> Hi guys,
>
> Does someone has an example of how addprim VOP should be connected ?
> Let's say I have 10 points and want to add on big open polygon (line) to
> them.
>
> The internet is empty... (and oddforce is closed)
>
> Thank you !
> ___
> Sidefx-houdini-list mailing list
> sidefx-houdini-l...@sidefx.com
> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>
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Re: Need help - Scene crashing on the farm - renders in the UI

2017-03-07 Thread Oscar Juarez
Nested procedurals, last time I tried it was supported.

On Tue, Mar 7, 2017 at 4:58 PM, Morten Bartholdy 
wrote:

> That is actually a good idea. Do you know if I can have .ass files nested
> in an .ass file, ie. ICE scattered standins inside the model .ass?
>
> MB
>
>
>
> > Den 7. marts 2017 klokken 16:26 skrev Oscar Juarez <
> tridi.animei...@gmail.com>:
> >
> >
> > Maybe for the sake of decoupling softimage completely but depending what
> > you are rendering (static or moving), you could try to convert this whole
> > model to an ass file and render that instead of the model itself.
> >
> > On Tue, Mar 7, 2017 at 3:58 PM, Morten Bartholdy 
> > wrote:
> >
> > > I have done meticulous step by step troubleshooting going through each
> ref
> > > model, eliminating ref model and delta issues and it comes down to a
> > > particular ref model making the scene crash on the farm. This model
> renders
> > > fine from its master scene, so I am guessing some combination of the
> > > content - large displacements and large numbers of ICE scattered
> standins
> > > with high polycount, combined with passes, partitions and overrides
> make it
> > > crash, ie. a problem in the scene.
> > >
> > > I eventually rebuilt the scene so content and passes are as clean as
> > > possible, and this scene crashes too.
> > >
> > > Incidently if I have done a renderregion and save after that, it will
> save
> > > the scene, but Softimage will hang, requiring me to kill it. I am on
> 2015
> > > R2 for various reasons - I recall 2015 R2SP2 has a considerable number
> of
> > > bugfixes. Could it perhaps be that R2 has a sort of memoryleak?
> > >
> > > MB
> > >
> > >
> > > > Den 7. marts 2017 klokken 11:11 skrev Schoenberger <
> x...@digidragon.de>:
> > > >
> > > >
> > > >
> > > >  |> overrrides and delta data is throwing Arnold off, or XSI off?
> > > > "Cannot apply Delta Road"
> > > > "CRASHED in C3DStaticCompArray"
> > > >
> > > > Both do not look like Arnold error messages.
> > > > Arnold does not know anything about deltas. It just asks Soft for the
> > > final geo.
> > > >
> > > >
> > > > Holger Schönberger
> > > > technical director
> > > > The day has 24 hours, if that does not suffice, I will take the night
> > > >
> > > >
> > > >
> > > >  |> -Original Message-
> > > >  |> From: softimage-boun...@listproc.autodesk.com
> > > >  |> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
> > > >  |> Of Morten Bartholdy
> > > >  |> Sent: Monday, March 06, 2017 11:54 AM
> > > >  |> To: Official Softimage Users Mailing
> > > >  |> List.https://groups.google.com/forum/#!forum/xsi_list
> > > >  |> Subject: RE: Need help - Scene crashing on the farm -
> > > >  |> renders in the UI
> > > >  |>
> > > >  |> Thanks Holger,
> > > >  |>
> > > >  |> So what you are saying that some combination of content,
> > > >  |> overrrides and delta data is throwing Arnold off, or XSI off?
> > > >  |>
> > > >  |> I made referenced models local but it still crashes.
> > > >  |>
> > > >  |> I think I have narrowed the problem down to a particular
> > > >  |> version of my environment by using a backup of an older
> > > >  |> version which renders fine.
> > > >  |>
> > > >  |> Weird thing is my new environment renders fine in its own
> > > >  |> scene, but not in the production scene with passes and overrides.
> > > >  |>
> > > >  |> Tough one, but thanks for the insight.
> > > >  |>
> > > >  |> Cheers
> > > >
> > > >
> > > > --
> > > > Softimage Mailing List.
> > > > To unsubscribe, send a mail to softimage-request@listproc.
> autodesk.com
> > > 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: Need help - Scene crashing on the farm - renders in the UI

2017-03-07 Thread Oscar Juarez
Maybe for the sake of decoupling softimage completely but depending what
you are rendering (static or moving), you could try to convert this whole
model to an ass file and render that instead of the model itself.

On Tue, Mar 7, 2017 at 3:58 PM, Morten Bartholdy 
wrote:

> I have done meticulous step by step troubleshooting going through each ref
> model, eliminating ref model and delta issues and it comes down to a
> particular ref model making the scene crash on the farm. This model renders
> fine from its master scene, so I am guessing some combination of the
> content - large displacements and large numbers of ICE scattered standins
> with high polycount, combined with passes, partitions and overrides make it
> crash, ie. a problem in the scene.
>
> I eventually rebuilt the scene so content and passes are as clean as
> possible, and this scene crashes too.
>
> Incidently if I have done a renderregion and save after that, it will save
> the scene, but Softimage will hang, requiring me to kill it. I am on 2015
> R2 for various reasons - I recall 2015 R2SP2 has a considerable number of
> bugfixes. Could it perhaps be that R2 has a sort of memoryleak?
>
> MB
>
>
> > Den 7. marts 2017 klokken 11:11 skrev Schoenberger :
> >
> >
> >
> >  |> overrrides and delta data is throwing Arnold off, or XSI off?
> > "Cannot apply Delta Road"
> > "CRASHED in C3DStaticCompArray"
> >
> > Both do not look like Arnold error messages.
> > Arnold does not know anything about deltas. It just asks Soft for the
> final geo.
> >
> >
> > Holger Schönberger
> > technical director
> > The day has 24 hours, if that does not suffice, I will take the night
> >
> >
> >
> >  |> -Original Message-
> >  |> From: softimage-boun...@listproc.autodesk.com
> >  |> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf
> >  |> Of Morten Bartholdy
> >  |> Sent: Monday, March 06, 2017 11:54 AM
> >  |> To: Official Softimage Users Mailing
> >  |> List.https://groups.google.com/forum/#!forum/xsi_list
> >  |> Subject: RE: Need help - Scene crashing on the farm -
> >  |> renders in the UI
> >  |>
> >  |> Thanks Holger,
> >  |>
> >  |> So what you are saying that some combination of content,
> >  |> overrrides and delta data is throwing Arnold off, or XSI off?
> >  |>
> >  |> I made referenced models local but it still crashes.
> >  |>
> >  |> I think I have narrowed the problem down to a particular
> >  |> version of my environment by using a backup of an older
> >  |> version which renders fine.
> >  |>
> >  |> Weird thing is my new environment renders fine in its own
> >  |> scene, but not in the production scene with passes and overrides.
> >  |>
> >  |> Tough one, but thanks for the insight.
> >  |>
> >  |> Cheers
> >
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: houdini question (and where to ask)

2017-03-06 Thread Oscar Juarez
I would like to be proven wrong, but that would be the way, I mean in your
second pointvop you don't need to add another noise, your noise is already
saved in an attribute, when you promote just check off delete original and
you can access the same noise. Also noises have specific output ranges,
they come in the documentation, so you can always add a fit node to change
your range to what you need, in the geometry spreadsheet you can also sort
by value so you can see max and min.

If you press X with your mouse over the noise output it will add a
visualization node, you can visualize on the viewport or in the geometry
spreadsheet the values. I know its not the same but as far as I know their
is no way to do the same as the get maximum in set node in a vopsop context.



On Mon, Mar 6, 2017 at 3:57 PM, Fabricio Chamon  wrote:

> thanks everyone. The ramp parameter kind of works but as you say, is not
> that user friendly and does not show the points below 0. (that's ok, but I
> wonder if it is possible to write a custom widget in houdini)
>
> anyway, the thing I could not get right just yet is that sort of "get
> maximum in set" thing. Sorry for using ICE language, I'm trying to be open
> minded here, so please tell me if that`s not the correct mindset.
>
> so on this graph:
>
> [image: Imagem inline 1]
>
> ...how could I get the maximum value of the output noise node and compare
> to a single point output of the same node?
>
> From what I can tell, I'd have to:
>
> 1- create this pointvop node with a turbnoise, then store the output noise
> into an attribute (via bindexport?)
> 2- up one level -> drop an attrib promote (detail), set to maximum
> 3- drop another pointvop node with another noise node inside (same
> parameters) and compare the result noise to that found on the atrib promote
> node??
>
> I'm 99% sure this is totally wrong...how would you go about that single
> task specifically?
>
> and finally, thanks for the suggestions on houdini forums and discord.
> will try both (although I pretty much like this list =) )
>
>
> 2017-03-06 15:17 GMT+01:00 gareth bell :
>
>> yeah - the lack of handles is frustrating
>> --
>> *From:* softimage-boun...@listproc.autodesk.com <
>> softimage-boun...@listproc.autodesk.com> on behalf of Olivier Jeannel <
>> facialdel...@gmail.com>
>> *Sent:* 06 March 2017 14:05:17
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list
>> *Subject:* Re: houdini question (and where to ask)
>>
>> yep but it has no handles
>> and try to make négative values, it takes them but wont show on the curve
>> as it has a 0,1 space.
>> Unless i'm wrong (which i'd love to be)
>>
>> Le 6 mars 2017 14:36, "Olivier Jeannel"  a
>> écrit :
>>
>>> in vop, bind and bind export node will get an set datas.
>>> Ramp Parameters is sort of fcurve.
>>> It's a bit weak in terms of curve manipulation, but does the job.
>>> It has 2 modes rgb (ramp) and spline.
>>> If you use several ramps in the same vop, name them with different name
>>> or they might not export.
>>>
>>> Le 6 mars 2017 14:28, "Fabricio Chamon"  a écrit :
>>>
 ..sorry, hit send too soon.

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

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

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

 thanks!

 2017-03-06 14:23 GMT+01:00 Fabricio Chamon :

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


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

>>>
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>
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Re: houdini question (and where to ask)

2017-03-06 Thread Oscar Juarez
For your second question, the equivalent for an fcurve node would be the
ramp parameter node, set to float values. You have to go up one level to
adjust the actual fcurve.

And for your last question, I might not be that helpful but in the SideFx
forums there is a forum specially for softimage users which might be a good
place to ask about equivalent tools between softimage and houdini. I find
it that asking houdini questions here keeps also things moving, but some
people might not like it.

cheers.



On Mon, Mar 6, 2017 at 2:27 PM, Fabricio Chamon  wrote:

> ..sorry, hit send too soon.
>
> Question #1: are there any equivalents to ICE "get ... in set"? or or do I
> have to iterate and store values for later comparision? In other words:
> what is the best or recommended workflow to compare single point data with
> global point data?
>
> Question #2: any nodes that resemble a fCurve node, like we have in ICE?
> if not, what is the alternative?
>
> and finally, I can see this list is becoming more and more houdini-esque
> than ever..but, what is the best place to ask beginner questions like the
> above? houdini foruns, houdini list, odForce...
>
> thanks!
>
> 2017-03-06 14:23 GMT+01:00 Fabricio Chamon :
>
>> Hi, I'm slowly getting into houdini and this is my first attempt to port
>> a really simple ridged fractal deformer made in ICE to houdini (using
>> pointvop).
>>
>> Question #1: are there any equivalents to ICE "get ... in set"? or or do
>> I have to iterate and store values for later comparision? In other words:
>> what is the best or recommended workflow to compare single point data with
>>
>
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: houdini question (and where to ask)

2017-03-06 Thread Oscar Juarez
As far as I know inside the pointvop  context you can't do it, but you have
the attribpromote nodes, that let you promote point attributes to detail
for example and get the maximum value or minimum or whatever you need. You
save it to another attribute which you can then access on the pointvop
context.

On Mon, Mar 6, 2017 at 2:23 PM, Fabricio Chamon  wrote:

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

2017-03-06 Thread Oscar Juarez
The geometry SOP is just a container, it is a node that lives in the Object
context of Houdini, much like any object in Softimage. When you dive inside
this node, it would be like going inside the construction stack of
softimage, every node inside could be thought as an operator in the
construction stack. It is not exactly the same but it helps to see it like
that.

He deletes immediately the node, because the default node that comes with
the geometry is the file SOP which allows you to load external geometry,
since he is creating geometry from scratch he doesn't really need it.

Hope it helps.

On Mon, Mar 6, 2017 at 11:31 AM, Chris Marshall 
wrote:

> Hi
> I've been watching this tutorial, which is pretty amazing, and trying to
> get to grips with some of the Houdini workflows here. The first thing he
> does is creates a GeoSop? But then goes into that node and deletes the
> contents. Can anyone just briefly explain what the logic is behind what the
> geosop node is and why the first thing you'd do is remove what's been
> created by default?
>
> Thanks
> Chris
>
>
> On 27 February 2017 at 22:49, Sven Constable 
> wrote:
>
>> And I should have said "impressive", not "impressing". Sorry.
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable
>> *Sent:* Monday, February 27, 2017 11:28 PM
>> *To:* 'Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list'
>> *Subject:* RE: A gem of a tutorial
>>
>>
>>
>> I didn't watch many Houdini tutorials. This is the most impressing one,
>> I've seen so far. Even the techniques are common in some way, the way they
>> easily work together is mindblowing.
>>
>>
>>
>> Sven
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com
>> ] *On Behalf Of *Tim Bolland
>> *Sent:* Monday, February 27, 2017 1:05 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* A gem of a tutorial
>>
>>
>>
>> http://www.entagma.com/modeling-and-rendering-a-quartz-
>> crystal-in-houdini-16/
>>
>>
>>
>>
>>
>> I'm sold.
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
>
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Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Oscar Juarez
There is no strand concept in Houdini like in Softimage, Strands in
Softimage were Array attributes per point. In houdini aeverything is
points, as you have already seen, polylines would work something like
softimage strands, but they are still points. There is several ways to get
attributes per primitive (polyline) so you can process them based on
something resembling a point id. The connectivity sop will add a common
value to all the points belonging to the same primitive.

You can also add an attribute to the length ratio of your polyline, it can
be done through an expression or using the resample SOP you can turn on the
generation of the curveu attribute, you can turn on resample by polygon
edge, with maximum segments of 1 and max segment length option off, that
way the attribute is generated without actually resampling. Other better
way would be with a point wrangle just add this "f@curveu = @ptnum /
(@numpt - 1.0);"

One way to populate strands would be creating a base line, then using the
copy SOP to copy it to a set of point positions which could come from a
scatter node. Then you can inherit a lot of attributes from the points
themselves. And set all your initial attributes on your base line.

The thing to remember is that there is no such thing as a strand context,
you have points, primitives and vertices, and you can move around data
between these elements all the time. Hope it helps to start.

On Thu, Mar 2, 2017 at 12:05 PM, Tim Bolland 
wrote:

> Hey guys, I'm after a little advice. I'm currently looking at building a
> some nice fluffy clouds made up of strands and from what I can see there a
> load of different ways to achieve something like this Houdini. Quite of few
> of the results I've seen demonstrated online are achieved by creating a
> velocity volume and drawing these the velocities out. These look nice but I
> cant really figure out a way to edit them afterwards. Other methods I've
> seen that look promising take points and running them through a Polywire,
> however there seem to a load of ways to group these points together and
> nothing is as succinct at position / strandposition
>
>
> What I'm wondering is what do you recommend? Is there a method of strand
> creation / manipulation that gives you a nice amount of flexibility and
> control? I've always been a huge fan of ICE strands, and the concept of
> starting with some points, building up strandpositions a long these points
> and controlling the properties of the strands by either the point ID or the
> strandposition ID.
>
>
> From what I can see there is not equivalent workflow that I can find, at
> least not out of the box. I can make polywires with ID's and manipulate
> this, but I'm still a little confused about the ID vs strandID context
> equivalent and how to manipulate each of them. Any advice would be
> appreciated.
>
> Cheers,
>
>
> Tim
>
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Re: value field expression input not working anymore

2017-02-27 Thread Oscar Juarez
Is your decimal mark ","? If that is the case, I think it doesn't work, you
need to have "." as decimal mark.

On Mon, Feb 27, 2017 at 8:48 AM, Toonafish  wrote:

> Did you try "L(100)" ?
>
> - Ronald
>
>
> On 2/27/2017 2:46, Fabian Schnuer Gohde wrote:
>
> Hi,
> entering expressions like r(0,360) or l(0,100) in the MCP panel transform
> fields doesn't work anymore. I've had this before a long time ago but can't
> remember how I fixed it. Any suggestions?
> Thank you,
> Fabian
>
>
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Re: Soft to Houdini custom shelf / scripts.

2017-02-23 Thread Oscar Juarez
Also you can visualize time dependency, it will make the nodes glow a very
visible green, it's very useful to optimize your networks.

On Thu, Feb 23, 2017 at 9:56 AM, Dan Yargici  wrote:

> Quick tip, Jason.
>
> You can middle click on any node in SOPs and at the bottom it will tell
> you if it's a time dependent cook or not.  If it's not, the result is
> cached and the branch is only reevaluated on a change upstream.
>
> DAN
>
> Sent from my phone...
>
> On 22 Feb 2017 8:09 pm, "Jason S"  wrote:
>
>>
>> Okay that's reassuring, was wondering because there didn't seem to be a
>> point to locking elements that didn't change over time,
>> if it wasn't for performance reason, if all operations remained anyways
>> while just increasing filesize.
>>
>> Thanks
>>
>> On 02/22/17 2:46, Jordi Bares wrote:
>>
>> No, cooking is evaluated in a very optimised way so no dumb cooking.
>>
>> If a network is not needed for display or as a result of other network it
>> won't be evaluated.
>>
>> Jb
>>
>> Sent from my iPhone
>>
>> On 22 Feb 2017, at 03:08, Jason S  wrote:
>>
>>
>> So things are cooked every frame unless explicitly specified not to?
>> Even if nothing changes except perhaps regular transforms?
>> (with no deforms)
>>
>> Also is there a command log to easily script things such as in this
>> case,  an export/import button?
>>
>>
>>
>>
>> --
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Re: Opinion gathering

2017-02-20 Thread Oscar Juarez
Houdini 16 launch event:

https://vimeo.com/203373373

On Mon, Feb 20, 2017 at 5:05 PM, Bradley Gabe  wrote:

> Any chance you could post a direct link to this screencast?
>
> > On Feb 19, 2017, at 9:07 AM, Jordi Bares  wrote:
> >
> > Have a look at the screencast they did.. you will see why the excitement.
> >
> > Interesting times ahead.
> > jb
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Re: Motionblur on geometry from Houdini via alembic?

2016-12-22 Thread Oscar Juarez
I just find out that if your attribute is called v crate wont read it, I
used an attribute rename node to rename it as 'vel' and turn on the custom
checkbox in the alembic node and it works.
Here is a small sample, just put the files in the root of a softimage
project:

https://www.dropbox.com/s/00f09gc1zxpvq70/abc_vel.zip?dl=0

Hope it helps



On Thu, Dec 22, 2016 at 3:49 PM, Morten Bartholdy 
wrote:

> Yes I am using Crate. I have also tried setting up the ICE tree described
> for importing custom attributes in their docs:
>
> https://docs.google.com/document/d/1SEZhypDrmFRO_rSmfuv7QCNzs7jVSHG_
> KeUauizcS9o/edit
>
> But I get values 0,0,0 for the v attribute, and no motionblur, so a bit
> lost regarding how to get it working.
>
> Morten
>
>
>
> > Den 22. december 2016 klokken 14:32 skrev Oscar Juarez <
> tridi.animei...@gmail.com>:
> >
> >
> > Are you using crate to import this geometry?
> >
> > On Thu, Dec 22, 2016 at 1:12 PM, Morten Bartholdy 
> > wrote:
> >
> > > This makes sense. The thing is I can't see any way to get to the
> velocity
> > > attribute from Houdini in to ICE. The v attribute should have been
> written
> > > in the alembic file from Hodini but is clearly not being picked up by
> > > Arnold and I can't see it in the explorer either.
> > >
> > > Morten
> > >
> > >
> > >
> > > > Den 22. december 2016 klokken 12:23 skrev Oscar Juarez <
> > > tridi.animei...@gmail.com>:
> > > >
> > > >
> > > > If its point count varying geometry then your motion blur should come
> > > from
> > > > a velocity attribute. That error message to my understanding means
> that
> > > > since the points counts don't match between frame intervals motion
> blur
> > > > can't be calculated by Arnold, that's how it's done by default.
> > > >
> > > > If you have your velocity attribute from Houdini then you should put
> it
> > > in
> > > > the PointVelocity attribute on an icetree in the object and in an
> > > > arnold_parameters property turn on use ICE PointVelocity for motion
> blur.
> > > >
> > > > Cheers
> > > > Oscar
> > > >
> > > > On Thu, Dec 22, 2016 at 12:01 PM, Morten Bartholdy <
> x...@colorshopvfx.dk>
> > > > wrote:
> > > >
> > > > > I am sure some people on this list have done this, so I need some
> help
> > > > > with a problem:
> > > > >
> > > > > I am getting odd motionblur results on geometry imported from
> Houdini
> > > as
> > > > > alembic, and get this message:
> > > > >
> > > > > # WARNING : [sitoa] point count mismatch for Model__h_drop.FLUID
> in the
> > > > > shutter interval. Disabling motion blur for the object
> > > > >
> > > > > It basically looks like motiondata on the mesh is really off, or
> just
> > > > > plain wrong - notice especially how the small droplet on fr 47 is
> moved
> > > > > very far when motionblurred.
> > > > >
> > > > > Is there a dos and dont's regarding how to import geometry
> simulated in
> > > > > Houdini and render it with Sitoa? We have done it just recently
> with
> > > RBD
> > > > > simulation seemingly with the expected motionblur, so this one is
> > > totally
> > > > > unexpected.
> > > > >
> > > > > In Houdini it renders fine with Htoa and motionblur using the
> velocity
> > > -
> > > > > question is what Sitoa needs in the alembic for this to work as
> > > expected?
> > > > >
> > > > > Thanks
> > > > >
> > > > > Morten
> > > > > --
> > > > > Softimage Mailing List.
> > > > > To unsubscribe, send a mail to softimage-request@listproc.
> autodesk.com
> > > > > with "unsubscribe" in the subject, and reply to confirm.
> > > > >
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Re: Motionblur on geometry from Houdini via alembic?

2016-12-22 Thread Oscar Juarez
Are you using crate to import this geometry?

On Thu, Dec 22, 2016 at 1:12 PM, Morten Bartholdy 
wrote:

> This makes sense. The thing is I can't see any way to get to the velocity
> attribute from Houdini in to ICE. The v attribute should have been written
> in the alembic file from Hodini but is clearly not being picked up by
> Arnold and I can't see it in the explorer either.
>
> Morten
>
>
>
> > Den 22. december 2016 klokken 12:23 skrev Oscar Juarez <
> tridi.animei...@gmail.com>:
> >
> >
> > If its point count varying geometry then your motion blur should come
> from
> > a velocity attribute. That error message to my understanding means that
> > since the points counts don't match between frame intervals motion blur
> > can't be calculated by Arnold, that's how it's done by default.
> >
> > If you have your velocity attribute from Houdini then you should put it
> in
> > the PointVelocity attribute on an icetree in the object and in an
> > arnold_parameters property turn on use ICE PointVelocity for motion blur.
> >
> > Cheers
> > Oscar
> >
> > On Thu, Dec 22, 2016 at 12:01 PM, Morten Bartholdy 
> > wrote:
> >
> > > I am sure some people on this list have done this, so I need some help
> > > with a problem:
> > >
> > > I am getting odd motionblur results on geometry imported from Houdini
> as
> > > alembic, and get this message:
> > >
> > > # WARNING : [sitoa] point count mismatch for Model__h_drop.FLUID in the
> > > shutter interval. Disabling motion blur for the object
> > >
> > > It basically looks like motiondata on the mesh is really off, or just
> > > plain wrong - notice especially how the small droplet on fr 47 is moved
> > > very far when motionblurred.
> > >
> > > Is there a dos and dont's regarding how to import geometry simulated in
> > > Houdini and render it with Sitoa? We have done it just recently with
> RBD
> > > simulation seemingly with the expected motionblur, so this one is
> totally
> > > unexpected.
> > >
> > > In Houdini it renders fine with Htoa and motionblur using the velocity
> -
> > > question is what Sitoa needs in the alembic for this to work as
> expected?
> > >
> > > Thanks
> > >
> > > Morten
> > > --
> > > Softimage Mailing List.
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> > > with "unsubscribe" in the subject, and reply to confirm.
> > >
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Re: Motionblur on geometry from Houdini via alembic?

2016-12-22 Thread Oscar Juarez
If its point count varying geometry then your motion blur should come from
a velocity attribute. That error message to my understanding means that
since the points counts don't match between frame intervals motion blur
can't be calculated by Arnold, that's how it's done by default.

If you have your velocity attribute from Houdini then you should put it in
the PointVelocity attribute on an icetree in the object and in an
arnold_parameters property turn on use ICE PointVelocity for motion blur.

Cheers
Oscar

On Thu, Dec 22, 2016 at 12:01 PM, Morten Bartholdy 
wrote:

> I am sure some people on this list have done this, so I need some help
> with a problem:
>
> I am getting odd motionblur results on geometry imported from Houdini as
> alembic, and get this message:
>
> # WARNING : [sitoa] point count mismatch for Model__h_drop.FLUID in the
> shutter interval. Disabling motion blur for the object
>
> It basically looks like motiondata on the mesh is really off, or just
> plain wrong - notice especially how the small droplet on fr 47 is moved
> very far when motionblurred.
>
> Is there a dos and dont's regarding how to import geometry simulated in
> Houdini and render it with Sitoa? We have done it just recently with RBD
> simulation seemingly with the expected motionblur, so this one is totally
> unexpected.
>
> In Houdini it renders fine with Htoa and motionblur using the velocity -
> question is what Sitoa needs in the alembic for this to work as expected?
>
> Thanks
>
> Morten
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Re: correcting shapekeys

2016-11-29 Thread Oscar Juarez
Cool!
The script I mentioned is in Gear / Deform / Shape / Reset Shape Points

On Tue, Nov 29, 2016 at 4:02 PM, wavo  wrote:

> Yes this is what i mean :)
>
> thanks for the Gear-hint, Gear is already installed and still amazing i
> will have a look
>
> thanks
>
> Walter
>
>
>
>
>
>
> Am 11/29/2016 um 3:32 PM schrieb Oscar Juarez:
>
> If I understand correctly you already have some shapes correcting
> deformation for example on the arms, and now you want to add another shape
> that corrects something in the mouth, and when you try to save this shape,
> it is wrong because also includes the shape correcting the arms?
>
> If you install gear, there is a very nice script, that lets you select
> some points and a blend shape and lets you remove the shape contribution of
> those selected points so you isolate only the part that you actually need.
>
> Oscar
>
> On Tue, Nov 29, 2016 at 3:15 PM, wavo  wrote:
>
>> Hello Hardcore-Softies
>>
>> i need some help  with correcting existing shapes on an enveloped
>> character.
>> What I did so far: some shapes, some of them  linked to rotation values
>> (bones) of the rig.
>> These already correct the envelope deformation. Now I want additional
>> shapes which will correct the resulting shape, in this case when the mouth
>> is open.
>> What I tried: changing the rotation of the mouthbone to the desired
>> deformation (mouth is open) then set the value of the shape in this case
>> "smile" to 1, then switching to secondary-mode make some move component to
>> correct the geomety and after that I store a Shape key.
>> But unfortunately this new shape i not correct because this shape stores
>> also the existing deformation inside but i want only the new move
>> components!
>> Shape Preferences -reference is set to Local Relative, rest is default
>> Softimage.
>>
>> ps. I also tried this:  shape and envelope-deformation with desired
>> values, than in secondary changing the geometry ,mute the animationmixer
>> -apply shapekey , moving this new shape from the mixer/source/shape inside
>> the animationmixer than the movecomponent will be automatical deleted, and
>> i have the shape only with the new changes , its working but now the
>> shapemanager "says" that this feature is not supported! I can only link the
>> shapes oldschool via the animationmixer! now dear reader you would say
>> "wtf! this is already the solution! copy this shape and paste it to your
>> original setup scene then you have it!" but maybe there is a better way?!
>>
>> In short. correcting existing shapes with adding a new shape.
>>
>> Thanks for ideas, tricks  or lifesigns of existing softimage-user
>>
>> --
>>
>>
>> *Walter Volbers*
>> Senior Animator
>>
>> *FIFTYEIGHT* 3D
>> Animation & Digital Effects GmbH
>>
>> Kontorhaus Osthafen
>> Lindleystraße 12
>> 60314 Frankfurt am Main
>> Germany
>>
>> Telefon +49 (0) 69.48 000 55.50 <%2B49%20%280%29%2069.48%2%2055.50>
>> Telefax +49 (0) 69.48 000 55.15 <%2B49%20%280%29%2069.48%2%2055.15>
>>
>>
>>
>> *mailto:w...@fiftyeight.com 
>> http://www.fiftyeight.com <http://www.fiftyeight.com> *
>>
>> 
>> ESC*58*
>> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>>
>>
>> *http://www.ESC58.de <http://www.ESC58.de> *
>>
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
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>
>
> --
>
>
> *Walter Volbers*
> Senior Animator
>
> *FIFTYEIGHT* 3D
> Animation & Digital Effects GmbH
>
> Kontorhaus Osthafen
> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
>
> Telefon +49 (0) 69.48 000 55.50
> Telefax +49 (0) 69.48 000 55.15
>
>
>
> *mailto:w...@fiftyeight.com 
> http://www.fiftyeight.com <http://www.fiftyeight.com> *
>
> 
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
>
> *http://www.ESC58.de <http://www.ESC58.de> *
>
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Re: correcting shapekeys

2016-11-29 Thread Oscar Juarez
If I understand correctly you already have some shapes correcting
deformation for example on the arms, and now you want to add another shape
that corrects something in the mouth, and when you try to save this shape,
it is wrong because also includes the shape correcting the arms?

If you install gear, there is a very nice script, that lets you select some
points and a blend shape and lets you remove the shape contribution of
those selected points so you isolate only the part that you actually need.

Oscar

On Tue, Nov 29, 2016 at 3:15 PM, wavo  wrote:

> Hello Hardcore-Softies
>
> i need some help  with correcting existing shapes on an enveloped
> character.
> What I did so far: some shapes, some of them  linked to rotation values
> (bones) of the rig.
> These already correct the envelope deformation. Now I want additional
> shapes which will correct the resulting shape, in this case when the mouth
> is open.
> What I tried: changing the rotation of the mouthbone to the desired
> deformation (mouth is open) then set the value of the shape in this case
> "smile" to 1, then switching to secondary-mode make some move component to
> correct the geomety and after that I store a Shape key.
> But unfortunately this new shape i not correct because this shape stores
> also the existing deformation inside but i want only the new move
> components!
> Shape Preferences -reference is set to Local Relative, rest is default
> Softimage.
>
> ps. I also tried this:  shape and envelope-deformation with desired
> values, than in secondary changing the geometry ,mute the animationmixer
> -apply shapekey , moving this new shape from the mixer/source/shape inside
> the animationmixer than the movecomponent will be automatical deleted, and
> i have the shape only with the new changes , its working but now the
> shapemanager "says" that this feature is not supported! I can only link the
> shapes oldschool via the animationmixer! now dear reader you would say
> "wtf! this is already the solution! copy this shape and paste it to your
> original setup scene then you have it!" but maybe there is a better way?!
>
> In short. correcting existing shapes with adding a new shape.
>
> Thanks for ideas, tricks  or lifesigns of existing softimage-user
>
> --
>
>
> *Walter Volbers*
> Senior Animator
>
> *FIFTYEIGHT* 3D
> Animation & Digital Effects GmbH
>
> Kontorhaus Osthafen
> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
>
> Telefon +49 (0) 69.48 000 55.50
> Telefax +49 (0) 69.48 000 55.15
>
>
>
> *mailto:w...@fiftyeight.com 
> http://www.fiftyeight.com  *
>
> 
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
>
> *http://www.ESC58.de  *
>
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Re: Hair Sheen on Poly geo using a normal map in Arnold?

2016-09-09 Thread Oscar Juarez
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
>> > --
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Re: Soft to Maya Bridge

2016-07-14 Thread Oscar Juarez
You can turn off the tumbling of the camera in Modo, in the preferences
Display/OpenGL/Viewport Rotation turn off Trackball rotation.


On Thu, Jul 14, 2016 at 12:09 PM, Chris Marshall 
wrote:

> Been playing with Modo but as soon as you move the camera around, it goes
> skew! I hate that!
> Sorry gone off at a tangent there.
>
>
>
> On 14 July 2016 at 10:37, Thomas Volkmann 
> wrote:
>
>> Haha  I probably would have cried tears of despair as well, but since
>> we are working with Max here my bar for expectations was already at the
>> lowest point.
>>
>>
>>
>> Alok Gandhi  hat am 14. Juli 2016 um 10:50
>> geschrieben:
>>
>> It is more like 'The Bridge on the River Kwai'. ;) if you know what I
>> mean (Figure out the comparisons yourselves)
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>>
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>
>
>
> --
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> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
>
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Re: PyQtForSoftimage Examples "Out of present range" error

2016-06-29 Thread Oscar Juarez
I had an external artist using Windows 10, and I couldnt make
PyQtForSoftimage work on it, if I remember right it was this out of range
error. I had to leave it due to time constrain things, and that we don't
use windows 10 ourselves. But the PySide implementation that comes with
Shotgun toolkit worked alright, probably that doesn't help you at all but
just to let you know that I also found that problem with win 10.

external Python 2.7.3 / PySide 1.1.3 / PyWin 218, the same config works
fine in windows 7

On Wed, Jun 29, 2016 at 8:51 PM, Steven Caron  wrote:

> To anyone else listening... has anyone gotten PyQtForSoftimage working on
> Windows 10? If so what is your configuration... Softimage version, python
> version, pyqt or PySide version, etc.
>
> *written with my thumbs
>
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Re: Compositing app choice

2016-05-27 Thread Oscar Juarez
Maybe the custom tool in fusion might be interesting for you, you can do a
lot of per pixel operations.

On Fri, May 27, 2016 at 5:44 PM, Andres Stephens 
wrote:

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

2016-05-27 Thread Oscar Juarez
That is something that Arnold has never done, Refraction always comes with
solid alpha. Opacity on the other hand works as you want but probably is
not what you are after. The way to handle this is to render with your
background in 3d so it's seen through the refraction.



On Fri, May 27, 2016 at 5:56 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Hello Softimagers! :D
>
> I´ve been doing some quick test renders on arnold and I happen to come
> around a dead end:
> I know arnold property has to have "opaque" unchecked on the geometry in
> order to work the transparency from the shader (on the Refraction Scale = 1
> to be fully transparent, also I switched Diffuse Scale = 0).
>
> But when I preview alpha on the image, I still get an opaque geometry.
>
> The general idea, should be that by driving a % value, I can decrease the
> opacity on the mesh gradually via the arnold standard shader.
>
> Is there an easier way to do this?
> Please help.
> Thanks.
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: Change object visibility with another object?

2016-05-10 Thread Oscar Juarez
In my example scene, move the cube by the way.

On Tue, May 10, 2016 at 5:41 PM, Oscar Juarez 
wrote:

> You could try something like this:
>
> https://www.dropbox.com/s/273cpq5dmdyj0kd/ice_vis.zip?dl=0
>
> if any point is inside a volume the visibility get turns off. You could
> play with averages and thresholds so it fits better to your needs.
>
> On Tue, May 10, 2016 at 4:29 PM, Morten Bartholdy 
> wrote:
>
>> I would like to unhide a number of objects by animating a volume and as
>> the objects get to be inside that volume their visibility is set to 1.0.
>>
>> I can do this for instance by setting an expression on position on a
>> particular axis for the controlling object, but I don't know how to test if
>> the geometry is inside another one and if so set the visibility to 1.0
>>
>> I know that in ICE I can test if polygons are inside a volume and get a
>> boolean value from that, but it is per polygon so I can't find a way to set
>> object visibility with these values.
>>
>> Is there a simple way to do this either via expressions or in ICE?
>>
>>
>> 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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Re: Change object visibility with another object?

2016-05-10 Thread Oscar Juarez
You could try something like this:

https://www.dropbox.com/s/273cpq5dmdyj0kd/ice_vis.zip?dl=0

if any point is inside a volume the visibility get turns off. You could
play with averages and thresholds so it fits better to your needs.

On Tue, May 10, 2016 at 4:29 PM, Morten Bartholdy 
wrote:

> I would like to unhide a number of objects by animating a volume and as
> the objects get to be inside that volume their visibility is set to 1.0.
>
> I can do this for instance by setting an expression on position on a
> particular axis for the controlling object, but I don't know how to test if
> the geometry is inside another one and if so set the visibility to 1.0
>
> I know that in ICE I can test if polygons are inside a volume and get a
> boolean value from that, but it is per polygon so I can't find a way to set
> object visibility with these values.
>
> Is there a simple way to do this either via expressions or in ICE?
>
>
> Thanks - Morten
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Weight Tools

2016-03-22 Thread Oscar Juarez
You can create a plugin that adds the paths to the sys.path, it should be
loaded before all the other plugins.

On Tue, Mar 22, 2016 at 3:51 PM, Martin Yara  wrote:

> Thanks for your response.
>
> So far, after a couple of days fighting with PySide and Python, I've been
> able to reuse the GUI. In my tests, it works fine with Softimage 2013 and
> 2015.
>
> I couldn't use an external Python I don't know why, SI just kept crashing,
> so I installed Python 2.6, pywin and PySide and copied the PySide folders
> into Softimage's Python Lib\site-packages Folder. So far so good,
>
> Softimage 2015 also kept crashing with an external Python 2.7 so I did the
> same and it's working fine.
>
> Is there any way to just add these PySide to the Python path everytime
> Softimage starts up without modifying the setenv.bat ?
> I did something similar with Maya 2013 adding PySide folders with a simple
> sys.path.append, it would be cool to do it like this in Softimage so I only
> have to distribute a Workgroup folder without installing anything.
>
> Now I only have to convert the code to Softimage.
>
>
> Martin
>
>
> On Tue, Mar 22, 2016 at 7:14 PM, Cesar Saez  wrote:
>
>> You should be able to reuse the GUI as it is through PyQtForSoftimage
>> (it's a pretty lightweight implementation, kudos to the people involved),
>> but it requires the user to install the plugin + pyqt 4.8.x (I don't think
>> the plugin is compatible with recent versions of qt as there are a lot of
>> breaking changes on 5.x) and probably an external python 2.7... it's not a
>> big deal but if the intent is to distribute the tool it will probably be an
>> obstacle for a lot of people, or maybe the community is more tech savy
>> nowadays... who knows :)
>>
>> On Sat, Mar 19, 2016 at 2:47 AM, Martin Yara  wrote:
>>
>>> In Maya I'm using a heavily modified version of a script called
>>> skinWrangler.
>>> (I'm writing Maya Python like crazy these days, and to be honest, it's
>>> pretty cool. Tons of options with OpenMaya, Pymel and the old commands)
>>>
>>> https://github.com/chrisevans3d/skinWrangler
>>>
>>> Is there something like this already built and available for Softimage?
>>> I'm thinking in writing one but it would be much better if there is
>>> something already done.
>>>
>>> This GUI uses an xml and PySide for the GUI.
>>> Would it be possible to reuse this GUI in Softimage? I've never been
>>> into PySide in Softimage so I'm kinda clueless at the moment.
>>> Do I need to install an external Python ? (This project will be in SI
>>> 2013)
>>>
>>> Using only the Softimage PPGs to replicate it seems like a pretty big
>>> task.
>>>
>>> Thanks
>>>
>>> Martin
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
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Re: Very OT: for the love of your career.. try houdini

2016-01-11 Thread Oscar Juarez
Hey, I'm not Jordi, but the guides can be found on the sidefx site:

https://www.sidefx.com/index.php?option=com_content&task=view&id=2711&Itemid=418

Cheers
Oscar

On Mon, Jan 11, 2016 at 3:26 PM, Eric Turman  wrote:

> Hi Jordi,
>
> Did you ever assemble your Houdini migration notes into a PDF or an ebook?
>
> Cheers,
> -=Eric
>
>
> On Mon, Jan 4, 2016 at 6:52 AM, Gerbrand Nel  wrote:
>
>> Yeah Mantra has this ability to make the same looking render, take 4 min
>> or 2 hours, depending on your settings.
>> But for transparent stuff.. stay away!!! its worse than Arnold with
>> internal reflections.
>> Really can't stress enough how important blender has become for rendering
>> in my pipeline.
>> I've tested cycles against redshift, and octane, and in my tests, cycles
>> came out top.. plus its free!!
>> It's a real pain to learn yet another piece of software, especially
>> blender, but I don't think we can afford to ignore it any more.
>> If someone put a gun against my head and asked me to choose between
>> blender and maya as the only tool for the rest of my life, I would probably
>> go with blender.
>> At least its not #mylife's future looks bright bullshit.
>> If mantra can get gpu rendering for those smaller but annoying jobs, that
>> end up paying most of my bills, life would be sweet, Until then its a mix
>> between houdini and blender for me :)
>>
>>
>>
>>
>> On 04/01/2016 12:23, Tim Leydecker wrote:
>>
>>> Regarding rendering in Houdini.
>>>
>>> Currently, in H15 (15.0303) I´m finding UDIM support a bit limited, f.e.
>>> for all those cases where one
>>> would want to do adjustment stuff to a texture put inside a Cop2net and
>>> then pointing to that in a map slot.
>>>
>>> op:obj/cop2net/OUT
>>>
>>> The limitiation is that the file import available inside a cop2net
>>> dosn´t provide UDIM extension resolving,
>>> the workaround would be to do the adjustments to the UDIMS as if it was
>>> a sequence (e.g. 1001, 1002, etc)
>>> and then write the results out to file and link those as maps instead.
>>>
>>> That´s an extra step that could be seen desireable anyway, depending on
>>> where the hand-off line for assets is
>>> drawn between people/pipeline but still, I would prefer to be able to
>>> keep the adjustments live and quickly
>>> accessible directly from a map input slot, understood at a glance. A
>>> personal preference I guess and not yet
>>> checked against caveats in dependencies for a packaged/exported asset.
>>>
>>> All that´s obviously inspired by one of Rohan Dahlvi´s Houdini tutorials
>>> (he´s using that for editing an Hdr for lighting).
>>>
>>> --
>>>
>>> For general rendering, Mantra really feels like a brother from a
>>> different mother compared to Arnold.
>>>
>>> Same quirks when it comes to finding out how Normalmaps are interpreted,
>>> colorspace/tonemapping guesswork needed when
>>> driving stuff like the roughness and even similar types of rendering
>>> artifacts. Indirect bounce noise, gloss/reflect firelies, etc.
>>>
>>> One example is driving a roughness in a material with a texture that
>>> hasn´t been clamped a little bit. It´s easy enough to create
>>> fireflies with (ultra)blacks in that texture and end up trying to sample
>>> that away in rendering. Couple that with DOF and you
>>> find yourself using insane levels of pixel samples and noise threshold
>>> to get rid of those fireflies. Won´t work, check your roughness
>>> values, clamp to 0-1 (or 0.1-0.8) and find that you can save hours of
>>> render time...
>>>
>>> Like I said, it feels just like Arnold, the same user, the same problems
>>> :-)
>>>
>>> Cheers,
>>>
>>>
>>> tim
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> Am 03.01.2016 um 20:07 schrieb Gerbrand Nel:
>>>
 Yeah,, not to indie :(
 On 03/01/2016 20:27, Jordi Bares wrote:

> Ha ha ha….
>
> It is true, we are all getting spoiled by Redshift… but hey! that is
> coming to Houdini too!!!
>
> ;-)
> jb
>
>
> On 3 Jan 2016, at 19:22, Gerbrand Nel  wrote:
>>
>> Wow.. forgot about this rant :)
>> It's been about 9 months since I wrote that, and I'm still pretty
>> happy with houdini.
>> Only thing I don't like much as a freelancer is Mantra.
>> Like Jordi said, its probably comparable to Arnold. (I did a fur job
>> a few months ago, and it was allot faster than Arnold for what we wanted 
>> to
>> do)
>> Also like Jordi said, you can do some amazing things with mantra,
>> like distorting uvs with fractals at shader level (this has been blowing 
>> my
>> mind for the last few months)
>>
>> BUT... I get the feeling Mantra is designed for large productions,
>> where there is a farm to take the hits.
>> If you were spoiled by redshift, or octane, be prepared to pull some
>> hair out.
>> I render most of my simple jobs through blender (cycles is bloody
>> awesome!!!), and heavy things with volumes I do in mantra.
>>
>> This just happened while I

Re: cache disapearing at frame 2

2015-11-24 Thread Oscar Juarez
Are these clouds on referenced models? I had issues with clouds in
referenced models, getting the instances shape attribute wiped out when I
save the scene, so I've been forced to have cached clouds locally.

On Tue, Nov 24, 2015 at 1:30 PM, adrian wyer  wrote:

> on further investigation, it seems it's the instances that are falling
> off, if i create an ice tree on the cloud and set data- particle shape to
> box, the particles are there.h
>
>
>
>
>
> a
>
>
> --
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer
> *Sent:* 24 November 2015 12:16
> *To:* softimage@listproc.autodesk.com
> *Subject:* cache disapearing at frame 2
>
>
>
> hey guys, got a bunch of clouds reading cached particles, but between
> saves, somehing is getting unhooked in the mixer
>
>
>
> im getting all my particles on frame 1, but they disappear on frame 2, and
> for the rest of the sequence
>
>
>
> the files have size, so there's data there
>
>
>
> anyone come across this one???
>
>
>
> killing me!
>
>
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>
>


Re: Exporting Pointclouds to Houdini using Alembic.

2015-10-28 Thread Oscar Juarez
Ah yes, with that works as expected but with Crate they are passed as
Detail attributes

On Tue, Oct 27, 2015 at 10:47 PM, Dan Yargici  wrote:

> Hmmm... They worked fine for me in H14/Soft2015 using the factory Alembic
> exporter.
>
> DAN
>
> On Tue, Oct 27, 2015 at 11:09 PM, Oscar Juarez 
> wrote:
>
>> Custom attributes pass as an array detail attribute, or at least in my
>> case was like that, so you will have to do something else inside houdini to
>> pass them as per point data.
>>
>> On Tue, Oct 27, 2015 at 8:04 PM, Dan Yargici 
>> wrote:
>>
>>> Hey Cristobal.
>>>
>>> You need to make sure you force evaluation of the attributes you want to
>>> export.  It's absolutely required from my experience.
>>>
>>> Thankfully with 2015 you can just open the Attribute Editor and tick the
>>> 'Always Evaluate' column for the ones you need to export without having to
>>> resort to the tricks of old (iirc - don't have soft in front of me right
>>> now!).
>>>
>>> Hope it works for you.
>>>
>>> DAN
>>>
>>>
>>> On Tue, Oct 27, 2015 at 2:08 PM, Cristobal Infante 
>>> wrote:
>>>
>>>> Hi Dan,
>>>>
>>>> trying something similar today, did you manage to see "custom" ICE
>>>> attributes as well? the convert node is left default?
>>>>
>>>> Can't seem to see them in Houdini, it gives me some but not all of
>>>> them..
>>>>
>>>> On 11 October 2015 at 22:19, Dan Yargici  wrote:
>>>>
>>>>> Hi Ben,
>>>>>
>>>>> That's again for sharing this, very generous indeed.
>>>>>
>>>>> Would I be right in thinking that there's no version for 2015 on Linux?
>>>>>
>>>>> DAN
>>>>>
>>>>>
>>>>> On Fri, Oct 9, 2015 at 4:50 PM, Ben Houston  wrote:
>>>>>
>>>>>> Crate should work on standard point clouds pretty well.
>>>>>> -ben
>>>>>> Best regards,
>>>>>> Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
>>>>>> @exocortexcom)
>>>>>> https://Clara.io - Online 3D Modeling and Rendering
>>>>>>
>>>>>>
>>>>>> On Fri, Oct 9, 2015 at 6:23 AM, Dan Yargici 
>>>>>> wrote:
>>>>>> > Hello all.
>>>>>> >
>>>>>> > Has anyone had any luck exporting pointclouds from Soft to Houdini
>>>>>> using
>>>>>> > Alembic?
>>>>>> >
>>>>>> > I've tried all manner of combinations with the factory exporter and
>>>>>> Crate
>>>>>> > with all their varying options with exactly zero success.
>>>>>> >
>>>>>> > Any tips?
>>>>>> >
>>>>>> > Thanks,
>>>>>> >
>>>>>> > DAN
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>


Re: Exporting Pointclouds to Houdini using Alembic.

2015-10-27 Thread Oscar Juarez
Custom attributes pass as an array detail attribute, or at least in my case
was like that, so you will have to do something else inside houdini to pass
them as per point data.

On Tue, Oct 27, 2015 at 8:04 PM, Dan Yargici  wrote:

> Hey Cristobal.
>
> You need to make sure you force evaluation of the attributes you want to
> export.  It's absolutely required from my experience.
>
> Thankfully with 2015 you can just open the Attribute Editor and tick the
> 'Always Evaluate' column for the ones you need to export without having to
> resort to the tricks of old (iirc - don't have soft in front of me right
> now!).
>
> Hope it works for you.
>
> DAN
>
>
> On Tue, Oct 27, 2015 at 2:08 PM, Cristobal Infante 
> wrote:
>
>> Hi Dan,
>>
>> trying something similar today, did you manage to see "custom" ICE
>> attributes as well? the convert node is left default?
>>
>> Can't seem to see them in Houdini, it gives me some but not all of them..
>>
>> On 11 October 2015 at 22:19, Dan Yargici  wrote:
>>
>>> Hi Ben,
>>>
>>> That's again for sharing this, very generous indeed.
>>>
>>> Would I be right in thinking that there's no version for 2015 on Linux?
>>>
>>> DAN
>>>
>>>
>>> On Fri, Oct 9, 2015 at 4:50 PM, Ben Houston  wrote:
>>>
 Crate should work on standard point clouds pretty well.
 -ben
 Best regards,
 Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
 @exocortexcom)
 https://Clara.io - Online 3D Modeling and Rendering


 On Fri, Oct 9, 2015 at 6:23 AM, Dan Yargici 
 wrote:
 > Hello all.
 >
 > Has anyone had any luck exporting pointclouds from Soft to Houdini
 using
 > Alembic?
 >
 > I've tried all manner of combinations with the factory exporter and
 Crate
 > with all their varying options with exactly zero success.
 >
 > Any tips?
 >
 > Thanks,
 >
 > DAN

>>>
>>>
>>
>


Re: Paint skin weights on multiple meshes at once

2015-09-21 Thread Oscar Juarez
What I do in this case is model a fast "cage" using the same geometry or
with a new similar one, weight this one and then use gator to transfer the
weights to all the layers.

On Mon, Sep 21, 2015 at 10:34 AM, Alok Gandhi 
wrote:

> I did that before by combining (merging) the meshes into one, paint
> weights, once I am happy with the results, I would make copies of this mesh
> and delete the unwanted polys from each. This was a long time ago, so I am
> not sure if this works perfectly but still gives you a direction.
>
> On Mon, Sep 21, 2015 at 1:51 PM, Mirko Jankovic  > wrote:
>
>> There is probably someone smarter out there that can solve this but I was
>> also using GATOR as well for cases like this. Overlapping meshes are hell
>> to deal with :)
>>
>> On Mon, Sep 21, 2015 at 10:12 AM, Nicolas Esposito <3dv...@gmail.com>
>> wrote:
>>
>>> Hi guys,
>>>
>>> I usually rig game meshes which are, 99% of the time, a unique mesh
>>> without any fancy stuff in it.
>>>
>>> Currently I'm doing some weight paint on a high poly mesh wihch will be
>>> used in a game, but I find myself struggling sometimes because due to the
>>> overlapping geometry.
>>>
>>> Example: I have a vest and underneath that I have a shirt; on top of the
>>> vest there are a couple of belts.
>>> In theory the weight paint on them should be exactly the same so that,
>>> during the animation, the underneath geometry won't "pop up" because the
>>> two meshes have different weights assigned.
>>>
>>> So, is there a way to easily paint on different meshes at once so that
>>> the weight paint will be the same on multiple layers of geometry?
>>>
>>> I know that probably Gator will solve the issue, but first I would like
>>> to know if there is a proper way to accomplish skin weights without using
>>> Gator to do that.
>>>
>>> Cheers
>>>
>>> Nicolas
>>>
>>
>>
>
>
> --
>


Re: Softimage equivalent of mayabatch ?

2015-09-14 Thread Oscar Juarez
xsibatch has a flag "-script" to run a script you pass to the command line.

On Mon, Sep 14, 2015 at 3:26 PM, Martin Yara  wrote:

> I've only used xsibatch for rendering, can it also run scripts and
> commands without opening the GUI like mayabatch? I guess I'll have to
> investigate and play a little with it.
>
> Thanks
>
> Martin
>
> On Mon, Sep 14, 2015 at 10:08 PM, Mike Donovan 
> wrote:
>
>> xsi*batch ?*
>> --
>> *From:* softimage-boun...@listproc.autodesk.com [
>> softimage-boun...@listproc.autodesk.com] on behalf of Martin Yara [
>> furik...@gmail.com]
>> *Sent:* Monday, September 14, 2015 9:01 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Softimage equivalent of mayabatch ?
>>
>> Is there anything similar to mayabatch?
>>
>> I had to convert a lot of data from SI to Maya so I wrote something to
>> export from Softimage to Maya and applying some commands to clean up the
>> data and automatize the conversion. I'm using mayabatch.exe so it won't
>> open Maya's GUI speeding up a lot the conversion work.
>>
>> Besides some problems like the log flag don't working if I use
>> XSIUtils.LaunchProcess (I have to use WScript.Shell if I want a log file),
>> It's working pretty good, now I'm converting characters data to Maya
>> project folders with clean ma files without having to open Maya at all. It
>> would be nice to be able to do it from Maya to Softimage.
>>
>> Thanks,
>>
>> Martin
>>
>>
>> GOGREEN Climate Protection with DHL: please consider your environmental
>> responsibility before printing this email.
>>
>> This email is intended exclusively for the individual or entity to which
>> it is addressed. This communication may contain information that is
>> proprietary, privileged or confidential. If you are not the named
>> addressee, you are not authorized to read, print, retain, copy or
>> disseminate this message or any part of it. If you have received this
>> message in error, please notify the sender immediately by email and delete
>> all copies of the message.
>>
>
>


Re: Knowing if you are front-face or back-face of a polygon.

2015-09-10 Thread Oscar Juarez
Get closest location to the grid, subtract this location position from the
particle position, dot product to the location normal, depending on the
value you can know if it's back face or front face.
On Sep 10, 2015 8:58 AM, "Olivier Jeannel"  wrote:

> That's something I've wondered for while and since I'm waiting in a
> starbuck...
> Let's say you have a fied of particles. In the middle of the field you put
> a grid.
> How do I recognize the particles that are on the front side and the
> particles that are on the back side of the grid ?
>
> :)
>


Re: How To Suppress Action Connection Resolution Dialog

2015-09-09 Thread Oscar Juarez
Don't know which version you are using, but this is copied from the 2014
docs, the last parameter from AddClip, tells the command to ignore missing
connections and the dialog itself:
IgnoreMissingConnectionsBoolean
If
true, ignores missing connections by skipping the connection resolution
dialog.

Default Value: False

On Wed, Sep 9, 2015 at 7:52 PM, Avinash Sunnasy  wrote:

> Hello all,
>
>
>
> I’m trying to use the AddClip function.
>
>
>
> http://softimage.wiki.softimage.com/sdkdocs/AddClip.htm
>
>
>
> Unfortunately, a popup dialog named Action Connection Resolution is
> displayed.
>
>
>
> Is there any way to bypass the dialog and continue with the command
> operation as though I pressed connect in the dialog?
>
>
>
> Thanks,
>
>
>
> Avinash.
>
>
>


Re: SoftimageExplosiaFX released

2015-09-04 Thread Oscar Juarez
>From this same thread, Oleg (the author of the plugin) answered:

"Hey guys,
AFAIK RS still have no heterogeneous volumetrics yet so right now it is
possible to render fluids only in mentalray(or better in  arnold if you
have it)
regards,
Oleg"



On Thu, Sep 3, 2015 at 8:48 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> I was asked if this works with redshift? I replied: every simulator comes
> with it´s own "viewer/render".
> So what´s the correct (tech) answer there?
> Thanks. :)
>
> On Thu, Sep 3, 2015 at 7:59 AM, Oscar Gonzalez Diez <
> oscar.g.d...@gmail.com> wrote:
>
>> Thank you so much Oleg!  This is a real treat for us soft users ... I had
>> a  play with it yesterday I'm very impressed so far with what you can do
>> and the simplicity of the workflow, big kudos.
>>
>>
>>
>> On Wed, Sep 2, 2015 at 7:12 PM, Oleg Bliznuk  wrote:
>>
>>> Hi all,
>>>
>>> I am glad to present a new Softimage plugin for simulating fluid
>>> dynamics - Softimage ExplosiaFX.
>>> Check it out here: [url]www.blackcore.technology/softimage_efx[/url]
>>>
>>> Considering the Softimage EOL i should clarify that license for this
>>> release will be usable (as free upgrade) with the second wave which i
>>> believe will be in Fabric Engine (i am currently investigating a few
>>> options and FE looks like a perfect environment for further work).
>>>
>>> The current build is for Windows only, but i am working on port to
>>> Centos linux and any compliant to it.
>>> The package includes Arnold shaders as well as Mentalray fallback and
>>> these shaders are provided as free (unlimited seats).
>>>
>>> For more details please visit the product page.
>>>
>>> best regards,
>>> Oleg
>>>
>>
>>
>>
>> --
>> Oscar González Diez
>> oscargonzalez.tv
>> wall.oscargonzalez.tv
>> vimeo.com/oscargonzalez
>>
>
>
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>


A bit OT - Kraken issues

2015-08-31 Thread Oscar Juarez
Hello Eric and Phil,

I don't know if this list is the correct place to send issues and questions
about Kraken, if not, where would be a good place? On the github page for
the project?

Right now I started testing it and everything works as expected, opening
the editor, building guides and building rigs.

The rigs work, although in Softimage much slower than in Maya at least with
the Fabrice rig, if I save the scene and close it and re-open, the rig
stops working, still interaction is like before, but the deformers are not
moving anymore, I guess it is still evaluating but something gets
disconnected.

In maya this is not the case, I can save and re-open and everything still
works. I checked and the spliceOps in the cmpOut nulls and deformers are
still there, but somehow they are not working.

Does this ring any bell? I'm using Fabric 1.15.2 and the latest Kraken.

Thanks in advance
Oscar Juarez


Re: Release the Kraken! v1.0

2015-08-12 Thread Oscar Juarez
Congrats! Looking forward to test it!

On Wed, Aug 12, 2015 at 4:02 AM, Jeremie Passerin 
wrote:

> Congrats guys!
> Nice work and nice presentation.
>


Re: extracting normal/vector map from highres geo?

2015-08-03 Thread Oscar Juarez
Here the guys use xNormal for all the detail extraction, is an standalone
app but works good.

On Mon, Aug 3, 2015 at 2:49 PM, Rob Wuijster  wrote:

> Hi all,
>
> I'm fiddling with photo>3d mesh software atm (Agisoft Photoscan), and was
> wondering if someone has some tips on how to properly extract the detail
> information into a normal/vector maps for rendering.
>
> --
>
> cheers!
>
> Rob
> \/-\/\/
>
>


Re: average a texture map to vertex map

2015-05-27 Thread Oscar Juarez
Don't worry! Hope it helps.


Re: average a texture map to vertex map

2015-05-22 Thread Oscar Juarez
Hey Gerbrand,

Here is a scene file with a simple example.

https://www.dropbox.com/s/mtxishmig50w7x6/averageColorPerPoly.scn?dl=0

On Fri, May 22, 2015 at 9:19 AM, Gerbrand Nel  wrote:

>  Hey Oscar
> Sorry for the stoopid question, but how would I use the info in that link
> if I want to apply it to color?
> Thanks
> G
>
>
> On 22/05/2015 04:56, Gerbrand Nel wrote:
>
> Thanks guys. I figured it out in houdini by some miracle, but I might come
> back to soft, so this helps allot.
>
> On Thu, May 21, 2015 at 11:55 AM, Oscar Juarez 
> wrote:
>
>> Here is how you can move vertex to poly data as an array and then you can
>> average that array to get a solid color per face
>> http://xsisupport.com/2013/11/28/copying-vertex-attributes-to-polygons/
>>
>> On Thu, May 21, 2015 at 11:43 AM, Simon Reeves 
>> wrote:
>>
>>> Have to use 'node' stuff when it comes to vertex colours it seems, I
>>> don't know much about that, though I managed to get texture map > vertex
>>> colours
>>>
>>> [image: Inline images 2]
>>>
>>>  Then I read again and thought that might only be 50% of the way there,
>>> vertex colours may not be that helpful if you want color per poly? How
>>> would you do that... Bevel ;) kinda works..
>>>
>>>  [image: Inline images 1]
>>>
>>>
>>>
>>>
>>> Simon Reeves
>>> London, UK
>>>  *si...@simonreeves.com *
>>> *www.simonreeves.com <http://www.simonreeves.com>*
>>> *www.analogstudio.co.uk <http://www.analogstudio.co.uk>*
>>>
>>> On 21 May 2015 at 04:59, Gerbrand Nel  wrote:
>>>
>>>>Hey guys.
>>>>  I have to camera project footage onto a low poly object, and then
>>>> average all the colors per polygon to set the color of each polygon.
>>>>  I thought of using particles colored by the emitters texturemap, but I
>>>> cant figure out how to average the colors per polygon, and then set it to
>>>> the vertex color.
>>>>  As always I need to solve this problem yesterday, so any help would be
>>>> awesome.
>>>>  Thanks smart people!
>>>>  G
>>>>
>>>
>>>
>>
>
>


Re: average a texture map to vertex map

2015-05-21 Thread Oscar Juarez
Here is how you can move vertex to poly data as an array and then you can
average that array to get a solid color per face
http://xsisupport.com/2013/11/28/copying-vertex-attributes-to-polygons/

On Thu, May 21, 2015 at 11:43 AM, Simon Reeves 
wrote:

> Have to use 'node' stuff when it comes to vertex colours it seems, I don't
> know much about that, though I managed to get texture map > vertex colours
>
> [image: Inline images 2]
>
> Then I read again and thought that might only be 50% of the way there,
> vertex colours may not be that helpful if you want color per poly? How
> would you do that... Bevel ;) kinda works..
>
> [image: Inline images 1]
>
>
>
>
> Simon Reeves
> London, UK
> *si...@simonreeves.com *
> *www.simonreeves.com *
> *www.analogstudio.co.uk *
>
> On 21 May 2015 at 04:59, Gerbrand Nel  wrote:
>
>> Hey guys.
>> I have to camera project footage onto a low poly object, and then average
>> all the colors per polygon to set the color of each polygon.
>> I thought of using particles colored by the emitters texturemap, but I
>> cant figure out how to average the colors per polygon, and then set it to
>> the vertex color.
>> As always I need to solve this problem yesterday, so any help would be
>> awesome.
>> Thanks smart people!
>> G
>>
>
>


Re: Alembic Crate workflow - what do you guys do?

2015-04-22 Thread Oscar Juarez
I agree with Simon, if it's only for rendering I would export just the
geometry with flattened hierarchy and transforms, will be a light cache
that way if you don't have any deformations.

On Wed, Apr 22, 2015 at 1:34 PM, Simon Reeves  wrote:

> How much rig are you keeping in XSI for your render model?
>
> Personally I would prefer to only export the meshes from maya, without
> hierarchy (and have none in xsi).
>
> Doing that with crate doesn't *only* export deforming point caches, it
> will export kinematics if the object is being animated in a hierarchy
>
> I did a simple test like that
>
> *- Null* (animated)
> *  - Null* (animated)
> *- Geo* <-- export without hierarchy as point cache only
>
> [image: Inline images 2]
>
> XSI:
> *Model*
> * - Geo*
>
> Select the *Model* import alembic with these settings
>
>  [image: Inline images 1]
> That should attach the cache to any objects in the selected model (import
> root selection) that match the object names in the .abc file
>
> strip namespaces (likely you need to)
> add the time control to the model rather than scene root (optional)
>
> And that attached cache to the kinematics so the object is rotating not
> just deforming.
>
> I hope that's helpful! Sorry if it's too simplistic!
>
>
>
>
>
>
>
> Simon Reeves
> London, UK
> *si...@simonreeves.com *
> *www.simonreeves.com *
> *www.analogstudio.co.uk *
>
> On 22 April 2015 at 09:23, Morten Bartholdy  wrote:
>
>>   I have a complex vehicle which is animated in Maya and needs to be
>> exported to Softimage for shading and rendering. I am using Crate for
>> export and import, having a shaded Master model in Softimage and attaching
>> animation only to the existing geometry. There are some snags though, and
>> the Crate documenTation is kind of slim on this, so I thought I would ask
>> the Alembic savvy people here.
>>
>>
>>The model is rigged so rigid geometry is constrained to a hierarchial
>> rig which is then animated. Hierarchial meaning for instance a crane arm
>> with several hinged parts. There are deformed tubes which are part of the
>> crane arm, so eventually I need  pointcache  as well as SRT exported.
>>
>>
>>When I use the built in Maya alembic exporter I get almost all of the
>> animation, but it seems certain constraints are nok baked and exported,
>> plus a few parts jump to wrong positions where identically named parts
>> (with individual numbering) are positioned. Using Crate I can export the
>> geometry with animation and import the whole thing fine, but when I try
>> attaching the same file animation to existing geometry (the shaded master
>> model) I only get the top hierarchy controllers SRT. The naming is
>> identical and I strip Maya namespaces, so that should not be a factor.
>>
>>
>>How do you guys manage a Crate workflow similar to this and are there
>> any particular pitfalls, or do's and don'ts? Specifically I fail to find
>> the various export options comprehensively documented, so it is a bit
>> unclear how to be sure to export pointcache for deformed objects and SRT
>> for rigid ones.
>>
>>
>>Any insight in this wil be much appreciated - thanks!
>>
>>
>>Cheers
>>
>>  Morten
>>
>>
>>
>


Re: ICE Syflex conversion to animation clip?

2015-04-17 Thread Oscar Juarez
If you are losing your "mySpriteID" when caching, visualize it in the
viewport before caching, ICE optimizations sometimes will throw away
attributes even if you specified that they should be cached, by visualizing
them you are forcing ICE not to throw them away.

On Fri, Apr 17, 2015 at 1:00 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> Hi group. :) I´ve been trying to cache a 4 by 3 grid with syflex ICE
> simulation with the cache manager. The grid has an extra operator:
> turbulize mesh, on top of it.
> I´m trying to instance this geometry for a pointcloud. It´s basically an
> emitter emitting different pictures from an image sequence. 1 per picture.
>
> Since I´m instancing a grid with a live simulation, it´s heavy on the
> scene once I cross the 300 particles emmited. I´d like to cache it. So I
> use the cache manager, write and then read to the point cloud. But I loose
> mySpriteID attributes (even though I select and cache all attributes on the
> cache´s list), and when I playback I see each frame turning each particle,
> with each picture from the image sequence. Frame 1 all instances show
> picture 1, Frame 2, all instances show picture 2...etc...
>
> I thought to use the displacement control instance node but then I get the
> same behavior on the material id than previously described when I cache.
>
> My question is: How to turn a live Syflex animation (wind, gravity,
> bend...etc..) with turbulize mesh operator into an animation clip? so I can
> offset and not worry about materials playing as repeated sources?
>
> Any direction that will help me to point a method, would be greatly
> appreciated.
> Thanks.
> David.
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>


Re: Alembic workflow?

2015-04-13 Thread Oscar Juarez
Yes that is Softimage to Softimage, but it would also apply from Maya to
Softimage, you can also get Crate for Maya, the only consideration you must
have is your naming, and the paths inside the alembic file, with crate you
are able to flatten the hierarchy and avoid exporting the parent name so
you end up with an alembic file which only contains your mesh objects in
it, so then you can apply it relative to any model or container you want.

For example you have this in maya
GroupName
- Mesh1
- Mesh2

You end up with an alembic file which only contains the meshes.
- Mesh1
- Mesh2

Then with crate you can select to which container to apply it and you just
have to worry about your mesh names.
ModelName
- Mesh1
- Mesh2

We have some tools to avoid doing this manually for several assets, but if
you keep the same container names in both Maya and Softimage you can export
one alembic file for diferent assets which include the container name.

On Mon, Apr 13, 2015 at 12:11 PM, Morten Bartholdy 
wrote:

>   I take it this is a Softimage to Softimage workflow where the rigging
> and animation an notably the alembic export happens from Soft, via Crate!?
>
>
>The workflow makes good sense and is what I hoped to hear, but I am
> not quite sure how to implement it so I apply Maya alembic animation to a
> Softimage referenced model. I have little experience with alembic workflow
> as I am on 2013SP1 so I have just recently picked up Crate for use in
> production.
>
>
>MB
>
>
>
>
> Den 13. april 2015 kl. 11:57 skrev Oscar Juarez :
>
>
>   What we do with Crate is we have a rigged asset and a render asset, the
> render asset is reading the geometry from an alembic file and we load as a
> referenced model into the lighting scenes, then we apply the alembic cache
> to that, Crate is smart enough to do point cache or transform cache, so
> even if it's a lot of points and they are not deforming they should save
> the only transformations and caches should be small if you do a pure cache
> file.
>
> So you have two levels of referencing, softimage reference model which
> will hold the objects and shaders, and the alembic files which hold the
> transforms, point caches and geometries. I've had scenes where I have even
> changed the geometry completely of an asset as long as your naming is
> consistent everything should work.
>
>  On Mon, Apr 13, 2015 at 11:43 AM, Morten Bartholdy < x...@colorshopvfx.dk
> > wrote:
>
>   Hi there - I am used to ref model workflow where I have a master scene
> with the shaded and rigged model which then refs in to a number of shots
> where it is animated. Now I am importing alembic shots from Maya where the
> same vehicle with a gazillion parts has been animated. It is a rigid thing
> with hinges and rotating parts so we are not pointcaching.
>
>
>Is there a clever workflow which will allow me to shade and texture
> this thing once and use for each alembic shot, or will I have to possibly
> script grouping of parts and subsequent shading and texturing per shot? How
> do you guys handle such a scenario?
>
>
>Thanks
>
>  Morten
>
>
>
>
>
>
>
>


Re: Alembic workflow?

2015-04-13 Thread Oscar Juarez
What we do with Crate is we have a rigged asset and a render asset, the
render asset is reading the geometry from an alembic file and we load as a
referenced model into the lighting scenes, then we apply the alembic cache
to that, Crate is smart enough to do point cache or transform cache, so
even if it's a lot of points and they are not deforming they should save
the only transformations and caches should be small if you do a pure cache
file.

So you have two levels of referencing, softimage reference model which will
hold the objects and shaders, and the alembic files which hold the
transforms, point caches and geometries. I've had scenes where I have even
changed the geometry completely of an asset as long as your naming is
consistent everything should work.

On Mon, Apr 13, 2015 at 11:43 AM, Morten Bartholdy 
wrote:

>   Hi there - I am used to ref model workflow where I have a master scene
> with the shaded and rigged model which then refs in to a number of shots
> where it is animated. Now I am importing alembic shots from Maya where the
> same vehicle with a gazillion parts has been animated. It is a rigid thing
> with hinges and rotating parts so we are not pointcaching.
>
>
>Is there a clever workflow which will allow me to shade and texture
> this thing once and use for each alembic shot, or will I have to possibly
> script grouping of parts and subsequent shading and texturing per shot? How
> do you guys handle such a scenario?
>
>
>Thanks
>
>  Morten
>
>
>
>
>
>


Re: File size limit for Softimage?

2015-04-09 Thread Oscar Juarez
If you load it through crate, and leave the op live, the geometry will be
streamed from disk so your scene file will be very light, and you avoid the
file size limit problem.

On Thu, Apr 9, 2015 at 5:38 PM, Mario Reitbauer 
wrote:

> Yes there is a file size limit in Si2013.
>
> With Si2014 upwards you can safe files up to 4GB, in 2013 it probably was
> only 2 GB.
>
> Have you tried loading everything as Alembic instead of fbx ?
> Freezing the geo after importing. Making Quads out of the polys.
> Deleting unused clusters (normals and whatever).
>
> 55mio doesnt sound too much to me, should easily fit into a 2gb scene.
>


Re: OT: Modo 901 Sneak Peek

2015-04-08 Thread Oscar Juarez
I guess the price increase for new seats is because now includes mesh
fusion, which before was $350 as far as I remember.

On Wed, Apr 8, 2015 at 10:15 AM, Phil Williams  wrote:

> The product page says this for new purchases:
>
> - Purchase 801 now (at 801 prices), and you’ll automatically get upgraded
> to 901 for free when it ships.
>
>
> On 8 April 2015 at 01:19, Mario Reitbauer 
> wrote:
>
>> Well what I see so far is that they increased the price by 300$ for new
>> seats.
>>
>> And I feel the same as you. Waiting for Animation and Rigging
>> enhancements.
>>
>> 2015-04-08 2:10 GMT+02:00 Ed Schiffer :
>>
>>> https://vimeo.com/124320824
>>>
>>> http://www.thefoundry.co.uk/products/modo/latest-version
>>>
>>>
>>> it only shows modeling and UV new features.
>>> seems great, but don't know if should wait for more rigging and
>>> animation ones..
>>>
>>
>>
>


Re: cartoon eye rig

2015-03-24 Thread Oscar Juarez
Just a quick shot in the dark, constrain the lattice or parent to whatever
is driving your head position, this will offset the lattice deformations to
be relative to the head even if your lattice is being deformed too.

On Tue, Mar 24, 2015 at 3:43 PM, Kris Rivel  wrote:

> Rigging question...have a cartoony character and giving him the ability to
> have his eye stretch if you pull his eyelid/brow area up or down. It
> working great and looks nice..until I rotate the head and I get a double
> deform thing going on. I've tried changing the order of operators but
> nothing works. I have the eye enveloped to a null which moves around to
> rotate the eye "inside" a lattice. This lattice deforms with the eye socket
> so that the eye can roll around "inside" the cage and have the deformed
> shape when rotating. I'm hoping there's a simple solution to this? Thanks!
>
> Kris
>


Re: How to fix degenerate polygons?

2015-03-24 Thread Oscar Juarez
The script only selects the bad polygons, also the one on the blog, they
don't do anything else, this will let you identify the polygons that are
the problem, but then you have to decide what to do. If the issue comes
from overlapping points maybe even a very small smooth might move them
apart and avoid the zero area without changing topology.

On Tue, Mar 24, 2015 at 11:10 AM, Morten Bartholdy 
wrote:

>   Thanks a lot Oscar - I will give both methods a shot and see what
> happens.
>
>
>Morten
>
>
>
> Den 24. marts 2015 kl. 10:45 skrev Oscar Juarez :
>
>
>   this should fix the script, it will select all the polygons that are
> wrong
>
>  si = Application
> epsilon = 0.1
>
> # Get PolygonArea DataArray (which is a tuple)
> sel = si.Selection(0)
> attr = sel.ActivePrimitive.GetICEAttributeFromName( "PolygonArea" )
> areaData = attr.DataArray
>
> #
> # Find the indices of the bad polys
> #
> bad = [ x for x,y in enumerate( areaData ) if y < epsilon]
>
> # Select the degenerates with a string like 'cube.poly[112,114,155]'
> str_indices = '%s.poly[%s]' % (sel.FullName, ','.join(str(i) for i in bad))
> si.SelectGeometryComponents(str_indices)
>
>  On Tue, Mar 24, 2015 at 10:38 AM, Oscar Juarez <
> tridi.animei...@gmail.com > wrote:
>
> As the blog post says, degenerate polygons most of the time are zero area
> polys, a filter points with a very small distance have solved this kind of
> issues for me on the past, but since your geometry is deformed you have to
> check if it doesn't break your plotted shape or if it doesn't break other
> things.
>
>  On Tue, Mar 24, 2015 at 9:44 AM, Morten Bartholdy < x...@colorshopvfx.dk
> > wrote:
>
>I have a scene which crashes more or less randomly and Arnold prints
> an error that there are degenerate polygons in the scene. The geometry
> consist of 3600 simple cubes which are imported from an alembic file
> generated in Cinema4D, so manually examining every object is not really an
> option. So my question is how to fix the degenerate polygons? I found this
> script:
> http://xsisupport.com/2013/03/13/finding-degenerate-polygons-by-area/ ,
> but it fails with an error:
>
>
>This is what I ran:
>
>
>   si = Application
> epsilon = 0.1
>
> # Get PolygonArea DataArray (which is a tuple)
> attr = si.Selection(0).ActivePrimitive.GetICEAttributeFromName(
> "PolygonArea" )
> areaData = attr.DataArray
>
> #
> # Find the indices of the bad polys
> #
> bad = [ x for x,y in enumerate( areaData ) if y < epsilon]
>
> # Select the degenerates with a string like 'cube.poly[112,114,155]'
> si.SelectGeometryComponents( 'Null2.Cube_[%s]' % ','.join(str(i) for i in
> bad) )
>
>
>
>
>
>- and the error:
>
>
>   Application.SelectMembers("abc_Tiles", "", "")
> # ERROR : 2000 - Argument 0 (SelectionList) is invalid
> # ERROR : 2001-SELE-SelectGeometryComponents - Argument 0 is invalid
> Application.SelectGeometryComponents("Null2.Cube_[]")
> # ERROR : Traceback (most recent call last):
> # File "

Re: How to fix degenerate polygons?

2015-03-24 Thread Oscar Juarez
this should fix the script, it will select all the polygons that are wrong

si = Application
epsilon = 0.1

# Get PolygonArea DataArray (which is a tuple)
sel = si.Selection(0)
attr = sel.ActivePrimitive.GetICEAttributeFromName( "PolygonArea" )
areaData = attr.DataArray

#
# Find the indices of the bad polys
#
bad = [ x for x,y in enumerate( areaData ) if y < epsilon]

# Select the degenerates with a string like 'cube.poly[112,114,155]'
str_indices = '%s.poly[%s]' % (sel.FullName, ','.join(str(i) for i in bad))
si.SelectGeometryComponents(str_indices)

On Tue, Mar 24, 2015 at 10:38 AM, Oscar Juarez 
wrote:

> As the blog post says, degenerate polygons most of the time are zero area
> polys, a filter points with a very small distance have solved this kind of
> issues for me on the past, but since your geometry is deformed you have to
> check if it doesn't break your plotted shape or if it doesn't break other
> things.
>
> On Tue, Mar 24, 2015 at 9:44 AM, Morten Bartholdy 
> wrote:
>
>>   I have a scene which crashes more or less randomly and Arnold prints
>> an error that there are degenerate polygons in the scene. The geometry
>> consist of 3600 simple cubes which are imported from an alembic file
>> generated in Cinema4D, so manually examining every object is not really an
>> option. So my question is how to fix the degenerate polygons? I found this
>> script:
>> http://xsisupport.com/2013/03/13/finding-degenerate-polygons-by-area/ ,
>> but it fails with an error:
>>
>>
>>This is what I ran:
>>
>>
>>   si = Application
>> epsilon = 0.1
>>
>> # Get PolygonArea DataArray (which is a tuple)
>> attr = si.Selection(0).ActivePrimitive.GetICEAttributeFromName(
>> "PolygonArea" )
>> areaData = attr.DataArray
>>
>> #
>> # Find the indices of the bad polys
>> #
>> bad = [ x for x,y in enumerate( areaData ) if y < epsilon]
>>
>> # Select the degenerates with a string like 'cube.poly[112,114,155]'
>> si.SelectGeometryComponents( 'Null2.Cube_[%s]' % ','.join(str(i) for i in
>> bad) )
>>
>>
>>
>>
>>
>>- and the error:
>>
>>
>>   Application.SelectMembers("abc_Tiles", "", "")
>> # ERROR : 2000 - Argument 0 (SelectionList) is invalid
>> # ERROR : 2001-SELE-SelectGeometryComponents - Argument 0 is invalid
>> Application.SelectGeometryComponents("Null2.Cube_[]")
>> # ERROR : Traceback (most recent call last):
>> # File "

Re: How to fix degenerate polygons?

2015-03-24 Thread Oscar Juarez
As the blog post says, degenerate polygons most of the time are zero area
polys, a filter points with a very small distance have solved this kind of
issues for me on the past, but since your geometry is deformed you have to
check if it doesn't break your plotted shape or if it doesn't break other
things.

On Tue, Mar 24, 2015 at 9:44 AM, Morten Bartholdy 
wrote:

>   I have a scene which crashes more or less randomly and Arnold prints an
> error that there are degenerate polygons in the scene. The geometry consist
> of 3600 simple cubes which are imported from an alembic file generated in
> Cinema4D, so manually examining every object is not really an option. So my
> question is how to fix the degenerate polygons? I found this script:
> http://xsisupport.com/2013/03/13/finding-degenerate-polygons-by-area/ ,
> but it fails with an error:
>
>
>This is what I ran:
>
>
>   si = Application
> epsilon = 0.1
>
> # Get PolygonArea DataArray (which is a tuple)
> attr = si.Selection(0).ActivePrimitive.GetICEAttributeFromName(
> "PolygonArea" )
> areaData = attr.DataArray
>
> #
> # Find the indices of the bad polys
> #
> bad = [ x for x,y in enumerate( areaData ) if y < epsilon]
>
> # Select the degenerates with a string like 'cube.poly[112,114,155]'
> si.SelectGeometryComponents( 'Null2.Cube_[%s]' % ','.join(str(i) for i in
> bad) )
>
>
>
>
>
>- and the error:
>
>
>   Application.SelectMembers("abc_Tiles", "", "")
> # ERROR : 2000 - Argument 0 (SelectionList) is invalid
> # ERROR : 2001-SELE-SelectGeometryComponents - Argument 0 is invalid
> Application.SelectGeometryComponents("Null2.Cube_[]")
> # ERROR : Traceback (most recent call last):
> # File "

Re: Crashing with unknown error message.

2015-03-19 Thread Oscar Juarez
I've had that error before, and was something with arnold crashing, the
alembic files were not really the cause of the error, and I only had it in
the farm also, so maybe check your configuration for arnold on the farm, I
can't remember exactly what was the culprit but it happened when I upgrade
arnold. Here is also a thread that talks about this.

https://groups.google.com/forum/#!topic/exocortex-alembic/j4FhGcVaToU

On Thu, Mar 19, 2015 at 2:02 PM, Eric Thivierge 
wrote:

>  Hopefully your geometry isn't that heavy...
>
>1. Select the mesh.
>2. Freeze Modeling (Make sure alembic topo op gets frozen)
>3. Use the Animate > Tools > Plot > Shape.
>4. Delete Alembic PolyMesh Op off of the mesh.
>
> Eric T.
>
>
> On 3/19/2015 8:58 AM, Morten Bartholdy wrote:
>
>  Hmm - does someone here know - is it possible to clone the alembic
> geometry and bake it to shapes, effectively making the geometry local in
> the scene?
>
>
>Morten
>
>
>
>
>
>
> Den 19. marts 2015 kl. 13:45 skrev "Leendert A. Hartog"
>  :
>
> > This won't help you any, I'm afraid (sorry),
> > but, if I am reading this correctly, this appears to be a known issue
> > with Alembic:
> > https://code.google.com/p/alembic/issues/detail?id=336
> >
> > Greetz
> > Leendert
> >
> > --
> >
> > Leendert A. Hartog AKA Hirazi Blue
> > Administrator NOT the owner of si-community.com
> >
>
>
>


Re: akeytsu animation software demo

2015-02-24 Thread Oscar Juarez
Great to know Stephen!

On Tue, Feb 24, 2015 at 4:39 PM, Stephen Blair 
wrote:

> The docs are wrong:
>
> Application.SetValue("preferences.scripting.msglogverbose", True, "")
> # VERBOSE : SelectionChange_OnEvent called
> # VERBOSE : ChangeType: 0
> Application.SelectObj("grid", "", "")
> # VERBOSE : SelectionChange_OnEvent called
> # VERBOSE : ChangeType: 0
> Application.SelectObj("polymsh", "", "")
>
> That's with an event plugin generated with the Event Wizard
>
> On Tue, Feb 24, 2015 at 10:26 AM, Oscar Juarez 
> wrote:
>
>> And according to the docs, the onSelectionChange Event is only available
>> inside the Custom Display Host.
>>
>> On Tue, Feb 24, 2015 at 3:47 PM, Jordi Bares Dominguez <
>> jordiba...@gmail.com> wrote:
>>
>>> “writing” is the key word here.
>>>
>>> jb
>>>
>>>
>>> On 24 Feb 2015, at 13:32, Alan Fregtman  wrote:
>>>
>>> You can do something like that by writing a selection change event that
>>> looks for a specific property on the object for what to select instead; a
>>> kind of "selection proxy", if you will.
>>>
>>> On Fri, Feb 20, 2015, 7:12 PM Greg Punchatz  wrote:
>>>
>>>> ^^THAT^^  I have been talking about interacting wanting to have the
>>>> mesh have hot spots for years.. please get rid of all that visual clutter
>>>> between me and my character.
>>>>
>>>>
>>>> G
>>>>
>>>> On Fri, Feb 20, 2015 at 6:04 PM, Eugene Flormata 
>>>> wrote:
>>>>
>>>>> I hope something revolutionary comes out for rigging/ animation comes
>>>>> out like
>>>>> zbrush did to modeling.
>>>>>
>>>>> https://vimeo.com/103633309
>>>>> this one sure is neat
>>>>>
>>>>> On Fri, Feb 20, 2015 at 4:05 AM, Stefan Kubicek 
>>>>> wrote:
>>>>>
>>>>>>  I was looking forward to this one too.
>>>>>> They wanted to release in fall last year, but are delayed as it seems.
>>>>>> From its description it looks like a technical preview of what could
>>>>>> be achieved with Fabric's Kraken one day, at least as  far as 
>>>>>> encapsulation
>>>>>> and rig complexity is concerned :-)
>>>>>>
>>>>>> There is also this: http://en.esotericsoftware.com/spine-in-depth
>>>>>>
>>>>>> but it's strictly 2D.
>>>>>>
>>>>>> Yes !!! i was looking for this the other day, but couldn't remember
>>>>>> the name.
>>>>>>
>>>>>> On 19 February 2015 at 14:00, Marco Peixoto  wrote:
>>>>>>
>>>>>>> Really need to try it on, so far im not impressed on its UI, but of
>>>>>>> course its a first impression and its "outside" of what im used so I 
>>>>>>> think
>>>>>>> its a bit normal :)
>>>>>>>
>>>>>>> Now it seems it only exports FBX and I guess its more targeted for
>>>>>>> Game Animation, since the rig is Pre Built and doesn't seem to have 
>>>>>>> extra
>>>>>>> deformation than the regular Bone Chains.
>>>>>>>
>>>>>>> Nevertheless its a vey welcome adition to the field of CA Maya
>>>>>>> dominated :D
>>>>>>>
>>>>>>> On Thu, Feb 19, 2015 at 8:42 AM, Oscar Juarez <
>>>>>>> tridi.animei...@gmail.com> wrote:
>>>>>>>
>>>>>>>> It looks like a very interesting software, working on bare bones
>>>>>>>> with nice manipulation modes. With a traditional animation approach.
>>>>>>>>
>>>>>>>> https://www.youtube.com/watch?v=74eSHxwoGdQ
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>>
>>>>>> -
>>>>>>Stefan Kubicek ste...@keyvis.at
>>>>>> <%22ste...@keyvis.at%22+%3cste...@keyvis.at%3E>
>>>>>> -
>>>>>>   Alfred Feierfeilstraße 3
>>>>>> A-2380 Perchtoldsdorf bei Wien
>>>>>>  Phone: +43 (0) 699 12614231
>>>>>>www.keyvis.at
>>>>>>  This email and its attachments are
>>>>>> confidential and for the recipient only
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>


Re: akeytsu animation software demo

2015-02-24 Thread Oscar Juarez
And according to the docs, the onSelectionChange Event is only available
inside the Custom Display Host.

On Tue, Feb 24, 2015 at 3:47 PM, Jordi Bares Dominguez  wrote:

> “writing” is the key word here.
>
> jb
>
>
> On 24 Feb 2015, at 13:32, Alan Fregtman  wrote:
>
> You can do something like that by writing a selection change event that
> looks for a specific property on the object for what to select instead; a
> kind of "selection proxy", if you will.
>
> On Fri, Feb 20, 2015, 7:12 PM Greg Punchatz  wrote:
>
>> ^^THAT^^  I have been talking about interacting wanting to have the mesh
>> have hot spots for years.. please get rid of all that visual clutter
>> between me and my character.
>>
>>
>> G
>>
>> On Fri, Feb 20, 2015 at 6:04 PM, Eugene Flormata 
>> wrote:
>>
>>> I hope something revolutionary comes out for rigging/ animation comes
>>> out like
>>> zbrush did to modeling.
>>>
>>> https://vimeo.com/103633309
>>> this one sure is neat
>>>
>>> On Fri, Feb 20, 2015 at 4:05 AM, Stefan Kubicek 
>>> wrote:
>>>
>>>>  I was looking forward to this one too.
>>>> They wanted to release in fall last year, but are delayed as it seems.
>>>> From its description it looks like a technical preview of what could be
>>>> achieved with Fabric's Kraken one day, at least as  far as encapsulation
>>>> and rig complexity is concerned :-)
>>>>
>>>> There is also this: http://en.esotericsoftware.com/spine-in-depth
>>>>
>>>> but it's strictly 2D.
>>>>
>>>> Yes !!! i was looking for this the other day, but couldn't remember the
>>>> name.
>>>>
>>>> On 19 February 2015 at 14:00, Marco Peixoto  wrote:
>>>>
>>>>> Really need to try it on, so far im not impressed on its UI, but of
>>>>> course its a first impression and its "outside" of what im used so I think
>>>>> its a bit normal :)
>>>>>
>>>>> Now it seems it only exports FBX and I guess its more targeted for
>>>>> Game Animation, since the rig is Pre Built and doesn't seem to have extra
>>>>> deformation than the regular Bone Chains.
>>>>>
>>>>> Nevertheless its a vey welcome adition to the field of CA Maya
>>>>> dominated :D
>>>>>
>>>>> On Thu, Feb 19, 2015 at 8:42 AM, Oscar Juarez <
>>>>> tridi.animei...@gmail.com> wrote:
>>>>>
>>>>>> It looks like a very interesting software, working on bare bones with
>>>>>> nice manipulation modes. With a traditional animation approach.
>>>>>>
>>>>>> https://www.youtube.com/watch?v=74eSHxwoGdQ
>>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>>
>>>> -
>>>>Stefan Kubicek ste...@keyvis.at
>>>> <%22ste...@keyvis.at%22+%3cste...@keyvis.at%3E>
>>>> -
>>>>   Alfred Feierfeilstraße 3
>>>> A-2380 Perchtoldsdorf bei Wien
>>>>  Phone: +43 (0) 699 12614231
>>>>www.keyvis.at
>>>>  This email and its attachments are
>>>> confidential and for the recipient only
>>>>
>>>
>>>
>>
>


akeytsu animation software demo

2015-02-19 Thread Oscar Juarez
It looks like a very interesting software, working on bare bones with nice
manipulation modes. With a traditional animation approach.

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


Re: Parameter Bracketing doesn't work

2015-01-13 Thread Oscar Juarez
I've found out that doesn't work properly when you have commas as decimal
separators, here everyone has german keyboard and language settings and I
don't really remember if I found a way to do it properly but in my pc I
have point as decimal separator. But that's in 2014 haven't tried in 2015,
maybe it's something related.

On Tue, Jan 13, 2015 at 10:20 PM, Greg Punchatz  wrote:

> worked here  r(1,360)  I always want to put a dash for the comma, and that
> never works :)
>
> On Tue, Jan 13, 2015 at 9:59 AM, Sven Constable 
> wrote:
>
>> Well, I'm not on sub but I logged it as a bug. Maybe if a few more people
>> will log it, we might get a fix in SP2.
>>
>>
>>
>> sven
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
>> *Sent:* Tuesday, January 13, 2015 3:24 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Parameter Bracketing doesn't work
>>
>>
>>
>> I'm pretty sure I had a support case about this, but I don't remember the
>> resolution. I might have found a workaround; or maybe I logged a bug. If
>> you're on subs, you can ask Autodesk technical support to check.
>>
>>
>>
>> On Tue, Jan 13, 2015 at 7:04 AM, Sven Constable 
>> wrote:
>>
>> Hey list,
>>
>> I just noticed the parameter bracketing doesn't work anymore (2015),
>> giving this error:
>>
>> ' ERROR : 2450 - Cannot set the value of 'Minimum' to be greater than
>> 'Value'. - [line 683 in C:\Program Files\Autodesk\Softimage
>> 2015\Application\DSScripts\parameters.vbs]
>>
>> Can anyone confirm this?
>>
>> Thanks,
>>
>> Sven
>>
>>
>>
>
>


Re: set point on curve to array

2015-01-08 Thread Oscar Juarez
>From the top of my mind,  Get ElementIndex and you connect the point
positions of your curve or any per point attribute I think to it's input.

On Thu, Jan 8, 2015 at 9:53 AM, Gerbrand Nel  wrote:

> This should be easy...but its not.. well not for me.
> I have an array of points, and its the same as the number of points on my
> curve, but I cant seem to figure out how to set each points position to the
> corresponding point in my array. I suspect I need to use the select in
> array, but what do I use as a selector?
> Hope this makes sense
> G
>
>


Re: OT: houdini mickymouse mode

2014-12-17 Thread Oscar Juarez
Yeah I've had the issue with a geometry display persisting even if i close
and open a new scene, you have to destroy the view and create a new one so
it goes away, it has it's quirks for sure and I'm eager to get v14

On Wed, Dec 17, 2014 at 11:12 AM, Arvid Björn  wrote:
>
> That's the oddest part of Houdini so far for me, how the viewport can be
> so inconsistent and buggy. The way component selections and polygon shading
> are displayed can vary a lot between sessions and OGL settings. And
> sometimes you just have to close the viewport and open a new one to get it
> to update the view correctly, it even happens a bunch of times in some of
> the tutorial videos I've watched!
>
> I'm also hoping H14 will bring an end to some of that.. :)
>
>
>
>
>
> On Wed, Dec 17, 2014 at 10:59 AM, Jordi Bares Dominguez <
> jordiba...@gmail.com> wrote:
>>
>> I must confess that after testing the three versions the most stable by a
>> mile is the linux version, then the mac version (due to the old OpenGL in
>> H13) and then windows which although works nicely overall has some strange
>> things going on and slight freezes.
>>
>> I am waiting for Houdini 14 and see if OpenGL has been updated to v3.2
>> which will unify all versions of Houdini and promises to be the perfect
>> platform (let’s see though)
>>
>> :)
>>
>> jb
>>
>>
>>
>> On 17 Dec 2014, at 08:01, Frantisek Hradecky  wrote:
>>
>> Experienced similar kind of UI stall few times, sometimes switching to
>> different Desktop helps.
>>
>> On Wed, Dec 17, 2014 at 3:57 AM, Gerbrand Nel  wrote:
>>>
>>>  Well I've played with houdini before, but found it a bit "strange"
>>> Then I started learning Maya and I believe I gave it a fair chance.
>>> Almost 6 months now.
>>> Houdini doesn't seem so strange now :)
>>> Maya is shitty in my opinion. It is going to be a big part of my future
>>> as a freelancer, but it's probably gonna go from shitty to slightly crappy
>>> at best.
>>> Houdini indie, and unreal engine 4 is where I will have my fun, and
>>> regain my sanity.
>>> G
>>>
>>>
>>> On 17/12/2014 02:24, Simon van de Lagemaat wrote:
>>>
>>> Ya I've had some oddities on Windows when it comes to dual monitors i.e.
>>> the mplay window keeps popping over to the wrong screen and I've had the
>>> cursor one as well.  I think the worst is the crashing I've been having
>>> with GL volumes but this is on v12.
>>>
>>>  I'm holding off on being too critical until 14 because it sounds like
>>> they're altering the interface somewhat, QT I think?
>>>
>>> On Tue, Dec 16, 2014 at 8:07 AM, Gerbrand Nel 
>>> wrote:

 Hey guys
 I decided to get into houdini as I might be dead by the time bifrost is
 mature.
 Right of the bat I got a real show stopper.
 I "lovingly" call it "mickymousemode"
 My cursor turns into the mickymose hand, normal associated with panning
 a window, and stays like that.
 No keyboard short cuts or anything else works.
 If I try to close Houdini, I cant even click the save or exit buttons.
 Has anyone seen this, and found a fix?
 Thanks guys
 G

>>>
>>>
>>


Re: [Maya] Arnold Render Region

2014-12-09 Thread Oscar Juarez
They want to release it early next year, but it's not specified if it will
be free or commercial.


On Tue, Dec 9, 2014 at 3:24 PM, gareth bell  wrote:

> Of course it's third party - but a bonus for Maya none-the-less
>
> https://vimeo.com/113739217
>


Re: OT Houdini 14 Sneak Peak

2014-12-05 Thread Oscar Juarez
The first weeks with them are a bit painful then everything starts coming
together, I now find myself thinking that this particular task would be
much easier in Houdini, I started to love the PointWrangle and
AttribWrangle nodes and how you have access to a lot of stuff.

On Fri, Dec 5, 2014 at 2:02 PM, olivier jeannel 
wrote:

>  Eeer same here.
> watched hours and hours of tutorials, the learning curve is tough, but now
> although I'm not yet experienced with it (still looking for node names and
> syntax) I'm just amazed by it's flexibility.
> Thinking a 3d project differently feels awkward.
>
> The big problem for me is mantra. Just not usable without a renderfarm (In
> my unexperienced opinion, of course)
>
>
>
>
>
> Le 05/12/2014 04:53, Simon van de Lagemaat a écrit :
>
> I don't know about everyone else but I've been learning Houdini for a
> couple months now and I am totally awestruck by it despite some weak areas
> that it looks like it's improving on.The flow of data through the program
> is wonderful and far better than Soft.  I got comfortable quite quickly
> with it.  Helps to have a few guys around that know it ;-)
>
>  You can move compounds and vex nodes all over the place with very little
> transition work i.e. I'm moving a deformer sop over to a shader with just
> some coordinate conversions and I can easily build interfaces and
> connections with uniformity and predictability.  I'm very happy with it and
> I haven't even touched the dynamics or volume tools at all.
>
>
> On Thu, Dec 4, 2014 at 1:19 PM, Oscar Juarez 
> wrote:
>
>> UX improvements seem like something much needed.
>>
>> https://vimeo.com/113441818
>>
>
>
>


OT Houdini 14 Sneak Peak

2014-12-04 Thread Oscar Juarez
UX improvements seem like something much needed.

https://vimeo.com/113441818


Re: Royal render and redshift

2014-11-18 Thread Oscar Juarez
While you get a proper answer, Holger talks about some requirements, like
having a user logged in. Also I've read it works on 7 but not sure if that
applies for version 6 since that version is now considered not supported.

http://www.royalrender.de/help7/index.html?GPUrender.html

On Tue, Nov 18, 2014 at 3:48 PM, adrian wyer  wrote:

>  anyone able clarify what the earliest version of Royal Render is,  that
> supports rendering in Soft with Redshift? not clear on the RR website
>
> we're running 6.02.015 and when submitting Redshift scenes, they render in
> mental ray!  not ideal!!
>
> thanks
>
> a
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(0) 207 580 0829
>
>
> adrian.w...@fluid-pictures.com
>
> www.fluid-pictures.com
>
>
>
> Fluid Pictures Limited is registered in England and Wales.
> Company number:5657815
> VAT number: 872 6893 71
>
>


Re: Particle caches go funky

2014-11-13 Thread Oscar Juarez
Agree with Cristobal, I do the same a second cloud with the cache works
good, duplicating clouds that have a cache already loaded sometimes work
funky so I don't do it, also just to be sure that you export all your
needed attributes, visualized them on the original cloud.

On Thu, Nov 13, 2014 at 4:22 PM, Cristobal Infante  wrote:

> I would generally have a second pointcloud for each one, called
> "pointcloudName_CACHED", and load the ice cache on it.
> Then on this cached cloud add an ice tree for your size and instanced
> geometry. Seems a bit more work, but works well.
>
> One thing I notice with Arnold, is that it doesn't like negative size
> particles. So if you are usingrandomizing the size, make sure the particle
> are not going negative.
>
>
>
> On 13 November 2014 13:19, Morten Bartholdy  wrote:
>
>>   Hi Cristobal
>>
>>
>>Arnold SiToA and each pointcloud lives under its own model. I have
>> not saved the cache to the mixer, as it is faster to keep the pointclouds
>> ready to simulate by unticking the lock in the Cache Manager.
>>
>>
>>I am rendering instanced geometry btw if that matters - it is easier
>> to quickly adjust particle size without affecting the simulation this way.
>>
>>
>>Morten
>>
>>
>>
>>
>>
>> Den 13. november 2014 kl. 13:43 skrev Cristobal Infante :
>>
>>
>>   Hi Morten,
>>
>> it could be so many things, are you rendering with Arnold or Mental Ray?
>>
>> I've encountered similar problems when pointclouds that live under the
>> same model and share the mixer. Is this your case?
>>
>>  On 13 November 2014 12:35, Morten Bartholdy < x...@colorshopvfx.dk > wrote:
>>
>>
>>
>>
>> I have a number of pointclouds with a lot of particles in them which I
>> cache before rendering on the farm, using the Cache Manager Simulation tab
>> => Caching Files => Cache on Playback and then Lock Playback Cache.
>>
>>
>>
>> Usually this method works fine, but with my current setup it comes up
>> with some funky playback of some of the cached pointclouds and
>> unfortunately this reflects in errors in the rendering of some of my
>> passes. Sometimes when I load a scene with cached pointclouds, the two
>> front pointclouds will play back sort of as expected, but with a global
>> position offset, and fthese two pointclouds fail to render while the rest
>> (which are identical with another seed and startframe) render fine.
>>
>>
>>
>> I am rendering particles in one pass and shadows in another for
>> compositing in to a live plate, and the weird things is while the various
>> particle passes render fine for all frames, the shadowpass at some point
>> during the shot suddenly miss some of the cached pointclouds - specifically
>> the two closest to the camera. I have no idea if this is a factor, but
>> would like to hear if there are some do's and dont's regarding this
>> workflow so I can get things done without recaching and rerendering a lot
>> to get through this shot.
>>
>>
>>
>> Morten
>>
>>
>>
>>
>>
>>
>
>


Re: Maya nHair versus Softimage "Shave" hair?

2014-11-06 Thread Oscar Juarez
We've been using Yeti converting grooms to curves, simulating long hair
with nHair and using those cached curves as guides for our grooms with
success, we even cache yeti, and render directly in softimage with the
arnold procedural.

On Thu, Nov 6, 2014 at 9:22 AM, Gerbrand Nel  wrote:

>  I haven't used xgen, but make sure you understand how it saves files.
> It doesn't save everything with the maya file, and I've heard of people
> loosing work because they didn't realize this.
> I'm dreading my first hair/fur job in maya .
> I have gotten very comfortable with ice strands, and I don't think we'll
> be seeing those in bifrost soon.
> G
>
> On 06/11/2014 09:02, Raffaele Fragapane wrote:
>
> Don't use nHair for anything more than some simple wire dynamics attached
> to a follicle would be the common piece of advice.
> Haven't used xGen, but it's unlikely it could be worse than nHair
> usability wise; to be that it would need to come with someone personally
> delivering hammer blows to your forehead for every strand you comb, and I
> haven't seen that in the feature list.
>
> On Thu, Nov 6, 2014 at 5:14 AM, Leendert A. Hartog 
> wrote:
>
>> Could someone please explain to me the main differences between
>> Maya nHair and Softimage "Shave" hair
>> and what the benefits and disadvantages would/could be (if any)
>> to use Maya nHair instead of Softimage hair?
>> Thanks in advance...
>>
>> Greetz
>> Leendert
>>
>> --
>>
>> Leendert A. Hartog AKA Hirazi Blue
>> Administrator NOT the owner of si-community.com
>>
>>
>
>
>  --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>
>
>


Re: maya yeti to softimage

2014-09-29 Thread Oscar Juarez
Yeah loading the procedurals have it's quirks, but I think it's the most
straightforward way so you use directly the Yeti cache, because if you need
to make a change, you have to cache yeti and then export the ass sequence
again. Using the caches you just need to re cache Yeti and have all your
shading and everything inside Softimage, you can also load yeti rendereable
attributes in the render tree using mtoa user attribute shaders.

On Sat, Sep 27, 2014 at 3:19 PM, Daniel Jahnel  wrote:

>  yes using arnold, i'd rather have the yeti groom back in SI as strands
> again though...wishful thinking i guess:-)
>
> using the yeti procedural sounds like a cool idea, i will look into this,
> thanks Osacar
>
>
>
> On 26/09/2014 15:54, Oscar Juarez wrote:
>
> Yeti, to Zbrush to Softimage? You can convert grooms to curves but only
> static, the groom is the guide curves and as far as I know you cannot save
> a set of generated fibers. What we read in Softimage is the Yeti cache
> through an Arnold standin property pointing to the yeti procedural instead
> of an Ass file, which then the procedural grabs and generates the fibers on
> rendertime, you don't use the grooms or curves at all inside softimage.
>
> On Fri, Sep 26, 2014 at 3:45 PM, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> could it be exed to zbrush ? and then on to soft ?
>>
>> On 26 September 2014 14:32, Oscar Juarez 
>> wrote:
>>
>>> Sorry, I will be more specific, if you are rendering with arnold you
>>> could use the procedural inside softimage, or export Ass file sequences
>>> from maya and load them in softimage, either way you need to put some
>>> environment variables so it works, but we've been doing it like that with
>>> good results.
>>>
>>> On Fri, Sep 26, 2014 at 3:30 PM, Oscar Juarez >> > wrote:
>>>
>>>> Are you rendering with Arnold?
>>>>
>>>> On Fri, Sep 26, 2014 at 2:21 PM, Daniel Jahnel  wrote:
>>>>
>>>>> hi all, i know this is far fetched but...has anyone ever come across a
>>>>> way of exporting a complete hairsystem done in yeti/maya to soft? its
>>>>> possible to convert a groom(guide hairs) to curves but not every single
>>>>> fibre as far as i can see...
>>>>>
>>>>> cheers...dan
>>>>>
>>>>
>>>>
>>>
>>
>
>


Re: maya yeti to softimage

2014-09-26 Thread Oscar Juarez
Yeti, to Zbrush to Softimage? You can convert grooms to curves but only
static, the groom is the guide curves and as far as I know you cannot save
a set of generated fibers. What we read in Softimage is the Yeti cache
through an Arnold standin property pointing to the yeti procedural instead
of an Ass file, which then the procedural grabs and generates the fibers on
rendertime, you don't use the grooms or curves at all inside softimage.

On Fri, Sep 26, 2014 at 3:45 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> could it be exed to zbrush ? and then on to soft ?
>
> On 26 September 2014 14:32, Oscar Juarez 
> wrote:
>
>> Sorry, I will be more specific, if you are rendering with arnold you
>> could use the procedural inside softimage, or export Ass file sequences
>> from maya and load them in softimage, either way you need to put some
>> environment variables so it works, but we've been doing it like that with
>> good results.
>>
>> On Fri, Sep 26, 2014 at 3:30 PM, Oscar Juarez 
>> wrote:
>>
>>> Are you rendering with Arnold?
>>>
>>> On Fri, Sep 26, 2014 at 2:21 PM, Daniel Jahnel  wrote:
>>>
>>>> hi all, i know this is far fetched but...has anyone ever come across a
>>>> way of exporting a complete hairsystem done in yeti/maya to soft? its
>>>> possible to convert a groom(guide hairs) to curves but not every single
>>>> fibre as far as i can see...
>>>>
>>>> cheers...dan
>>>>
>>>
>>>
>>
>


Re: maya yeti to softimage

2014-09-26 Thread Oscar Juarez
Sorry, I will be more specific, if you are rendering with arnold you could
use the procedural inside softimage, or export Ass file sequences from maya
and load them in softimage, either way you need to put some environment
variables so it works, but we've been doing it like that with good results.

On Fri, Sep 26, 2014 at 3:30 PM, Oscar Juarez 
wrote:

> Are you rendering with Arnold?
>
> On Fri, Sep 26, 2014 at 2:21 PM, Daniel Jahnel  wrote:
>
>> hi all, i know this is far fetched but...has anyone ever come across a
>> way of exporting a complete hairsystem done in yeti/maya to soft? its
>> possible to convert a groom(guide hairs) to curves but not every single
>> fibre as far as i can see...
>>
>> cheers...dan
>>
>
>


Re: maya yeti to softimage

2014-09-26 Thread Oscar Juarez
Are you rendering with Arnold?

On Fri, Sep 26, 2014 at 2:21 PM, Daniel Jahnel  wrote:

> hi all, i know this is far fetched but...has anyone ever come across a way
> of exporting a complete hairsystem done in yeti/maya to soft? its possible
> to convert a groom(guide hairs) to curves but not every single fibre as far
> as i can see...
>
> cheers...dan
>


Re: reload python modules

2014-09-01 Thread Oscar Juarez
I've reload simple modules, simply with python's reload() function




On Mon, Sep 1, 2014 at 3:58 PM, Thomas Volkmann 
wrote:

>   Hi,
>
>  is it possible to reload/refresh external python modules without
> restarting si? I remember reading something about it some time ago, but I
> can't find it right now.
>
>  thanks,
>  Thomas
>


Re: Autodesk considering ditching perpetual licenses

2014-08-31 Thread Oscar Juarez
And PLE doesn't include the features of NukeX


On Sun, Aug 31, 2014 at 10:53 PM, Andy Goehler  wrote:

> On Aug 31, 2014, at 15:00, Tim Leydecker  wrote:
>
> P.S: In terms of license options and entry level fees, I´m no fan of the
> foundry.
> I can´t justify having a nuke or even nukeX license just for dabbling with
> it on
> my home/dev/tests machine.
>
>
> PLE
>
>


Re: reorder vertex numbers

2014-07-24 Thread Oscar Juarez
If you have access to Houdini, I think there is several ways to re-order
point IDs, maybe there is something that might work for you.


On Thu, Jul 24, 2014 at 2:47 PM, Kris Rivel  wrote:

> Thanks...I'll take a look at this.  Might not work on a low poly
> character.  I was hoping for something driven by a weight map or
> something...something I could paint or control.  I may need to rebuild the
> mesh vertex by vertex in the order I need it :-/
>
> Kris
>
>
> On Thu, Jul 24, 2014 at 5:44 AM, wavo  wrote:
>
>>  Am 7/24/2014 12:02 AM, schrieb Kris Rivel:
>>
>> Is there a way to reorder the vertex numbers based on a gradient, vertex
>> map or weight map?  I thought there was a compound or something for this
>> awhile back?
>>
>> Kris
>>
>> https://groups.google.com/forum/#!topic/xsi_list/tGMaCoPbLsg
>>
>> there is an reorder vertex id-compund from Christian Gotzinger !
>>
>>
>>
>> --
>>
>>
>> *Walter Volbers*
>>  Senior Animator
>>
>> *FIFTYEIGHT* 3D
>> Animation & Digital Effects GmbH
>>
>> Kontorhaus Osthafen
>> Lindleystraße 12
>> 60314 Frankfurt am Main
>> Germany
>>
>> Telefon +49 (0) 69.48 000 55.50
>> Telefax +49 (0) 69.48 000 55.15
>>
>>
>>
>> *mailto:w...@fiftyeight.com 
>> http://www.fiftyeight.com  *
>>
>>  
>> ESC*58*
>> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>>
>>
>> *http://www.ESC58.de  *
>>
>
>


Re: OT: 3d sculpting app choice?

2014-06-26 Thread Oscar Juarez
Topogun 2.0 was released on August 2012


On Thu, Jun 26, 2014 at 2:01 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> you sure topogun is dead ? they only just released 2.0
>
>
> On 26 June 2014 12:09, Raffaele Fragapane 
> wrote:
>
>> 3d coat is immensely more versatile, feature rich, and more modern. For
>> technical work or fine control in uvs and topo it wins by a mile.
>> Problem with 3d coat is it handles like a soapbar on ice, for organic
>> sculpting zbrush is still immensely better following.
>> 3d coat has a demo, and a super cheap version on steam, it's worth buying
>> at that price for the retopo alone with topogun dead. Try it and see if it
>> fits, it's not for everybody.
>> Zb has no demo version.
>>
>
>


Re: 2015 Viewport playback issues

2014-06-20 Thread Oscar Juarez
That slowness with Scene Info exists in 2014 also. Don't remember on
previous versions.


On Thu, Jun 19, 2014 at 6:41 PM, Mc Nistor 
wrote:

> Might be unrelated, but in 2015 when you have "Show Scene Info" enabled
> (from camera vis - shift+S) it drops FPS like flies. "Show Selection Info"
> enabled seems to work fine.
>
>
> On Tue, Jun 17, 2014 at 2:59 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Might be obvious, but did you check vsync and did you test with with sub
>> 60hz cases?
>> On 17 Jun 2014 18:48, "Tim Bolland"  wrote:
>>
>>> Hi, I am making the jump from 2013.5 to 2015 and I noticed that there
>>> seems to be a playback issue. Working with a pretty simple scene the frame
>>> rates aren't great, and there is a noticeable stutter even when the frame
>>> rate is clamped. Just doing a test, a comparison between 2015 and 2014 is
>>> 40fps vs 250fps. I realise this could be a hardware issue but we have
>>> updated our drivers and haven't any issues before. Any ideas?
>>>
>>> Regards,
>>>
>>> Tim
>>>
>>
>


Re: Test 2

2014-06-19 Thread Oscar Juarez
Apparently the yahoo mails are the ones affected, David Riviera mail is
also from Yahoo.


On Thu, Jun 19, 2014 at 4:53 PM, Mirko Jankovic 
wrote:

> yep stil in spam
>
>
> On Thu, Jun 19, 2014 at 4:51 PM, Adam Seeley 
> wrote:
>
>>
>> Still Spammy?
>>
>> Adam.
>> _
>>
>> Yoyo Digital Ltd.
>> *UK +44 (0) *7956 976 245
>> http://www.linkedin.com/in/adamseeleyuk
>> https://vimeo.com/adamseeley
>>
>>
>


Re: test

2014-06-18 Thread Oscar Juarez
Adam, your mail was marked as spam by gmail for some reason


On Wed, Jun 18, 2014 at 4:30 PM, Eric Mootz  wrote:

> yep
>


Re: Extract two point positions from one edge?

2014-06-03 Thread Oscar Juarez
Or if you want to do it in script, PolygonMesh.Edges get you all the edges
and you can iterate all the edges and their Points property.


On Tue, Jun 3, 2014 at 6:09 PM, Jens Lindgren 
wrote:

> In ICE, just "Get self.EdgeToVertices"
> That will give you a array of the two Point Indexes for every edge.
>
> /Jens
>
>
> On Tue, Jun 3, 2014 at 6:04 PM, Arvid Björn  wrote:
>
>> Hi folks,
>>
>> Is there a way to iterate though each edge of a mesh and extract its two
>> point components, one at each end of the edge?
>>
>> I'd like to use those two points to interpolate between and add a bunch
>> of points along the edge.
>>
>>
>> Cheers!
>>
>
>
>
> --
> Jens Lindgren
> --
> Lead Technical Director
> Magoo 3D Studios 
>


Re: Voodoo Rig Demo

2014-06-02 Thread Oscar Juarez
This last one is great!

https://vimeo.com/97074475


On Mon, Jun 2, 2014 at 6:15 AM, Miquel Campos 
wrote:

> copy/paste from one of the post in the video:
>
> So ... When will we in the public finally get to play with this?
> [image: Matt L Derksen] <https://vimeo.com/mattderksen>
>
> Matt L Derksen <https://vimeo.com/mattderksen> PLUS
> <https://vimeo.com/plus> 1 day ago
>
> HAHA, hopefully soon, you've played with it already :)
>
>
> 
>
> Miquel Campos
> www.miquelTD.com
>
>
>
> On Sun, Jun 1, 2014 at 8:41 AM, Francisco Criado 
> wrote:
>
>> That would be a nice software to migrate. Autodesk stay away of buying it
>> please!
>>
>>
>> 2014-05-31 19:08 GMT-03:00 Sebastien Sterling <
>> sebastien.sterl...@gmail.com>:
>>
>> Cheers Oscar.
>>>
>>>
>>> On 31 May 2014 22:44, Oscar Juarez  wrote:
>>>
>>>> From the about page:
>>>>
>>>> *"R&H Labs - a new division of Rhythm and Hues - will capitalize on
>>>> this wealth of technology: continuing the tradition of innovation, and
>>>> bringing to market new tools and frameworks to streamline distributed
>>>> digital content creation. The initial focus will be on animation, rigging,
>>>> simulation, and fur grooming; globally distributed review tools; and render
>>>> farm management. These tools will be used on Prana Studios’ first
>>>> internally produced feature animated film, Wish, scheduled to start
>>>> production in Spring 2014."*
>>>>
>>>>
>>>> On Sat, May 31, 2014 at 11:22 PM, Sebastien Sterling <
>>>> sebastien.sterl...@gmail.com> wrote:
>>>>
>>>>> In time probably, it would make sense.
>>>>>
>>>>>
>>>>> On 31 May 2014 22:17, David Saber  wrote:
>>>>>
>>>>>> On 2014-05-31 20:03, pedro santos wrote:
>>>>>>
>>>>>>> Seems to keep up.
>>>>>>>
>>>>>>> https://vimeo.com/96958591
>>>>>>>
>>>>>>> Cheers
>>>>>>>
>>>>>>>  will it be available to the public?
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>


Re: Voodoo Rig Demo

2014-05-31 Thread Oscar Juarez
>From the about page:

*"R&H Labs - a new division of Rhythm and Hues - will capitalize on this
wealth of technology: continuing the tradition of innovation, and bringing
to market new tools and frameworks to streamline distributed digital
content creation. The initial focus will be on animation, rigging,
simulation, and fur grooming; globally distributed review tools; and render
farm management. These tools will be used on Prana Studios’ first
internally produced feature animated film, Wish, scheduled to start
production in Spring 2014."*


On Sat, May 31, 2014 at 11:22 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> In time probably, it would make sense.
>
>
> On 31 May 2014 22:17, David Saber  wrote:
>
>> On 2014-05-31 20:03, pedro santos wrote:
>>
>>> Seems to keep up.
>>>
>>> https://vimeo.com/96958591
>>>
>>> Cheers
>>>
>>>  will it be available to the public?
>>
>
>


Re: Houdini Weaknesses

2014-05-21 Thread Oscar Juarez
About the Arnold Support, there is indeed arnold support.

https://vimeo.com/81443048


On Wed, May 21, 2014 at 9:01 PM, Ed Manning  wrote:

> For NYC anyway, the main weakness is the small base of trained artists.
> Then there's the fact that most of them are fairly senior TD-types who
> charge justifiably high rates, and are either overqualified for most
> artist-level assignments, or just not character animators since most of the
> Houdini artists I know are focused on FX and sim work (assuming that
> Houdini's character animation tools are in fact up to the job). Then
> there's the relatively high cost of Houdini itself, the lack of Arnold
> support, the steep learning curve that makes it hard to train anyone but a
> dedicated staff artist in Houdini...
>
> Don't misunderstand -- it's an awesomely powerful tool in the right hands;
> I wish I had taken the time to learn it years ago.  But just as I wouldn't
> want to run a woodshop that did all of its work using, say, CNC mills and
> lathes instead of hand tools, I wouldn't want to run a small commercial CG
> shop with just Houdini.  I mean, you *could* do it, and the work could be
> done at awesome quality, but it would be pretty strange workflow at times
> and very expensive I think.
>
>
>


Re: SI and Houdini

2014-05-21 Thread Oscar Juarez
Mantra is really nice!


On Wed, May 21, 2014 at 7:35 PM, Ciaran Moloney wrote:

> Mantra aint too shabby...
>
>
>
> On Wed, May 21, 2014 at 3:08 AM, Sylvain Lebeau  wrote:
>
>> My God Jordi
>>
>> I am playing around with Houdini for the render sides of things with
>> Arnold these days We already use it for VFX in a somehow encapsulated
>> way.
>>
>> And I just finished reading all of your pdfs. Except for animation and
>> rigging.
>> Your guides are such invaluable help and incredibly informative.  My eyes
>> are so wide opened now that it's even stretching my skull. I feel it
>> cracks!!!
>> Now we just need HtoA to grow up!!
>>
>> thanks so much for taking the time to do this.
>>
>> sly
>>
>>
>> *Sylvain Lebeau // SHED*
>>  V-P/Visual effects supervisor
>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM  <
>> http://WWW.SHEDMTL.COM >
>>
>>  VFX Curriculum 03: Compositing Basics
>> mail to: s...@shedmtl.com
>>
>>


Re: SI and Houdini

2014-05-19 Thread Oscar Juarez
http://www.sidefx.com/index.php?option=com_content&task=view&id=2711&Itemid=166

Until data management, rigging should be the last link in this thread


On Mon, May 19, 2014 at 3:12 PM, Chris Marshall
wrote:

> Is there a central place where Jordi's tutorials are kept? All I can find
> are individual links to each.
> Thanks
> Chris
>
>


Re: Re: SI and Houdini

2014-05-12 Thread Oscar Juarez
You can find them in SideFx site...

http://www.sidefx.com/index.php?option=com_content&task=view&id=2711&Itemid=166


On Mon, May 12, 2014 at 12:06 PM, Leo Quensel  wrote:

> Awesome work, thank you very much for all the effort!
>
> Is there any place to download the older pdfs? I have missed the first
> ones and the dropbox links you posted in the SideFX forums give a 404.
>
> *Gesendet:* Montag, 12. Mai 2014 um 00:29 Uhr
> *Von:* "Jordi Bares" 
> *An:* "softimage@listproc.autodesk.com" 
>
> *Betreff:* Re: SI and Houdini
>  Well, now character setup is done
>
>
> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=147444#147444
>
> https://www.dropbox.com/sh/22l2sx82m75buxj/H-0buUQAUP
>
> HoudiniGuides_Chapter6_Rigging_9_Setup.pdf
>
>
> This will be the last rigging guide so make sure you have a look for any
> issues… I will be updating a few images on Friday on a linux box to make
> sure you can see it as it is intended to as the OSX version of Houdini
> implementation of OpenGL lacks a feature I need.
>
> Enjoy...
>
>  Jordi Bares
> jordiba...@gmail.com
>
> On 10 May 2014, at 01:20, Jordi Bares  wrote:
>
>
>  That's good! Enjoy it, specially once you get into the workflow of
> skinning there is no going back, it's just amazing. (Even if the paint tool
> is not as good as XSI one.. yet)
>
> Enjoy
>
> Sent from my iPhone
>
> On 9 May 2014, at 21:16, Nika Ragua  wrote:
>
>
>
> gd !!! exactly what is needed !!!
>
> 2014-05-10 3:57 GMT+04:00 Jordi Bares :
>>
>>  Okay, skinning is now done
>>
>>
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=147382#147382
>>
>> or direct to it..
>>
>> https://www.dropbox.com/sh/22l2sx82m75buxj/H-0buUQAUP
>>
>>
>> HoudiniGuides_Chapter6_Rigging_8_Capturing.pdf
>>
>> Enjoy… next guide will be the end to rigging
>>
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>> On 6 May 2014, at 14:42, Jordi Bares  wrote:
>>
>>
>>  Now fixed.
>>
>> https://www.dropbox.com/sh/22l2sx82m75buxj/H-0buUQAUP
>>
>>
>> I don't know what happened with it but Dropbox gave me an error… :-P
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>> On 6 May 2014, at 14:36, "Stefan Kubicek"  wrote:
>>
>>
>>  Hi Jordi,
>>
>> I see all the files in your dropbox but all i get upon clicking on one is
>> a "Disabled Link" warning page.
>> Am I the only one with this problem?
>>
>> Thanks a ton for all your efforts btw!
>>
>> Stefan
>>
>>
>> Kinematics now online… get ready, the next one may be the big one so it
>> is time to get up to speed and catch up.
>>
>> ;-)
>>
>>
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=147167#147167
>>
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>> On 3 May 2014, at 15:40, Jordi Bares  wrote:
>>
>>
>>  Actually what started as a guide is becoming a bit of a bible… I may
>> have to think about extending the content and publishing the whole thing on
>> a book…
>>
>> If anything so my mum can see I have done something of any use in this
>> life other than help selling things nobody needs ;-)
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>> On 3 May 2014, at 15:25, David Saber  wrote:
>>
>>
>>  Thanks again!
>> I'll purchase the book!
>>
>> On 2014-05-02 22:46, Jordi Bares wrote:
>>
>> Thanks Cristobal..
>>
>> Well, finally the bones section is now done…
>>
>>
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewforum&f=51
>>
>>
>>
>>
>> --
>> ---
>> Stefan Kubicek
>> ---
>> keyvis digital imagery
>> Alfred Feierfeilstraße 3
>> A-2380 Perchtoldsdorf bei Wien
>> Phone: +43/699/12614231
>> www.keyvis.at ste...@keyvis.at
>> -- This email and its attachments are --
>> --confidential and for the recipient only--
>>
>>


Re: softimage to modo

2014-05-08 Thread Oscar Juarez
Nice, thanks for the tutorial lists guys!


On Thu, May 8, 2014 at 1:47 PM, Fabrice Altman wrote:

>  Modo tutorials Compilation List, via the Foundry :
>
>
>
> Remember the Inline Help System in the Help tab will be one of your best
> friends while working.
>
> http://www.thefoundry.co.uk/products/modo/learn
>
> Specified resources below...
>
> http://community.thefoundry.co.uk/tv/training/?mode=Category&id=28
>
> An Overview of Awesome Sauce
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=704
>
> Navigation Basics:
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=705
>
> A long list of useful links that were posted to the lux forums
> http://community.thefoundry.co.uk/discussion/topic.aspx?f=36&t=80320
>
> Modeling:
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=650
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=649
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=660
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=668
>
> SubD modeling quick tips
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=509
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=508
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=507
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=506
>
> More Great Modeling Training Resources:
> http://www.youtube.com/user/patcran/videos?view=1
>
> http://cg.tutsplus.com/articles/web-roundups/tutorial-roundup-45-magnificent-modo-tuts/
> http://cg.tutsplus.com/sessions/best-of-modo/?search_index=1
>
> 701 particle training
>
> https://www.youtube.com/watch?v=cglA63mhUfA&feature=c4-overview-vl&list=PLD730Cj9xgcoi5vRJKdmb0NRAn5ythSGV
>
> Particle Assemblies
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=700
>
> Flocking
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=699
>
> Particle Modifiers
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=698
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=697
>
> Particle Sculpting
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=696
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=695
>
> Particle Dynamics
> http://community.thefoundry.co.uk/tv/training/view.aspx?id=694
>
> Great rigging videos
> http://vimeo.com/richhurrey/videos
>
> Weight containers
> http://vimeo.com/37917664
>
> UV's and texturing
>
> www.youtube.com/watch?v=ghM_8IP43vY
>
> A broad overview of how MODO's deformation system works and some key
> differences between it and other 3D systems.
> http://vimeo.com/63720234
>
> Sample file for the above
> http://community.thefoundry.co.uk/asset/scenes/view.aspx?id=3895
>
>
>


Re: hair rendering

2014-05-06 Thread Oscar Juarez
min pixel width is disabled when rendering from a User view, it needs a
real camera to work. So always use one when working with hair.


On Mon, May 5, 2014 at 10:52 AM, Andreas Bystrom
wrote:

> like I said the min pixel width is 0.25 by default, even without the
> arnold parameters property.
>
> 0.25 means that no hair strand will be thinner than 0.25 pixels in screen
> space, how much the hair gets scaled up depends on how far away your camera
> is, and at what resolution you render at.
> I'm not sure how it's calculated exactly, but obviously the camera
> distance is taken into account, which must be why you're seeing different
> results between the camera view and the user view.
>
>
>
>
> On Mon, May 5, 2014 at 8:47 PM, Mario Reitbauer  > wrote:
>
>> Ty guys, looks like it's rly about the min pixel width.
>>
>> I don't rly understand why that could cause a different result if I got
>> the same size of the object in the userview and the camera.
>>
>> So even without an arnold parameter it shouldn't matter should it ?
>> How isthe min pixel width calculated ?
>> What is it using to calculate ?
>>
>>
>> 2014-05-05 10:34 GMT+02:00 Andreas Bystrom :
>>
>> then it does sound like min pixel width, it could be a refresh problem
>>> also, try doing a destroyScene inbetween the renders, it might be that
>>> arnold uses the data from the render camera when rendering in the user view
>>> and vice versa.
>>>
>>>
>>> On Mon, May 5, 2014 at 8:24 PM, Mario Reitbauer <
>>> cont...@marioreitbauer.at> wrote:
>>>
 Sry, missed to mention that ;)

 Yes its Arnold. No lens shaders, same render settings in all regions.


 2014-05-05 10:21 GMT+02:00 Andreas Bystrom :

 which renderer? if it's arnold it has the min pixel width enabled for
> hair by default, this will scale hairs up in screen space to avoid
> flickering when the hair strands are far away, it's 0.25 by default in
> sitoa, and it might be what's causing the different look..
>
>
>
>
> On Mon, May 5, 2014 at 8:13 PM, Mario Reitbauer <
> cont...@marioreitbauer.at> wrote:
>
>> Hey guys
>>
>> Got a question about hair rendering.
>> Anyone knows why hair rendering looks different when rendered in user
>> view compared to rendering in camera view ?
>>
>> Got a hairy animal and the hair rendering looks more blury in the
>> userview.
>>
>> So maybe someone allready stunbled upon this.
>>
>> cheers
>> Mario
>>
>
>

>>>
>>
>


Re: How to offset instance animation in ICE?

2014-04-30 Thread Oscar Juarez
Set instance geometry, has everything you need, just be careful with how
many offset you create, each offset will create a new object for the
renderer, so if each instanced model or geometry has a different offset,
you will end up sending individual copies to the renderer an your memory
will rise to the roof.


On Wed, Apr 30, 2014 at 6:53 PM, Morten Bartholdy wrote:

> I am scattering instances with animation on them onto geometry and
> need to offset their animation so the whole thing looks random. The docs
> are pretty vague regarding this and there seems to be no example scene
> showing how to do this. I am sure it is something really simple but it
> escapes my tired mind. How do I offset instance animation in ICE?
>
>
>
> Thanks - Morten
>
>
>
>
>


Re: ICE CrowdFX Compound

2014-04-23 Thread Oscar Juarez
I can see the compounds, I'm on gmail though.


On Wed, Apr 23, 2014 at 5:41 PM, Leendert A. Hartog wrote:

> Hi,
> These do look interesting. But what do you mean by "attached" in this
> context?
> All I am getting here is a "winmail.dat" file, no compounds in sight.
>
> Greetz
> Leendert
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com
>
>


Re: siComboBox

2014-04-23 Thread Oscar Juarez
your list needs to be in pairs of "label" and actual Value of the parameter.

so it should be something like

MatTypes = ["Mat1", 0, "Mat2", 1, "Mat3", 2]


On Wed, Apr 23, 2014 at 11:51 AM, philipp seis  wrote:

> Dear listers,
> i hope someone has a hint
> for me here, cause me = lost.
> I want to make a layout using siComboBox.
> It gives me an error claiming:
> "python\Lib\site-packages\win32com\client\dynamic.py", line 258, in
> _ApplyTypes-"
> Can i do something about that ?
> And then it says i shoud use a 1D Array, which i guess i have...,so ???
> -
> this is what i'm running:
> ---
> xsi = Application
> lm = xsi.logmessage
> from win32com.client import constants as c
> from win32com.client import Dispatch as d
> oRoot = xsi.ActiveSceneRoot
> oRsCP = oRoot.AddProperty("CustomProperty",False,'RedShiftMaterial')
>
> MatTypes = ["Mat1", "Mat2", "Mat3"]
> RsLayout = oRsCP.PPGLayout
>
> # evil line throwing the error :
> RsLayout.AddEnumControl("ChooseMaterial", MatTypes, "Type",
> c.siControlCombo)
> xsi.InspectObj(oRsCP)
>
>
> --
> Log:
> 
> # ERROR : 2229 - Traceback (most recent call last):
> #   File "

Re: Re[2]: lag when editing components

2014-04-22 Thread Oscar Juarez
Maybe some kind of user normals, clusters or are they connected in some way
to other things in the scene, or share some kind of property?


On Tue, Apr 22, 2014 at 12:27 PM, Eugen Sares  wrote:

>  Hi, thanks!
>  Yes, I isolate the objects of course.
>
>
> -- Originalnachricht --
> Von: "Oscar Juarez" 
> An: "Eugen Sares" ; "
> softimage@listproc.autodesk.com" 
> Gesendet: 22.04.2014 12:06:16
> Betreff: Re: lag when editing components
>
>
> does this happen if everything is hidden but the object you are editing?
>
>
> On Tue, Apr 22, 2014 at 11:48 AM, Eugen Sares wrote:
>
>>  Hello,
>> architectural scene here, >5500 objects.
>> Whenever I edit any polygon mesh, I get a strange few seconds delay
>> before the components actually move. Extremely annoying!
>> When I create a new object, there's a few seconds delay, too.
>> Is all this due to the fact that Softimage doesn't handle high object
>> counts too well?
>> Anything I can do about it?
>> Splitting up the scene, of course. Already did this to a degree, but that
>> make things quite hard to keep together in the end.
>>
>> Thanks a lot!
>> Eugen
>>
>>
>
>
> --
><http://www.avast.com/>
>
> Diese E-Mail ist frei von Viren und Malware, denn der avast! 
> Antivirus<http://www.avast.com/>Schutz ist aktiv.
>
>


Re: lag when editing components

2014-04-22 Thread Oscar Juarez
does this happen if everything is hidden but the object you are editing?


On Tue, Apr 22, 2014 at 11:48 AM, Eugen Sares  wrote:

>  Hello,
> architectural scene here, >5500 objects.
> Whenever I edit any polygon mesh, I get a strange few seconds delay before
> the components actually move. Extremely annoying!
> When I create a new object, there's a few seconds delay, too.
> Is all this due to the fact that Softimage doesn't handle high object
> counts too well?
> Anything I can do about it?
> Splitting up the scene, of course. Already did this to a degree, but that
> make things quite hard to keep together in the end.
>
> Thanks a lot!
> Eugen
>
>
> --
>
>
> Diese E-Mail ist frei von Viren und Malware, denn der avast! 
> AntivirusSchutz ist aktiv.
>
>


Re: Edge Creasing and practice vs the modern day renderer. (Arnold, 3Dlight, Redshift...)

2014-04-14 Thread Oscar Juarez
>From Houdini docs.

Warning
The RenderMan renderer will directly use the Crease attribute applied by
the Crease Operation, but it will not be used by the Mantra renderer due to
patent issues.
El abr 13, 2014 10:10 PM, "Sebastien Sterling" 
escribió:

> This patent shit would make you miss communism.
>
> i seem to recall a feature of mudbox 2014 being able to support edge
> crease transfer, only between maya though.
>
>
> On 13 April 2014 21:00, Tom Kleinenberg  wrote:
>
>> The trouble with characters is the crease values will be adjusted over
>> various parts of the mesh - certainly when we dealt with them. Nuts and
>> bolts would at least have predictable values. I think when we were looking
>> at stuff we generated arrays of edge crease values or something - I
>> certainly remember playing with it, not sure if that got used.
>>
>> Obviously, a feature is a better than no feature - you can always choose
>> to ignore it if it doesn't fit your pipeline. Something like OpenSubDiv
>> might be the answer as long as it's present in everywhere so deformation
>> and UV's are handled the same in each application.
>>
>>
>> On 13 April 2014 21:53, Sebastien Sterling 
>> wrote:
>>
>>> Working between packages is an issue, but when it comes to characters,
>>> the fix isn't that demanding, on the other hand if you where trying to
>>> crease 200 bolts or screws, then you would be screwed pardon the pun.
>>>
>>> Yes i thought it might come bundled with OpenSubdiv, that is how it
>>> seems to work with Modo.
>>>
>>> OpenSubdiv isn't the fastest, but it is really good at eradicating
>>> imperfections you get from T poles and E poles. also tries and Ngons
>>>
>>>
>>>
>>>
>>> On 13 April 2014 20:34, Tom Kleinenberg  wrote:
>>>
 Wasn't this another patent thing? Mental Images (and now nVidia) hold
 this strange array of patents on somewhat odd things. I know that
 MentalRay's edge-rounding shader is patented.

 I've worked with assets from one studio coming to us converting from
 Max to Softime for Arnold. Edge creasing was horrible because it didn't
 carry over in the models. Obviously if you have end-to-end control of the
 pipeline it's not too bad but any transfer between packages (Zbrush,
 3DCoat, Mari) gives me the heebie jeebies.


 On 13 April 2014 21:04, Sebastien Sterling <
 sebastien.sterl...@gmail.com> wrote:

> Cheers Steven, i'll definitely consider checking it out, might there
> be a particular reason that Soft edge creasing is not supported ?
>
>
> On 13 April 2014 19:35, Steven Caron  wrote:
>
>> arnold supports 'hard creases' but not 'soft creases' (weighted
>> crease)... download it and test it yourself.
>>
>>
>> On Sun, Apr 13, 2014 at 11:29 AM, Sebastien Sterling <
>> sebastien.sterl...@gmail.com> wrote:
>>
>>> Like many other i'm sure, i recently watched the Nvidia Pixar GPU
>>> conference.
>>>
>>> http://www.ustream.tv/recorded/45386636
>>>
>>>
>>> It gave unprecedented incite into the Pixar workflow, now there was
>>> a lot of cool stuff on display, but what interested me in this instance,
>>> was there methodology for creasing: indicating the hardness of an edge 
>>> to
>>> the rendrerer without having to add extra geometry to hold said
>>> information, thus optimizing the polycount, and making life easier for
>>> modelers riggers CPU and GPU's alike.
>>>
>>> Creasing has always been a bit of a fuzzy area in my experience,
>>> rarely have i seen it implemented or used in production, which is ironic
>>> given the advantages it seems to offer.
>>>
>>> Now most DCC's support it in the viewport, it is available in Maya
>>> Max Softimage Modo, and will render in mental ray as a default. however
>>> during last years trasition to arnold, when inquiering about creasing, i
>>> was told by a shader artist that Arnold does not support Edge creasing
>>> which i found perplexing.
>>>
>>> (not sure if it was just Mtoa) Can anyone confirm this ?
>>>
>>>
>>> Personally i think Edge creasing and even vertex creasing are great,
>>> i can't imagine how frustrating it must be for a rigger to have to deal
>>> with 2 to 3 edge loops to control the creasing of a lip or eyelid during
>>> blendshapes when the same result can be achieved by simply selecting 1 
>>> edge
>>> and indicating the crease angle.
>>>
>>> Have any of the beta testers for Redshift come across this ?
>>>
>>> I'm working on a character at the moment, and i'd like to know if i
>>> should put in the extra detail or add creasing, given i might not be the
>>> one to rig it.
>>>
>>
>>
>

>>>
>>
>


Re: SI and Houdini

2014-04-08 Thread Oscar Juarez
I would say Data management since is a bigger scope, which has repercusions
on everything else.


On Tue, Apr 8, 2014 at 6:43 PM, Cristobal Infante  wrote:

> what ever feels more natural for you Jordi...
>
>
> On Tuesday, 8 April 2014, Peter Agg  wrote:
>
>> Rigging before data management?
>>
>> I think the phrase cart before horse comes to mind! :)
>>
>>
>> On 8 April 2014 17:26, Jordi Bares  wrote:
>>
>> My aim with Data Management was to discuss the benefits of approaching
>> the workflow given all the files are external to the scene, from models,
>> textures, animation caches, motion, etc...
>>
>> Referencing is great but brings some major organisation and
>> infrastructure problems too... for example, we have just finished a job with
>> fluids and has taken 14 Tb of data!
>>
>> This was a ver small 80 shots movie done but a couple of guy only so you
>> can imagine the implications...
>>
>> Because some of these are not obvious may be Rigging would be a good
>> start given that you will see the face of caching things out so later when
>> I talk about that it will make sense...
>>
>> :-P
>>
>> On the other hand it may be a good thing to go through that before so the
>> concepts make sense when rigging...
>>
>> Difficult decision...
>>
>> Still up for rigging then?
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>> On 8 Apr 2014, at 16:08, wavo  wrote:
>>
>>  RIGGING...RIGGING...RIGGING
>>
>>
>> Am 4/8/2014 11:07 AM, schrieb Jordi Bares:
>>
>> And another one!!!
>>
>>  Please let me know if you prefer me to jump to Data management for the
>> next one or Rigging...
>>
>>
>> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31012&start=200
>>
>>
>>  Cheers
>>
>>
>>  Jordi Bares
>> jordiba...@gmail.com
>>
>>  On 4 Apr 2014, at 23:26, Christian Lattuada <
>> christian.lattu...@gmail.com> wrote:
>>
>>  Cheers mate!
>>  Have a beer, we owe you.
>>
>>   .:.
>> Christian Lattuada
>>
>>  tel +39 3331277475
>> ...
>>
>>
>> On Fri, Apr 4, 2014 at 11:40 PM, Jordi Bares wrote:
>>
>>  :-)))
>>
>>  In the meantime check the
>>
>>


Re: March 28, 2014

2014-03-31 Thread Oscar Juarez
Even if it takes longer as a general process, the review iterations are
much better and you end up with a better model. And you free your modeler
from the topology but be careful, the guy doing the re topo should know
what he/she is doing :D


On Mon, Mar 31, 2014 at 12:30 PM, Jon Swindells
wrote:

> It's also a task that can be shunted off onto lesser mortals and the
> great unwashed :)
>
> j/k
>
> Paul pretty much nailed it
>
> --
>   Jon Swindells
>   jon_swinde...@fastmail.fm
>
> On Mon, Mar 31, 2014, at 01:23 PM, p...@bustykelp.com wrote:
> > Hi David,
> >
> > Although you might see it as modelling twice, Whats really happening is
> > that
> > you are splitting up the artistic from the technical decision making.
> > Firstly you can just concentrate on what looks good without having to
> > worry
> > about the topology. This makes this stage a lot more fun.
> > The second stage is made a lot easier, as you have the form already
> > there;
> > So it is much clearer where the topology loops need to go to describe
> > that
> > form.
> > Overall, doing these 2 procedures is still faster in my experience, and
> > far
> > less tedious more satisfying than doing it the 'traditional' way.
> >
> > Paul
>


Re: Packing UVS in Softimage

2014-03-25 Thread Oscar Juarez
I think since 2014 unfold can be used to pack existing uvs
El mar 25, 2014 5:24 AM, "Martin Yara"  escribió:

> Unfold doesn't pack existing Unique UVs, it only packs UV islands that has
> been created with Unfold.
>
> One trick I use sometimes is:
>
> - Create an Edge cluster with all the UV islands borders:
> select an island with comp.sync in polygon, select its borders with
> rctools and create a cluster. Repeat the process with all islands
>
> - Copy your existing UVs to the new Unfold UV.
> Copy & Paste within the Texture Editor
>
> - Apply Unfold, select edge cluster components and add them to the Unfold
> Cut Line. This may fool Unfold to make it think your Copy&Pasted UVs are
> Unfold UVs.
>
> - Now play with the Packing options in the Unfold Op PPG. If you are
> lucky, it may work.
>
>
> Martin
>
>
>
> On Tue, Mar 25, 2014 at 6:29 AM, David Rivera <
> activemotionpictu...@yahoo.com> wrote:
>
>> Hi everyone. I saw a video (i think it was the new features on 2012)
>> where they showed how to
>> pack uvs. I remember there was a bunch of elephants, and the guy
>> explaining grabbed all of them
>> and arranged them for uv packing from the unfold menu.
>>
>> I have not seen that video again. Today I needed to recreate that
>> workflow for a bunch of objects tied
>> together on a single proyection (pack uvs) and the only thing I found was
>> this:
>> http://www.screencast.com/t/yWkUipBZvkv
>>
>> But I know that other uv packing video with the elephants it´s out there
>> on youtube, but I can´t seem
>> to find it.
>>
>> Could anyone point me in the right direction with the name of the video
>> or at least a close result
>> to show how the UV packing from the unfold menu works?
>> Thanks.
>>
>> Cheers.
>>
>> *David Rivera*
>> *3D Compositor/Animator*
>> LinkedIN 
>> Behance 
>> VFX Reel 
>>
>
>


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