Re: houdini engine

2013-07-16 Thread Stefan Kubicek

That's one thing artists and programmers have in common: their tendency to 
occasionally bite off more than they can chew (like replacing a REYES-based 
rendercore with a bidirectional path tracer and maintaining backwards 
compatibility ;-).


If you want to become a slave of the machine, learn programming.

On 2013-07-12, at 11:45 AM, Matt Lind ml...@carbinestudios.com wrote:


If you want to protect yourself, learn programming.  It’ll free you from being 
a slave to applications and their trendy nature….or at least give you a buffer.

Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
Sent: Thursday, July 11, 2013 8:30 PM
To: Softimage List
Subject: Re: houdini engine

Uh...I guess not.  But for me...as I've been getting more into games and Unity...it 
opens up a whole new range of possibilities.   I'm now thinking of building smart 
objects in Houdini maybe to bring into Unity.  Something I can't do with Soft.  
Just trying to pick the right path of what I dedicate my time to next.


On Thu, Jul 11, 2013 at 11:12 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:
Was your reason to use Soft a superior interoperability with Houdini?


On Fri, Jul 12, 2013 at 1:07 PM, Kris Rivel krisri...@gmail.com wrote:
S..whats this mean for Soft I wonder?  Anything?  Another reason to not use 
it?

Kris


On Thu, Jul 11, 2013 at 5:20 PM, Stephen Davidson magic...@bellsouth.net 
wrote:
s... should we start a website for artist to share/sell their ICE assets?
We could call it Andbolt.com (the url is available)
Then develop an ICE Engine app that could port ICE assets
into Houdini, Cinema3D, 3DStudioMax, Maya, etc.


On Thu, Jul 11, 2013 at 4:36 PM, Emilio Hernandez emi...@e-roja.com wrote:
The ICE solution to Maya...  finally...


2013/7/11 John Richard Sanchez youngupstar...@gmail.com
Dont think there will be a rush to get this into XSI. Maya will be the app to 
get it,


On Thu, Jul 11, 2013 at 2:57 PM, Vladimir Jankijevic 
vladi...@elefantstudios.ch wrote:
very much so :)


On Thu, Jul 11, 2013 at 1:05 PM, adrian wyer adrian.w...@fluid-pictures.com 
wrote:
interesting!

https://vimeo.com/70073569

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




--
www.johnrichardsanchez.com


--



--

Best Regards,
  Stephen P. Davidson
   (954) 552-7956
sdavid...@3danimationmagic.com

Any sufficiently advanced technology is indistinguishable from magic

 - 
Arthur C. Clarke





--
Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!






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  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  Alfred Feierfeilstraße 3
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Phone:  +43 (0) 699 12614231
 www.keyvis.at
--   This email and its attachments are--
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Re: houdini engine

2013-07-16 Thread Stefan Kubicek

I guess theoretically you could do everything with it that Houdini can do in 
terms of generating and manipulating geometry,
but at least judging by the video it's lack of speed is gpoing to restrict it's use to what you 
described: creating assets and baking them off. It would have been cool to have 
procedural content and/or animation created on the fly (which still might be feasible 
for simple stuff).




I dont think their idea is to make it run in real time. it is probably more
directed at making procedural levels that are baked off once they are
satisfied with results... right?


2013/7/16 Stefan Kubicek s...@tidbit-images.com


That's one thing artists and programmers have in common: their tendency to
occasionally bite off more than they can chew (like replacing a REYES-based
rendercore with a bidirectional path tracer and maintaining backwards
compatibility ;-).


 If you want to become a slave of the machine, learn programming.


On 2013-07-12, at 11:45 AM, Matt Lind ml...@carbinestudios.com wrote:

 If you want to protect yourself, learn programming.  It’ll free you from

being a slave to applications and their trendy nature….or at least give you
a buffer.

Matt




From: 
softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com[mailto:
softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
On Behalf Of Kris Rivel
Sent: Thursday, July 11, 2013 8:30 PM
To: Softimage List
Subject: Re: houdini engine

Uh...I guess not.  But for me...as I've been getting more into games
and Unity...it opens up a whole new range of possibilities.   I'm now
thinking of building smart objects in Houdini maybe to bring into Unity.
 Something I can't do with Soft.  Just trying to pick the right path of
what I dedicate my time to next.


On Thu, Jul 11, 2013 at 11:12 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:
Was your reason to use Soft a superior interoperability with Houdini?


On Fri, Jul 12, 2013 at 1:07 PM, Kris Rivel krisri...@gmail.com wrote:
S..whats this mean for Soft I wonder?  Anything?  Another reason to
not use it?

Kris


On Thu, Jul 11, 2013 at 5:20 PM, Stephen Davidson 
magic...@bellsouth.net wrote:
s... should we start a website for artist to share/sell their ICE
assets?
We could call it Andbolt.com (the url is available)
Then develop an ICE Engine app that could port ICE assets
into Houdini, Cinema3D, 3DStudioMax, Maya, etc.


On Thu, Jul 11, 2013 at 4:36 PM, Emilio Hernandez emi...@e-roja.com
wrote:
The ICE solution to Maya...  finally...


2013/7/11 John Richard Sanchez youngupstar...@gmail.com
Dont think there will be a rush to get this into XSI. Maya will be the
app to get it,


On Thu, Jul 11, 2013 at 2:57 PM, Vladimir Jankijevic 
vladi...@elefantstudios.ch wrote:
very much so :)


On Thu, Jul 11, 2013 at 1:05 PM, adrian wyer 
adrian.wyer@fluid-pictures.**com adrian.w...@fluid-pictures.com
wrote:
interesting!

https://vimeo.com/70073569

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




--
www.johnrichardsanchez.com


--



--

Best Regards,
  Stephen P. Davidson
   (954) 552-7956
sdavid...@3danimationmagic.com

Any sufficiently advanced technology is indistinguishable from magic


 - Arthur C. Clarke





--
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!







--
--**---
  Stefan Kubicek   ste...@keyvis.at
--**---
   keyvis digital imagery
  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 --








--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  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: Short introduction and a big hello.

2013-07-16 Thread Stefan Kubicek

We are not the rebellion, we are what's left of law and order :-)

Welcome Ogi!



Welcome to the rebellion :)



Le 16/07/2013 13:49, Sebastien Sterling a écrit :

Hey there Ognjen :)

Always nice meeting an enthusiastic softy.

nice work, thanks for sharing !


On 16 July 2013 12:11, Ognjen Vukovic ognj...@gmail.com
mailto:ognj...@gmail.com wrote:

Hi Chris,

Thanks for the greetings,

I would be glad to post some of the work done. Here is something
from my previous work place, Crater studio.

http://vimeo.com/37589488
http://vimeo.com/66224804

I cant take credit as then i was working as a junior and mainly
assisting with the lighting and shading work but i did creep in a
shot or two :)

At the new gig its quite a small studio working on commercials for
the middle east market, but everything is done in SI, from start
to end...The name of the studio is Open studio in Belgrade. I have
been here for a very short time and i yet to see them upload
anything done here in the past couple of months but i will dig
through see if i can find anything interesting to post these days.


Regards,
Ogi.







On Tue, Jul 16, 2013 at 11:52 AM, Chris Chia
chris.c...@autodesk.com mailto:chris.c...@autodesk.com wrote:

Welcome Ognjen,
It would be nice to share with us your studio name and works
done in Softimage (if any).
We would be happy to see our community starting to share.

Lastly, a big warm welcome.


Regards,
Chris

From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Ognjen Vukovic
Sent: Tuesday, July 16, 2013 5:48 PM
To: softimage
Subject: Short introduction and a big hello.

Hi guys,
I have been browsing around through the mailing list for the
past couple of days and i thought it would be correct to just
drop in with a little introduction and to say hello to
everyone here.
Firstly i would like to proclaim my love the software that is
Softimage , i think i got involved with it when a really cool
guy at my previous work place,Ivan Vasiljevic got us to
change our lighting pipeline to Softimage from Maya a couple
of years ago, and since then its really been a smooth ride. No
unexplainable bugs( well there was this one time... :) ), no
random crashes and defiantly less nights of debugging scenes
till your eyes go red and a lot more productivity... All i
have to say is that it defiantly changed the way i perceived
my work and brought in a whole new level of fun to it :). So
even if i am a bit late i would like to thank the guys at
Softimage 3D for starting it all...
Also a big hello to everyone here on the mailing list, hope
you guys are out there somewhere also enjoying your work as i
am, and its a pleasure to be here.
Thanks for taking the time to read this fan-boy drivel :)
Cheers,
Ogi.









--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  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: houdini engine

2013-07-16 Thread Stefan Kubicek

I'd say speed, portability, extensibility and diversity of existing interoperability 
options (Max, Maya, Soft, and C4D soon?). You do start at a lower level though (you have 
to write actual code to get anywhere, even if it's just Python and KL).
With HE you start at a much higher level (you can make use of an awful lot of 
existing functionality that's ready to use),
at the expense of the benefits outlined above, including the cost of at least 
one Houdini license, unless HE is compatible with Houdini Apprentice or the 
starving artist edition.



Speed is where Fabric Engine chines, no ?


Le 16/07/2013 14:14, Stefan Kubicek a écrit :

I guess theoretically you could do everything with it that Houdini can
do in terms of generating and manipulating geometry,
but at least judging by the video it's lack of speed is gpoing to
restrict it's use to what you described: creating assets and baking
them off. It would have been cool to have procedural content and/or
animation created on the fly (which still might be feasible for
simple stuff).




I dont think their idea is to make it run in real time. it is
probably more
directed at making procedural levels that are baked off once they are
satisfied with results... right?


2013/7/16 Stefan Kubicek s...@tidbit-images.com


That's one thing artists and programmers have in common: their
tendency to
occasionally bite off more than they can chew (like replacing a
REYES-based
rendercore with a bidirectional path tracer and maintaining backwards
compatibility ;-).


 If you want to become a slave of the machine, learn programming.


On 2013-07-12, at 11:45 AM, Matt Lind ml...@carbinestudios.com
wrote:

 If you want to protect yourself, learn programming.  It’ll free
you from

being a slave to applications and their trendy nature….or at least
give you
a buffer.

Matt




From:
softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com[mailto:
softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]

On Behalf Of Kris Rivel
Sent: Thursday, July 11, 2013 8:30 PM
To: Softimage List
Subject: Re: houdini engine

Uh...I guess not.  But for me...as I've been getting more into
games
and Unity...it opens up a whole new range of possibilities.   I'm now
thinking of building smart objects in Houdini maybe to bring
into Unity.
 Something I can't do with Soft.  Just trying to pick the right
path of
what I dedicate my time to next.


On Thu, Jul 11, 2013 at 11:12 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:
Was your reason to use Soft a superior interoperability with Houdini?


On Fri, Jul 12, 2013 at 1:07 PM, Kris Rivel krisri...@gmail.com
wrote:
S..whats this mean for Soft I wonder?  Anything? Another
reason to
not use it?

Kris


On Thu, Jul 11, 2013 at 5:20 PM, Stephen Davidson 
magic...@bellsouth.net wrote:
s... should we start a website for artist to share/sell their ICE
assets?
We could call it Andbolt.com (the url is available)
Then develop an ICE Engine app that could port ICE assets
into Houdini, Cinema3D, 3DStudioMax, Maya, etc.


On Thu, Jul 11, 2013 at 4:36 PM, Emilio Hernandez emi...@e-roja.com
wrote:
The ICE solution to Maya...  finally...


2013/7/11 John Richard Sanchez youngupstar...@gmail.com
Dont think there will be a rush to get this into XSI. Maya will be
the
app to get it,


On Thu, Jul 11, 2013 at 2:57 PM, Vladimir Jankijevic 
vladi...@elefantstudios.ch wrote:
very much so :)


On Thu, Jul 11, 2013 at 1:05 PM, adrian wyer 
adrian.wyer@fluid-pictures.**com adrian.w...@fluid-pictures.com
wrote:
interesting!

https://vimeo.com/70073569

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




--
www.johnrichardsanchez.com


--



--

Best Regards,
  Stephen P. Davidson
   (954) 552-7956
sdavid...@3danimationmagic.com

Any sufficiently advanced technology is indistinguishable from magic


 - Arthur C. Clarke





--
Our users will know fear and cower before our software! Ship it!
Ship it
and let them flee like the dogs they are!







--
--**---
  Stefan Kubicek   ste...@keyvis.at
--**---
   keyvis digital imagery
  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 --













--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone:  +43 (0) 699 12614231
 www.keyvis.at

Re: Fabric Engine at Siggraph 2013

2013-07-16 Thread Stefan Kubicek

I'm so looking forward to that! Can you already tell whether this will 
integrate with ICE (KL-driven ICE nodes?), or will it be a classic custom 
operator, or both? Thanks for keeping us so well updated Paul!

I envy everybody making it to Siggraph this year, I haven't since 2004 and I 
really miss it :-/
Will there be any live streams or at least recordings of presentations?




Hi Greg - If our Softimage customers tell us they want it, then we'll look
at it (it's not something we will do speculatively), The next thing we're
doing for Softimage is Splice.

Thanks,

Paul


On 16 July 2013 08:58, Greg Punchatz g...@janimation.com wrote:


Howdy Paul,

** **

Will RTR be in soft???

** **

*From:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Paul Doyle
*Sent:* Monday, July 15, 2013 1:04 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Fabric Engine at Siggraph 2013

** **

Hi guys - finally have our schedule available for those that are attending
Sigg this year and would like to catch up with us.

** **

http://fabricengine.com/2013/07/fabric-engine-siggraph-2013-schedule/

** **

What we're showing:

Splice http://fabricengine.com/creation/splice/ - Performance
enhancement for TDs - operators running at compiled, multithreaded speeds
inside Maya and Nuke

** **

Creation RTR http://fabricengine.com/creation/rendering/ - Our
real-time renderer embedded in Maya and Max, showing hundreds of lights,
soft shadows, motion blur, DOF etc

** **

Horde http://fabricengine.com/creation-modules/horde/ - real-time
procedural animation ('intelligent assets') inside Maya and Softimage.
Showing how Horde can be used for previz and crowds, running heavyweight
characters in real-time.

** **

Stage http://fabricengine.com/creation-modules/stage/ - scene assembly
and lighting tool. We'll be showing performance on a lot of geometry and
assets, as well as tight integration with Shotgun's asset management tools.


** **

*PARTY!* - we're co-hosting with Shotgun and a bunch of other folks. It's
on the Wednesday night, with invites going out later this week. Should be a
blast. Ping me next week if you haven't received an invitation.

** **

Hope to see some of you there and put more names to faces :)

** **

Thanks,

** **

Paul






--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  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 --



clara.io

2013-07-10 Thread Stefan Kubicek

I'm a bit surprised this hasn't been posted here yet, i hope I'm not spoiling 
anything:

--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  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: clara.io

2013-07-10 Thread Stefan Kubicek

+1 on pretty much all arguments about privacy - especially some advertising 
agencies
can be totally anal about security, they are almost bound to disallow 
cloud-based storage of data.
The same probably goes for film work. Allowing installation on a dedicated 
server for total user control
would be a big plus here.

As for problems with low internet bandwidth in certain locations, I think this 
is where time is working for them.

What I really like is the collaborative potential - working on the same scene 
with others simultaneously can be an interesting design tool.



While I am also very careful about the cloud I am excited about the
potential. My main worry is ease of use. For example while I am very
impressed with what Lagoa can do. Its totally unusable on our internet
speeds.

There needs to be some middle ground found to make them far more
practical. Whether its a case of having an option of maybe downloading the
assets libraries locally or something else you cannot have an application
check back with the server nearly every time you perform an action.

If your are going to host something on the cloud that can say be check at
start up etc. There are opportunities for example for much better handling
of licences. I am sorry there is no reason why we should have to screw
around with licence managers (which all tend hate any other license
manager) when it totally possible to either have it check based on mac
address, IP, or even a login.

There are so many things that the cloud could be useful for without having
to do everything there.

Also I find it very doubtful that companies that tend to deal a lot with
brands etc will be happy with their stuff being held in a place that is
not under their total control.

That being said one of the where having the whole thing in the cloud they
can be very useful is in education. For a student to be able to work at
home and at school , not worrying about wether they are on the right OS,
or using the right version.( Looking at you ADSK ;) would be a massive
win. For instructors to be able to collaborate in a meaningful way. again
pure awesomeness.

I am somewhat caught between Geekish optimism and old timer practicality.

Angus



On 2013/07/10 12:13 PM, Eugen Sares sof...@mail.sprit.org wrote:


+1
No offence, but I also don't get too excited about the idea of
my/customers data pending in some unknown place with unknown people
having potential control over it.
Besides, it's risky to rely on a working internet connection all the
time for work. There are too many things that can go wrong, like in all
complex systems.
How about troubleshooting/workarounds if something hangs? And there can
hang a lot in any complex 3d application.
What if you forget to pay your bills? What about being forced for
whatever upgrades? Will you get cut off the chance to continue work?

This does not mean the Exocortex guys are not idealistic, but you cannot
be sure what will happen in the more distant future, when you have
settled comfy in that system and got dependant on it.

Cloud is evil... it means total control. Clever business idea for
managers it might sound, but I for my part dislike it.

My kind of old-schoolish opinion...


Am 10.07.2013 11:49, schrieb Tim Leydecker:

This claraio example pushes me to point out that it would still
be nice to be sure that every workfile or content stays inside the
private IP address space at any given time. At all times.

Personally, I simply don´t like the idea of effectively handing over
the absolute control over my intellectual property to any kind of remote
or even unknown entity/authority that may have completely divergent
interests to my own without even needing to state so in advance.

Clouds are happily described as giving you that air of freedom but
handing over data to a cloud effectively just means handing over your
data to someone else.

I don´t see why I would want to do that.

It would be nice if Claraio is made to run self-contained in a private
network
without any strings attached.

Cheers,

tim







On 10.07.2013 11:32, Rob Wuijster wrote:

I think most of us got the email ;-)

But all these new (internet based) tools makes it very interesting
for what lies ahead.


Rob

\/-\/\/

On 10-7-2013 11:26, Stefan Kubicek wrote:

I'm a bit surprised this hasn't been posted here yet, I hope I'm not
spoiling anything, but post date is 8th of July, so...
http://exocortex.com/blog/introducing_claraio









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Re: Programmatically Close a Torn off Menu

2013-07-09 Thread Stefan Kubicek



xsi = Application
ad = xsi.Desktop.ActiveLayout
for N in ad.Views:
if N.Type == Menu Window:
   print N.GetAttributeValue(metadata)


This is gold! I'm really curious as to how you found that.
I've been attempting to do more with menus for years, but the SDK functionality 
is just not there, and it doesn't seem to have any dev priority whatsoever.
E.g., there is no method to get rid of factory-installed menu items, or insert 
custom menu items between factory-installed ones (can't enumerate menu items), 
or is there?


This will return the name of the Menu Window...don't ask how I found that,
pure luck.

I now realize even getting the name won't be enough to know it's part of my
menu.  If someone tears off a sub-menu for instance, the name will not be
the same name as the original Menu name.

-tony



On Mon, Jul 8, 2013 at 5:29 PM, Tony Barbieri great...@gmail.com wrote:


Thanks Luc-Eric.

I am able to find the torn off menu but I'm trying to find the right one.
 Using this:

xsi = Application
ad = xsi.Desktop.ActiveLayout
for N in ad.Views:
print N.Name

prints Menu Window.  Is there a way to find the title of the torn off Menu
Window so I can be sure it's the right one I want to close?'

-tony


On Mon, Jul 8, 2013 at 4:51 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:


I think you should be able to find the tear off menu view by searching
for the floating window on the desktop, and then close that.
doesn't it apear in the Window menu?

On Mon, Jul 8, 2013 at 4:40 PM, Tony Barbieri great...@gmail.com wrote:
 Thanks for the reply, Brad!!

 Wasn't sure if you had messed with that...bummer...

 -tony


 On Mon, Jul 8, 2013 at 4:37 PM, Bradley Gabe witha...@gmail.com
wrote:

 Hi Tony-

 I remember looking into that issue and coming up empty handed. I don't
 think the SDK provides any handles for menu windows, or at least it
didn't
 in the versions we were using.

 -B

 Sent from my iPhone

 On Jul 8, 2013, at 3:08 PM, Tony Barbieri great...@gmail.com wrote:

  Hello!
 
  I am working on a project that is dynamically rebuilding menus with
  different entries.  The menu building is all functioning
correctly...unless
  a torn off menu exists.  The non-torn off menu is updated correctly,
but the
  torn off menu becomes orphaned because the old callbacks no longer
exist in
  memory.
 
  Ideally (and I know this is a long shot) we would rebuild the torn
off
  menu.  If that is not possible then I would just like to close any
torn off
  menus to limit confusion as to why pressing a menu item no longer
does
  anything.
 
  Are either of these solutions currently possible?
 
  Thanks much!
 
  --
  -tony




 --
 -tony





--
-tony








--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  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: Programmatically Close a Torn off Menu

2013-07-09 Thread Stefan Kubicek

Thanks a lot, that's good to know. One exclamation mark at too much in the code 
I guess :-)



That's funny ... there is a bug in the tear menu window get attribute method

It's supposed to return the name of the menu for targetcontent
but the instead it returns it if the name of the attribute is anything
except targetcontent.

so you could probably go GetAttributeValue(Luc-Eric) and it would work anyway.

my apologies


On Tue, Jul 9, 2013 at 2:58 AM, Stefan Kubicek s...@tidbit-images.com wrote:



xsi = Application
ad = xsi.Desktop.ActiveLayout
for N in ad.Views:
if N.Type == Menu Window:
   print N.GetAttributeValue(metadata)



This is gold! I'm really curious as to how you found that.
I've been attempting to do more with menus for years, but the SDK
functionality is just not there, and it doesn't seem to have any dev
priority whatsoever.
E.g., there is no method to get rid of factory-installed menu items, or
insert custom menu items between factory-installed ones (can't enumerate
menu items), or is there?



This will return the name of the Menu Window...don't ask how I found that,
pure luck.

I now realize even getting the name won't be enough to know it's part of
my
menu.  If someone tears off a sub-menu for instance, the name will not be
the same name as the original Menu name.

-tony



On Mon, Jul 8, 2013 at 5:29 PM, Tony Barbieri great...@gmail.com wrote:


Thanks Luc-Eric.

I am able to find the torn off menu but I'm trying to find the right one.
 Using this:

xsi = Application
ad = xsi.Desktop.ActiveLayout
for N in ad.Views:
print N.Name

prints Menu Window.  Is there a way to find the title of the torn off
Menu
Window so I can be sure it's the right one I want to close?'

-tony


On Mon, Jul 8, 2013 at 4:51 PM, Luc-Eric Rousseau
luceri...@gmail.comwrote:


I think you should be able to find the tear off menu view by searching
for the floating window on the desktop, and then close that.
doesn't it apear in the Window menu?

On Mon, Jul 8, 2013 at 4:40 PM, Tony Barbieri great...@gmail.com
wrote:
 Thanks for the reply, Brad!!

 Wasn't sure if you had messed with that...bummer...

 -tony


 On Mon, Jul 8, 2013 at 4:37 PM, Bradley Gabe witha...@gmail.com
wrote:

 Hi Tony-

 I remember looking into that issue and coming up empty handed. I
 don't
 think the SDK provides any handles for menu windows, or at least it
didn't
 in the versions we were using.

 -B

 Sent from my iPhone

 On Jul 8, 2013, at 3:08 PM, Tony Barbieri great...@gmail.com wrote:

  Hello!
 
  I am working on a project that is dynamically rebuilding menus with
  different entries.  The menu building is all functioning
correctly...unless
  a torn off menu exists.  The non-torn off menu is updated
  correctly,
but the
  torn off menu becomes orphaned because the old callbacks no longer
exist in
  memory.
 
  Ideally (and I know this is a long shot) we would rebuild the torn
off
  menu.  If that is not possible then I would just like to close any
torn off
  menus to limit confusion as to why pressing a menu item no longer
does
  anything.
 
  Are either of these solutions currently possible?
 
  Thanks much!
 
  --
  -tony




 --
 -tony





--
-tony








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Re: OT rayfire voxels

2013-07-05 Thread Stefan Kubicek

Not much in there that cannot be done with ICE, there are plenty of ready-made 
compounds being shared by others for this kind of stuff. What's really nice is 
the procedural texture support in realtime (at least I'm under the impression 
it's not only render time) in the viewport though, not sure if that's possible 
with SI atm.






most of this easily done in ICE, but, as usual, max guys get an 'out of the
box' push button solution


http://www.youtube.com/watch?v=hak829qxBLc
http://www.youtube.com/watch?v=hak829qxBLcfeature=player_embedded#at=16
feature=player_embedded#at=16




Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829


adrian.w...@fluid-pictures.com
blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com

www.fluid-pictures.com
blocked::blocked::blocked::http://www.fluid-pictures.com/


Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71






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Re: OT rayfire voxels

2013-07-05 Thread Stefan Kubicek

I totally second that. With 2014 at least it's possible to see procedural 
textures in Realtime in the HQ vewport, but
still opening up ICE to scene texture reading/writing is one of it's main 
missing features (that, and the lack for NURBS geometry support).


this is one of my biggest complaints with Soft

in maya you can get a fractal texture and drive anything with it, and see it
in the viewport

so, for example you can drive the emission rate of particles or their size

i know you can use turbulize, but you can't see the turbulence, unless you
also drive a weightmap with the turbulence, but then you need a really dense
mesh too many hoops to jump through!

what would be excellent is being able to evaluate rendertree
procedurals/mixers and pass that data through to ICE

i just did a shot setting a zeppelin on fire, i used a complex mix of
fractals/ICE driven weightmaps to texture holes burning through an object,
but to feed this 'matte' into the fluid sim, i had to rendermap these
fractals to use as a texturemap sequence in the ICE tree... (don't even get
me started on fractals rendering differently between mental ray and arnold!)

it just bothers me that ICE is incredibly open in most areas, but then at
some point we always seem to come up against a broken pipe!

/end rant

a

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Kubicek
Sent: 05 July 2013 10:28
To: softimage@listproc.autodesk.com
Subject: Re: OT rayfire voxels

Not much in there that cannot be done with ICE, there are plenty of
ready-made compounds being shared by others for this kind of stuff. What's
really nice is the procedural texture support in realtime (at least I'm
under the impression it's not only render time) in the viewport though, not
sure if that's possible with SI atm.






most of this easily done in ICE, but, as usual, max guys get an 'out of

the

box' push button solution


http://www.youtube.com/watch?v=hak829qxBLc
http://www.youtube.com/watch?v=hak829qxBLcfeature=player_embedded#at=16
feature=player_embedded#at=16




Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829


adrian.w...@fluid-pictures.com
blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com

www.fluid-pictures.com
blocked::blocked::blocked::http://www.fluid-pictures.com/


Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71









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Vray 3.0 sneak peak

2013-07-01 Thread Stefan Kubicek

Some details on new features and speed comparisons (including the classrom 
scene) for Version 3.0 vs. 2.4:
http://vray.info/news/article.asp?ID=553

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 www.keyvis.at
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Re: Vray 3.0 sneak peak

2013-07-01 Thread Stefan Kubicek

So do most other production renderers atm :-) Arnold, VRay, 3Delight, Redhsift...nobody can rest on his laurels these days.

On Mon, Jul 1, 2013 at 8:51 AM, Stefan Kubicek s...@tidbit-images.com wrote:

Some details on new features and speed comparisons (including the classrom scene) for Version 3.0 vs. 2.4:
http://vray.info/news/article.asp?ID=553

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 Stefan Kubicek  ste...@keyvis.at
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 keyvis digital imagery
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   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 --


-- ---   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|UeberTage 2013 takes place September 13th 2013 in Siegen, Germany

2013-06-28 Thread Stefan Kubicek
Wow, is it one year later already? It feels like the last Uebertage was  
only yesterday...

Thanks for the heads up Oliver!

Stefan


Hi there!

It will happen again, this year..!
SOFTIMAGE|UeberTage 2013 will take place on

Friday, September 13th 2013 from 10.00h-18.00h in Siegen, Germany

Teaser for 2013 with impression of SOFTIMAGE|UeberTage 2012:
https://vimeo.com/57087794

Our homepage:
http://www.softimage-uebertage.de

Register now:
http://uebertage.eventbrite.com/

The program is in the making and will be released as soon as possible!

Visit us at facebook:
https://www.facebook.com/SoftimageUberTage

Cheers,
oli



--
---
   Stefan Kubicek
---
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  Alfred Feierfeilstraße 3
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 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
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Re: Interesting particle collision setup in C4D

2013-06-25 Thread Stefan Kubicek
That's Cebas' Thinking Particles for 3dsMax, but I think there is also a  
port for C4D.




Interesting particle collision setup in C4D.
https://vimeo.com/69029141
plus, the interface looks familiar, no ?



--
---
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---
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Re: Models and ICE

2013-06-21 Thread Stefan Kubicek

Might be related to this, which has been logged a few weeks ago:SI_DEFECT-0032  BSPR-6431 - Cannot store ICE Attributes on Models and Control ObjectsI’ve run into the situation where I attempt to apply an ICE tree to a Model, but the ICE window browser gives the status“All items hidden due to a filter”If I proceed to create an ICE tree on the Model, it works, but does not behave as expected.Further, if the Model’s name is “Test”, and I attempt to Set data on it withTest.kine.pathcns.percIt is valid,But this:self.kine.pathcns.percis not valid and lights up like a stop light.What did I get wrong?--Joey PonthieuxLaRC Information Technology Enhanced Services (LITES)Mymic Technical ServicesNASA Langley Research Center__Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party.-- ---   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: [plug]Creation:Splice - coming soon for Softimage

2013-06-21 Thread Stefan Kubicek
  
  
  
  
  
  
  
  


  

  

  
  

  

  





  

-- 
Our users will know fear and cower
before our software! Ship it! Ship
it and let them flee like the dogs
they are!
  

  

  
  
  
  
  
  -- 
  Byungchul Kang
| MBC CG TEAM [http://imbc.com]
  http://cgndev.com

  
  

  

  





-- 
Our users will know fear and cower before our software! Ship it!
Ship it and let them flee like the dogs they are!
  


  -- ---   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: Models and ICE

2013-06-21 Thread Stefan Kubicek

LOL! Well, at least you have control over where you swing that mallet, if at all.Opensource Softimage damnit!Which I believe was logged alongside this one:SI_DEFECT-0034  BSPR-6671 - Cannot Swing Heavy Mallet to Groin Without Testicles HurtingOn Fri, Jun 21, 2013 at 6:20 PM, Stefan Kubicek s...@tidbit-images.com wrote:



Might be related to this, which has been logged a few weeks ago:SI_DEFECT-0032  BSPR-6431 - Cannot store ICE Attributes on Models and Control Objects
I’ve run into the situation where I attempt to apply an ICE tree to a Model, but the ICE window browser gives the status
“All items hidden due to a filter”If I proceed to create an ICE tree on the Model, it works, but does not behave as expected.
Further, if the Model’s name is “Test”, and I attempt to Set data on it with
Test.kine.pathcns.percIt is valid,
But this:self.kine.pathcns.percis not valid and lights up like a stop light.
What did I get wrong?--
Joey PonthieuxLaRC Information Technology Enhanced Services (LITES)Mymic Technical ServicesNASA Langley Research Center__
Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party.
-- ---   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 Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!


-- ---   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: congrats to Jellyfish

2013-06-21 Thread Stefan Kubicek











Flawless, and...irritating.Thanks for posting!



great short by Shynola that Jellyfish worked on



http://www.created-to-help-you.com/



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





-- ---   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: LEGO - the Movie Trailer

2013-06-20 Thread Stefan Kubicek
:

Well, trailer's out:
http://www.youtube.com/watch?v=lPnY2NjSjrg

Animal Logic, so layout, rigging and
animation are Softimage.
Still in production.






--
Technical Director @ DreamWorks Animation





--
Our users will know fear and cower before our software!
Ship it! Ship it and let them flee like the dogs they are!










--
Our users will know fear and cower before our software! Ship it! Ship
it and let them flee like the dogs they are!






--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  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: LEGO - the Movie Trailer

2013-06-20 Thread Stefan Kubicek
ivansoftim...@gmail.com
mailto:ivansoftim...@gmail.com wrote:

Fantastic ! looking forward to watching it.



On Wed, Jun 19, 2013 at 8:03 AM, Raffaele
Fragapane raffsxsil...@googlemail.com
mailto:raffsxsil...@googlemail.com wrote:

Well, trailer's out:

http://www.youtube.com/watch?v=lPnY2NjSjrg

Animal Logic, so layout, rigging and
animation are Softimage.
Still in production.






--
Technical Director @ DreamWorks Animation





--
Our users will know fear and cower before our software!
Ship it! Ship it and let them flee like the dogs they
are!










--
Our users will know fear and cower before our software! Ship it! Ship
it and let them flee like the dogs they are!











--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  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: the jungle drums

2013-06-19 Thread Stefan Kubicek

Max had Reference Models (they call it XRefs) long before Soft or Maya did. It had a lot 
of things first (e.g. non-linear animation, compositing), but most of these 
features suffered from bad usability and were never improved.



In a post about NVidia and Star Trek on CGSociety the article mentions that 
Pixomondo did a staggering 300 shots with 3DSMAX for the movie... First I 
sprayed my coffee all over my monitor and then wondered why they wanted to 
suffer so much? Or perhaps its me, nah, I don't think so.
How can you make so many shots with something that doesn't even have reference 
models and that its viewport doesn't support more than 2 rigged characters?

Ref : 
http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/star_trek_into_darkness



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves
Sent: 19 juin 2013 08:01
To: softimage@listproc.autodesk.com
Subject: Re: the jungle drums

Well on a nice note I convinced the guys at work to use soft on our last job 
and they are very much enjoying it. But then again they used max before (and it 
was killing me.) We had very long shots, with loaaads of cache from max, 
and a lot of passes (lots of hero objects per shot) and that would have been a 
nightmare in max..

I thought the same about if soft was discontiuned, I could happily still use it 
for years without updates.. Mostly anyway.


Simon Reeves
London, UK
si...@simonreeves.commailto:si...@simonreeves.com
www.simonreeves.comhttp://www.simonreeves.com


On 19 June 2013 12:53, adrian wyer 
adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com wrote:
which is acceptable, being part of the suite, like mudbox

it means the old farts like us can keep using it for what its good at 
(everything) and the new kids can use it for what it's best at (ICE)

a


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Stefan Andersson
Sent: 19 June 2013 12:47

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: the jungle drums


On Jun 19, 2013, at 12:28 PM, adrian wyer wrote:

i see amazing work done with Soft on a variety of websites, by many talented 
artists...

there are things you can do in ICE that you would struggle to do any other way 
(especially if you're a human and not a Houdini double dome!)

Soft is a GREAT package, (possibly the BEST all round 3D app) with the most 
loyal and inventive userbase

Autodesk would be IDIOTS to put it out to pasture, and i can't help feeling 
that many would simply move to modo/cinema4D/blender rather than jump backwards 
to maya

this is a time when we as a community really need to make some noise and show 
the 'man' that we love our software, and want to keep it!!

my 2c


I agree with you Adrian, but it's hard to promote the software to the people who has the 
money when you are struggling with finding people. I all for giving Softimage a 
helping hand, but when you are in a startup phase It's almost dumb to put 
your money on Softimage. It's going to be a piece of Software that you use for special 
things.

/s


Stefan Andersson | Digital Janitor
bloghttp://sanders3d.wordpress.com/ | showreelhttp://www.youtube.com/watch?v=qVb8yvxZcss | 
twitterhttp://twitter.com/sanders3d | LinkedInhttp://www.linkedin.com/in/sanders3d | 
Instagramhttp://instagram.com/sanders3d_
cell SE: +46-736268850
cell UK: +44-7513792996




No virus found in this message.
Checked by AVG - www.avg.comhttp://www.avg.com
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  Stefan Kubicek   ste...@keyvis.at
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Phone:  +43 (0) 699 12614231
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Re: (sort-of) getting in to game dev

2013-06-18 Thread Stefan Kubicek

But saying he wants to get into game development is a lot better than what
he said the first time I asked what he wanted to do with his life.  He
said, dunno... haven't given it much thought yet... - this is an 18 year
old saying this to the father of his girlfriend when asked about his future
plans  So hearing any sort of direction was a big plus for me!


LOL! Well, it's not all about farmers, carpenters, and cooks anymore, is it? Preofessions 
have become so diverse, abstract and hard to describe that most kids are overwhelmed when 
asked to make a choice. The only smart answer to the question about future plans a 14 
year old can give these days is: What are my options?. An 18 year old could 
know better, but from what I can tell, most actually don't.

To me, and as others have said, it's about finding out what he's really 
interested in. You won't make it far if you don't really love what you are 
doing. If it's the (3D) art side of things he might be better off going into 
Film, TV or commercials work, especially if he's not so techically minded. At 
least I always felt that creating CG for movies and the likes was more straight 
forward and less convoluted than making art for games (depending on size of 
company and specialisation of individual work places there, the smaller the 
company the broader your
skills will need to be, including wrangling congiguration files and bug fixing 
models that would render fine but just don't live up to the restrictions and 
technical requirements of the game engine). An art related job in a games 
studio usually pays less than a similar position in a film studio.

The best thing would be to get him into a games company for a few days or 
better weeks (the shop I worked for used to temporarily hire testers now and 
then) so he gets an understanding of what positions exist and what they 
actually mean and do. After that he should have understood...

1) ...that making games is not about playing games!
2) ...that making games is time consuming and requires excessive attention to 
detail and technical knowledge in pretty much any position.
3) ...what position he finds most interesting and what he will need to learn in 
order to get there.

My 5 european cents.

Stefan







-Paul





On Mon, Jun 17, 2013 at 10:24 AM, pete...@skynet.be wrote:


  Dissuade him - advise him to get a medical degree.
Your daughter will hate you for it short term, but thank you long term -
when paycheck has more importance than some childhood disillusion.

If she stays with him, that’s the long term, so you win.
But i
f she breaks up, that’s the short term – her hate for you dissuading the
boyfriend will turn around when she breaks up anyway.

Eventually - if he sticks with the medical degree – once he’s established
a profitable practice, he can just buy a games company and ask his new
employees to show him how things work.

I’m sure Bradley can give some helpful pointers for where to get a medical
degree.

 *From:* Raffaele Fragapane raffsxsil...@googlemail.com
*Sent:* Monday, June 17, 2013 2:57 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: OT: (sort-of) getting in to game dev

 Saying I want to get into games is like saying I want to have
something to do with buildings. Laying the bricks, engineering
anti-seismic structures, or decorating the interiors? :)

First thing I'd try and push him for is to form some rough idea of what he
likes in a game and how he feels he'd like to contribute (code, art,
assets, level design etc.).
If he says he wants to be the one that comes up with the ideas (lead game
designer), then I think you're allowed to slap him in on the neck
repeatedly. If he wants to become a producer you need to change your
daughter's mind in regards to this boy :p

--
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!






--
-
  Stefan Kubicek   ste...@keyvis.at
-
   keyvis digital imagery
  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: (sort-of) getting in to game dev

2013-06-18 Thread Stefan Kubicek

I hear undertakers rarely run out of business too.



Having had to just replace a geyser I suggest he becomes a plumber. There
will never be a shortage of work as people always have to drink, bath
(some folks more then others) and they definitely need to use the toilet
fairly often.

Should that be we paying he can in his spare time start playing with
things like unity, blender etc.

;)

On 2013/06/18 10:54 AM, Stefan Kubicek s...@tidbit-images.com wrote:


But saying he wants to get into game development is a lot better than
what
he said the first time I asked what he wanted to do with his life.  He
said, dunno... haven't given it much thought yet... - this is an 18
year
old saying this to the father of his girlfriend when asked about his
future
plans  So hearing any sort of direction was a big plus for me!


LOL! Well, it's not all about farmers, carpenters, and cooks anymore, is
it? Preofessions have become so diverse, abstract and hard to describe
that most kids are overwhelmed when asked to make a choice. The only
smart answer to the question about future plans a 14 year old can give
these days is: What are my options?. An 18 year old could know better,
but from what I can tell, most actually don't.

To me, and as others have said, it's about finding out what he's really
interested in. You won't make it far if you don't really love what you
are doing. If it's the (3D) art side of things he might be better off
going into Film, TV or commercials work, especially if he's not so
techically minded. At least I always felt that creating CG for movies and
the likes was more straight forward and less convoluted than making art
for games (depending on size of company and specialisation of individual
work places there, the smaller the company the broader your
skills will need to be, including wrangling congiguration files and bug
fixing models that would render fine but just don't live up to the
restrictions and technical requirements of the game engine). An art
related job in a games studio usually pays less than a similar position
in a film studio.

The best thing would be to get him into a games company for a few days or
better weeks (the shop I worked for used to temporarily hire testers now
and then) so he gets an understanding of what positions exist and what
they actually mean and do. After that he should have understood...

1) ...that making games is not about playing games!
2) ...that making games is time consuming and requires excessive
attention to detail and technical knowledge in pretty much any position.
3) ...what position he finds most interesting and what he will need to
learn in order to get there.

My 5 european cents.

Stefan







-Paul





On Mon, Jun 17, 2013 at 10:24 AM, pete...@skynet.be wrote:


  Dissuade him - advise him to get a medical degree.
Your daughter will hate you for it short term, but thank you long term
-
when paycheck has more importance than some childhood disillusion.

If she stays with him, that¹s the long term, so you win.
But i
f she breaks up, that¹s the short term  her hate for you dissuading
the
boyfriend will turn around when she breaks up anyway.

Eventually - if he sticks with the medical degree  once he¹s
established
a profitable practice, he can just buy a games company and ask his new
employees to show him how things work.

I¹m sure Bradley can give some helpful pointers for where to get a
medical
degree.

 *From:* Raffaele Fragapane raffsxsil...@googlemail.com
*Sent:* Monday, June 17, 2013 2:57 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: OT: (sort-of) getting in to game dev

 Saying I want to get into games is like saying I want to have
something to do with buildings. Laying the bricks, engineering
anti-seismic structures, or decorating the interiors? :)

First thing I'd try and push him for is to form some rough idea of
what he
likes in a game and how he feels he'd like to contribute (code, art,
assets, level design etc.).
If he says he wants to be the one that comes up with the ideas (lead
game
designer), then I think you're allowed to slap him in on the neck
repeatedly. If he wants to become a producer you need to change your
daughter's mind in regards to this boy :p

--
Our users will know fear and cower before our software! Ship it! Ship
it
and let them flee like the dogs they are!






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Re: OT: alien character

2013-06-10 Thread Stefan Kubicek

FXGuide article about the making of Paul.Modeling  Rigging at approx. 50% down the page.http://www.fxguide.com/featured/paul-double-negative’s-alien-adventure/Hi List,I'm curious to know how much time someone would spend to model, texture and rig an alien character(including rig for facial animation), reference is Paul the alien. I need an average estimate.I apologise for the non technical mail.
TIA,Royston
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Re: the secret of animation

2013-06-05 Thread Stefan Kubicek

LOL, "I think I broke my rig!" - those those last 10 seconds gave me goose bumps :-)https://vimeo.com/67501143-- Best Regards,
Stephen P. Davidson  (954) 552-7956
  sdavid...@3danimationmagic.comAny sufficiently advanced technology is indistinguishable from magic
  - Arthur C. Clarke


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Re: 3delight for softimage 4.0 preview

2013-05-28 Thread Stefan Kubicek

Thanks for the video and heads up Gregory,
it's refreshing to see that 3DL for Softimage is still actively being 
developed, and from the looks of the change list relentlessly being bug-fixed 
and optimized too.

You say this is a 4.0 preview, in how far does it differ from the latest 
official version 3.1.42 mentioned in the change list, or was that the version you used 
for the video?

@Aghiles: You need to advertise your product more, I didn't even know you 
implemented incremental updates!
I suppose you are doing bidirectional path tracing? I'm looking forward to 
seeing the performance impact of some heavily and finely displaced mesh 
rendered with that.

The latest demo version I could find available for download is labelled version 
3.1.17. Is there any chance mere mortals can test-dive the latest and greatest? 
I'd love to.

Stefan




Hi Guys,

In case you did not had a chance to look into the next version of 3dfs,
here is a little test I did.

http://vimeo.com/66105781

Cheers,

Greg




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Re: Announcing Redshift - Biased GPU Renderer

2013-05-24 Thread Stefan Kubicek

not AFAIK.  There is a =alpha version  that you can download from the
forums, which an individual is developing.



That would be Stefan Woermann
http://vimeo.com/user2509578



That's why I was going to do
the comparison in standalone.


On Wed, Mar 27, 2013 at 3:24 PM, Daryl Dunlap  
twinsnakes...@gmail.comwrote:



Ed, did Octane ever release their SI plugin?


On Wed, Mar 27, 2013 at 3:23 PM, Ed Manning etmth...@gmail.com wrote:


In what spare time I have I'm setting up a shootout between Octane
standalone and redshift in SI.







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Re: Texture size in games?

2013-05-15 Thread Stefan Kubicek
I haven't had much to do with games for the last two years so some info  
might be outdated already, but Unity seems to be a good starting point  
both in terms of features and affordability.


As for textures, it totally depends on what type of asset you want to  
build, and for which Platform (Hardware).
A typical character texture set three years ago (diffuse and normal map,  
maybe specularity map and AO map too if needed) used to be 512x512 in  
resolution for the head and hands and another 512x512 texture set for the  
body (usually you want higher texture detail on the face if it's seen  
close-up), plus the same again for the body. These days it has most likely  
quadrupled for modern hardware.


I've also seen combinations of resolutions where the diffuse texture would  
only be half the size of the normal map (if the diffuse texture is  
low-freuqent compared to the normal map for example), and vice versa, it  
depends on what maps contain the look-defining detail.


Good practice is to use textures with resolutions of the power of two  
(128x128,256x256,512x512,1024x1024), since depending on engine and target  
hardware non-power-of-two
textures are often scaled up the the nearest power of two automatically,  
consuming the same amount of RAM, but not offering anymore precious  
detail. There are exceptions to this rule, on Wii for example you may use  
combinations of power of two and non-power-of-two textures, like 256x512,  
without wasting any RAM (textures are not automatically scaled to power of  
two).


If you are using texture baking, and the engine makes use of mip mapping  
(as most do) make sure to keep the individual islands far enough apart  
from each other so they don't bleed into each other when scaled down in  
the mip map creation process. Choose a suitable fill color (one with low  
contrast to the surrounding baked color information) too for the same  
reason.


For skinned geometry use as little a number of skin weights as possible,  
most engines have special code paths for fast deformation of various  
numbers of skin weights per vertex (e.g. 1, 4, 8, but not 3,5 or 7), as  
well as the maximum number of joints deforming a single mesh (e.g. 64),  
though I'm sure on modern hardware the latter is not so much of a concern  
anymore. I found 4 skin weights per vertex to be sufficient for pretty  
much anything, including joint-driven facial animation).


I'm sure there are tons of tutorials covering all those aspects, also in  
regards to Unity, different engines and hardware may have different needs  
or specialities.




Hi all!
This might be a strange question, but what would be the normal texture
size today when creating content for games?
I'm trying to learn a new profession and need to test out the basics
at home before I jump out into the void :)

Also, would unity be a good practice platform? Or any other  
recommendations?


I'm trying out something new here, so any suggestions and tips are  
welcomed!


Best regards
Stefan


-- Sent from a phone booth in purgatory



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Any (CG) software as a service. Now.

2013-05-15 Thread Stefan Kubicek
I have the slight feeling that this isn't necessarily going to slow down  
the migration from desktop to web-based applications:  
https://www.youtube.com/watch?v=YUsCnWBK8gchd=1


Press release: http://www.otoy.com/130501_OTOY_release_FINAL.pdf



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Re: PyQtForSoftimage with PySide support

2013-05-15 Thread Stefan Kubicek

Hi Steven,

I managed to compile and create a Windows installer for PySide 1.1.3 using  
Qt 4.8.4, VS2010 and Python 2.7.4, all x64. For a quick test I also  
modified the PyQtForSoftimage Python scripts to use the PySide libs  
instead of PyQt and I was able to run the ExampleDialog and  
ExampleSignalSlot Examples that come with your addon.
The ExampleMenu example throws an error when clicking on one of the menu  
items from the popup, it looks like PySide expects a slightly different  
syntax, which should be fixable:


TypeError: 'PySide.QtGui.QMenu.exec_' called with wrong argument types:
#   PySide.QtGui.QMenu.exec_(int, int)
# Supported signatures:
#   PySide.QtGui.QMenu.exec_()
#   PySide.QtGui.QMenu.exec_(list, PySide.QtCore.QPoint,  
PySide.QtGui.QAction = None)
#   PySide.QtGui.QMenu.exec_(list, PySide.QtCore.QPoint,  
PySide.QtGui.QAction, PySide.QtGui.QWidget)
#   PySide.QtGui.QMenu.exec_(PySide.QtCore.QPoint, PySide.QtGui.QAction =  
None)


Besides that it's looking good.

How far did you get, and is there anything else to consider?

Also, I don't want to rush ahead, but if it's of any use to you or any one  
else (and legal, I suppose?) I can put that installer (or just  
shiboken.pyd) and maybe even the modified Plugin scripts up for download  
for people to experiment with in the mean time.
I also thought of documenting the build process (also as a reminder for me  
should I ever have to do this again), since most of the info is scattered  
all over the net and there are likely others who need to compile  
themselves too at some point and could save a lot of time with all info in  
one place. Let me know what you think.





iicky... i will just provide an installer which is just their build  
system
run vanilla. which includes shiboken... for now until they get it  
together.



On Mon, May 13, 2013 at 7:24 PM, Luc-Eric Rousseau  
luceri...@gmail.comwrote:


you could take the pyside dlls from a maya 2014 install, we figured all  
of

those compilation issues. they're compiled for python 2.7 and vc2010.
 these dlls won't work with python 2.6


On Monday, May 13, 2013, Stefan Kubicek wrote:

SI2014 looks quite attractive due to all the bug fixes, so 2.7.4  it  
will

be for me soon.
I don't know if it's ok to mix Python versions, e.g. use Shiboken
compiled against 2.6.x in a 2.7.x environment,
but even if it works I'd just feel...uneasy, never knowing if the next
cryptic error message is due to mixing
versions, or my own fault.

 well that is what we are sorting out. if we need to compile our own

PySide
version/installer then guess what? the PySide license allows me to do
that
:)



That's exactly what made me look into PySide too. The license is very
copyleft (if that's the right term).






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Re: Any (CG) software as a service. Now.

2013-05-15 Thread Stefan Kubicek

Indeed, if only I had more time to play with it :-/



Thiago's new Lagoa cloud-based renderer is also a pretty impressive use of
HTML5 for a 3D DCC:

http://home.lagoa.com/



On Wed, May 15, 2013 at 6:15 AM, Stefan Kubicek s...@tidbit-images.comwrote:


I have the slight feeling that this isn't necessarily going to slow down
the migration from desktop to web-based applications:
https://www.youtube.com/watch?**v=YUsCnWBK8gchd=1https://www.youtube.com/watch?v=YUsCnWBK8gchd=1

Press release: 
http://www.otoy.com/130501_**OTOY_release_FINAL.pdfhttp://www.otoy.com/130501_OTOY_release_FINAL.pdf



--
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--**-
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Re: PyQtForSoftimage with PySide support

2013-05-14 Thread Stefan Kubicek


Our PySide integration is not the one from Steven because I wasn't able  
to

get the windowing stuff right on Linux, so I wrote a python plugin that
handle the QApplication creation/destruction and uses a timer event to
force the Qt loop update. It's still a little bit rough and the Qt  
dialogs

are not parented to the Softimage window but so far it's stable and
completely usable.


I tried creating the QApplication and the hidden anchor window directly  
via Python instead of using a compiled C++ plugin too (on Windoze, not  
Linux) but got nothing but crashes. I found the prospect of making due  
without a plugin that needs to be recompiled for every Softimage version  
(I know reality looks different, but at least on paper) very appealing. I  
even tried to implement all the mouse hooks via Python (there was a thread  
about this some months ago), but I gave up after a day due to lack of  
time. PyHok might be an alternative, but chances are good it wouldn't work  
on Linux.
I imagine there are a couple of people on this list who'd love to get  
PySide for Soft up and running on Linux, even if it is not responding to  
mouse events. Do you mind sharing how you did it?




Anyway, I'm in to beta test a unified QtForSoftimage plugin on win and
linux.

Julien


On Tue, May 14, 2013 at 4:29 AM, Jens Lindgren
jens.lindgren@gmail.comwrote:


Would love to try it out Steven but I don't have time right now :(
I prefer to use PySide instead of PyQT so this is very welcomed.

/Jens


On Tue, May 14, 2013 at 5:34 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

The difference is pySide isn't licensing hell, and AD is going that  
way.
I reckon that's reason enough to do whatever we can to speed up  
adoption

and finding rough edges as soon as possible ;)


On Fri, May 10, 2013 at 10:25 AM, Jeremie Passerin  
gerem@gmail.comwrote:



Can I ask what's the main differences between PySide and PyQt4 ?
Is that just licensing ?

Jeremie


On 9 May 2013 17:04, Steven Caron car...@gmail.com wrote:


Hey Gang

Tony Barbieri and I have been working on official support for PySide
with the PyQtForSoftimage plugin and I need some testers...

Who here wants to use PySide instead of PyQt4? It is a little rough
right now so, only people that really want to use PySide should  
contact me.


Thanks
Steven







--
Our users will know fear and cower before our software! Ship it! Ship  
it

and let them flee like the dogs they are!





--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/




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Re: PyQtForSoftimage with PySide support

2013-05-14 Thread Stefan Kubicek
Thanks for your constructivism Luc-Eric, but downloading and installing  
Maya to get a Softimage compatible version of PySide? That's a one-way  
ticket, I'd rather compile myself and have a working solution I have a bit  
more control over, even if it's just to get updates and bug fixes faster  
when a new version of Qt or PySide is released.



you could take the pyside dlls from a maya 2014 install, we figured all  
of

those compilation issues. they're compiled for python 2.7 and vc2010.
 these dlls won't work with python 2.6

On Monday, May 13, 2013, Stefan Kubicek wrote:

SI2014 looks quite attractive due to all the bug fixes, so 2.7.4  it  
will

be for me soon.
I don't know if it's ok to mix Python versions, e.g. use Shiboken  
compiled

against 2.6.x in a 2.7.x environment,
but even if it works I'd just feel...uneasy, never knowing if the next
cryptic error message is due to mixing
versions, or my own fault.

 well that is what we are sorting out. if we need to compile our own  
PySide
version/installer then guess what? the PySide license allows me to do  
that

:)



That's exactly what made me look into PySide too. The license is very
copyleft (if that's the right term).






--
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---
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   A-2380 Perchtoldsdorf bei Wien
 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
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Re: PyQtForSoftimage with PySide support

2013-05-13 Thread Stefan Kubicek

Hi Steven,

I tried to use PySide together with your PyQt4XSI plugin last year and managed 
to get your basic demos running after replacing some lines of code (I think it 
was mostly the import statements changed to point at PySide.blah instead of the 
PyQt ones). No real problems I can remember, but projects caught up with me and 
I couldn't try harder to find any.

What proofed to be a major pita was (and still is) that I could not find any 
x64 version of PySide that includes the Shiboken Python module out of the box 
and is compatible with Python 2.6.x. There are a couple of pre-built packages 
for download both from http://www.lfd.uci.edu/~gohlke/pythonlibs/#pyside and 
http://qt-project.org/wiki/PySide_Binaries_Windows, but none of them includes 
shiboken.pyd as far as I could see. Back then I was lucky and some kind sould 
sent me a compatible version of the module (maybe that was even you? Sorry, I 
really can't recall)

Meanwhile, from what I could learn from the net, the missing module seems to be 
due to a bug in one of the PySide build scripts and allegedly has been fixed 
months ago, it's just that nobody has made a new build with it and made it 
publicly available yet (neither Gohlke nor the maintainers of the PySide 
project and it's associated web pages), which is also where even I feel that 
PySide is less well maintained compared to PyQt, admittedly.

Did you compile Qt and PySide yourself or did you find an alternate source with 
precompiled binaries?

Ultimately, I think what's needed to get that missing module is a custom PySide 
build compiled against Python 2.7.x and VS2010 (for SI2014) or Python 2.6.x and 
VS2008 (for anything older than SI2014) and an as up to date Qt version as 
possible (don't know if 5.x would be a good idea, 4.8.4 seems to be the latest 
of the 4.x line).

Early last week I finally had time to make another attempt and finally managed 
to compile Qt 4.8.4 for x64 against Python 2.7.4 and VS2010 (without Phonon, I 
skipped installing DX for now). Next on my list was to compile PySide against 
that build to hopefully and finally get a compatible version of this dreaded 
Shiboken module. But I'd rather skip all that and just use yours, though I'm 
still really curious as to where you got it from, in case you didn't compile 
yourself :-)

In any way, if you still need or want more testers I'd love to give it a shot.

And as always, thanks for investing so much of your time into it.

Stefan



Hey Gang

Tony Barbieri and I have been working on official support for PySide with
the PyQtForSoftimage plugin and I need some testers...

Who here wants to use PySide instead of PyQt4? It is a little rough right
now so, only people that really want to use PySide should contact me.

Thanks
Steven




--
---
   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   --
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Re: PyQtForSoftimage with PySide support

2013-05-13 Thread Stefan Kubicek

SI2014 looks quite attractive due to all the bug fixes, so 2.7.4  it will be 
for me soon.
I don't know if it's ok to mix Python versions, e.g. use Shiboken compiled 
against 2.6.x in a 2.7.x environment,
but even if it works I'd just feel...uneasy, never knowing if the next cryptic 
error message is due to mixing
versions, or my own fault.


well that is what we are sorting out. if we need to compile our own PySide
version/installer then guess what? the PySide license allows me to do that
:)


That's exactly what made me look into PySide too. The license is very 
copyleft (if that's the right term).





i did build from source, but that was because i was trying to work around a
bug in loading .ui files using the QUiLoader class.

so are you using Python 2.6.x? or 2.7.x?

s


On Mon, May 13, 2013 at 2:15 PM, Stefan Kubicek s...@tidbit-images.comwrote:


Hi Steven,

I tried to use PySide together with your PyQt4XSI plugin last year and
managed to get your basic demos running after replacing some lines of code
(I think it was mostly the import statements changed to point at
PySide.blah instead of the PyQt ones). No real problems I can remember, but
projects caught up with me and I couldn't try harder to find any.

What proofed to be a major pita was (and still is) that I could not find
any x64 version of PySide that includes the Shiboken Python module out of
the box and is compatible with Python 2.6.x. There are a couple of
pre-built packages for download both from http://www.lfd.uci.edu/~**
gohlke/pythonlibs/#pysidehttp://www.lfd.uci.edu/~gohlke/pythonlibs/#pysideand
http://qt-project.org/wiki/**PySide_Binaries_Windowshttp://qt-project.org/wiki/PySide_Binaries_Windows,
but none of them includes shiboken.pyd as far as I could see. Back then I
was lucky and some kind sould sent me a compatible version of the module
(maybe that was even you? Sorry, I really can't recall)

Meanwhile, from what I could learn from the net, the missing module seems
to be due to a bug in one of the PySide build scripts and allegedly has
been fixed months ago, it's just that nobody has made a new build with it
and made it publicly available yet (neither Gohlke nor the maintainers of
the PySide project and it's associated web pages), which is also where even
I feel that PySide is less well maintained compared to PyQt, admittedly.

Did you compile Qt and PySide yourself or did you find an alternate source
with precompiled binaries?

Ultimately, I think what's needed to get that missing module is a custom
PySide build compiled against Python 2.7.x and VS2010 (for SI2014) or
Python 2.6.x and VS2008 (for anything older than SI2014) and an as up to
date Qt version as possible (don't know if 5.x would be a good idea, 4.8.4
seems to be the latest of the 4.x line).

Early last week I finally had time to make another attempt and finally
managed to compile Qt 4.8.4 for x64 against Python 2.7.4 and VS2010
(without Phonon, I skipped installing DX for now). Next on my list was to
compile PySide against that build to hopefully and finally get a compatible
version of this dreaded Shiboken module. But I'd rather skip all that and
just use yours, though I'm still really curious as to where you got it
from, in case you didn't compile yourself :-)

In any way, if you still need or want more testers I'd love to give it a
shot.

And as always, thanks for investing so much of your time into it.

Stefan



 Hey Gang


Tony Barbieri and I have been working on official support for PySide with
the PyQtForSoftimage plugin and I need some testers...

Who here wants to use PySide instead of PyQt4? It is a little rough right
now so, only people that really want to use PySide should contact me.

Thanks
Steven




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Re: PyQtForSoftimage with PySide support

2013-05-13 Thread Stefan Kubicek

If I remember correctly I ended up copying PyQt (and later PySide) into the 
site-packages folder of Softs native Python folder (e.g. C:\Program 
Files\Autodesk\Softimage 2013 SP1\Application\python\Lib\site-packages\) and 
that worked. No external Python or pyWin.






it was never a requirement but a suggestion. you can make it work by using
built in python for softimage... but most don't want or know or want to
know.


On Mon, May 13, 2013 at 3:55 PM, Tim Crowson tim.crow...@magneticdreams.com

wrote:



Steve,

I've got some emails going with Shotgun Support about this (concerning
Tank), but I figure I should just ask them here too. Until now, I believe
the requirements for using PyQt4Softimage were to have Softimage use a
system installation of Python 2.7.3. Which also forced the installation of
PyWin. With 2014 and the move to 2.7, is this requirement still in place?

-Tim C.




On 5/13/2013 5:37 PM, Stefan Kubicek wrote:


SI2014 looks quite attractive due to all the bug fixes, so 2.7.4  it will
be for me soon.
I don't know if it's ok to mix Python versions, e.g. use Shiboken
compiled against 2.6.x in a 2.7.x environment,
but even if it works I'd just feel...uneasy, never knowing if the next
cryptic error message is due to mixing
versions, or my own fault.

 well that is what we are sorting out. if we need to compile our own

PySide
version/installer then guess what? the PySide license allows me to do
that
:)



That's exactly what made me look into PySide too. The license is very
copyleft (if that's the right term).





i did build from source, but that was because i was trying to work
around a
bug in loading .ui files using the QUiLoader class.

so are you using Python 2.6.x? or 2.7.x?

s


On Mon, May 13, 2013 at 2:15 PM, Stefan Kubicek s...@tidbit-images.com
wrote:

 Hi Steven,


I tried to use PySide together with your PyQt4XSI plugin last year and
managed to get your basic demos running after replacing some lines of
code
(I think it was mostly the import statements changed to point at
PySide.blah instead of the PyQt ones). No real problems I can remember,
but
projects caught up with me and I couldn't try harder to find any.

What proofed to be a major pita was (and still is) that I could not find
any x64 version of PySide that includes the Shiboken Python module out
of
the box and is compatible with Python 2.6.x. There are a couple of
pre-built packages for download both from http://www.lfd.uci.edu/~**
gohlke/pythonlibs/#pysidehttp**://www.lfd.uci.edu/~gohlke/**
pythonlibs/#pyside http://www.lfd.uci.edu/~gohlke/pythonlibs/#pysideand

http://qt-project.org/wiki/PySide_Binaries_Windowshttp://qt-project.org/wiki/**PySide_Binaries_Windows
http:/**/qt-project.org/wiki/PySide_**Binaries_Windowshttp://qt-project.org/wiki/PySide_Binaries_Windows,

but none of them includes shiboken.pyd as far as I could see. Back then
I
was lucky and some kind sould sent me a compatible version of the module
(maybe that was even you? Sorry, I really can't recall)

Meanwhile, from what I could learn from the net, the missing module
seems
to be due to a bug in one of the PySide build scripts and allegedly has
been fixed months ago, it's just that nobody has made a new build with
it
and made it publicly available yet (neither Gohlke nor the maintainers
of
the PySide project and it's associated web pages), which is also where
even
I feel that PySide is less well maintained compared to PyQt, admittedly.

Did you compile Qt and PySide yourself or did you find an alternate
source
with precompiled binaries?

Ultimately, I think what's needed to get that missing module is a custom
PySide build compiled against Python 2.7.x and VS2010 (for SI2014) or
Python 2.6.x and VS2008 (for anything older than SI2014) and an as up to
date Qt version as possible (don't know if 5.x would be a good idea,
4.8.4
seems to be the latest of the 4.x line).

Early last week I finally had time to make another attempt and finally
managed to compile Qt 4.8.4 for x64 against Python 2.7.4 and VS2010
(without Phonon, I skipped installing DX for now). Next on my list was
to
compile PySide against that build to hopefully and finally get a
compatible
version of this dreaded Shiboken module. But I'd rather skip all that
and
just use yours, though I'm still really curious as to where you got it
from, in case you didn't compile yourself :-)

In any way, if you still need or want more testers I'd love to give it a
shot.

And as always, thanks for investing so much of your time into it.

Stefan



 Hey Gang



Tony Barbieri and I have been working on official support for PySide
with
the PyQtForSoftimage plugin and I need some testers...

Who here wants to use PySide instead of PyQt4? It is a little rough
right
now so, only people that really want to use PySide should contact me.

Thanks
Steven




--
---
   Stefan Kubicek
---
   keyvis digital

Re: PPG Logic - Changing siControlBitmap without Refresh

2013-04-22 Thread Stefan Kubicek

Most of the PPG widget types need a PPG.Refresh() when changed, e.g. all the 
enum types (list widget etc), and most likely also the bitmap type. What's 
strange is that the selection in the listbox changes/disappears when refreshing 
the PPG. If that widget is related to an actual parameter that holds a value on 
the PPG it should be properly reselected I think.




Hey Everyone,

I'm working on a Model/Asset Management system for our Company.  As base
for my UI I'm using the PPG logic example of Stephen Blair:
Google Group Link
https://groups.google.com/forum/#%21msg/xsi_list/J11vCXzYkNk/3WObQEO1EmcJ
Everything is working fine so far, except one annoying thing: If I click
into my Model-Listbox I have to fire a PPG.Refesh() to refresh the
preview picture. This leads to an deselection of the Listbox and the
user can't click throw the List with the arrow down key to get a fast
preview.

Is it possible to change the Bitmap of my siControlBitmap UI Item on the
fly without firing a PPG.Refresh()?

Somthing like that:
def ppgLogic_oModelList_OnChanged():
 myPPG = PPG.Inspected(0)
 myLayout = PPG.PPGLayout
 myPreviewPic.SetAttribute(c.siUIFilePath, oPicturePath )




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Re: Modo's Deformation (Weight Containers)

2013-04-15 Thread Stefan Kubicek
I think you are confusing this with the skin weights import and export  
tools that ship with Maya, which are indeed crap. Hence the array of third  
party scripts in this area. Weight painting is, admittedly, not less solid  
than what Softimage has to offer in this regard though.




It reminds me of weighting in Maya how each of the maps
were separate...what a PITA! Maya had (and maybe still has --I haven't
looked at 2014) the worst enveloping blech!


On Sat, Apr 13, 2013 at 1:33 PM, jo benayoun jobenay...@gmail.com  
wrote:



actually, this is not really new and is quite similar to the way
envelopping is done for years in the in-house 3D package at R+H from  
what
I remember.  They had a complete different way to do rigging/skinning  
that

I was used to see in other studios.  I wouldn't be surprised, this
feature is coming from one of those big.
-- jon


Le samedi 13 avril 2013, Sebastien Sterling a écrit :

(this may be a stupid assumption) i didn't exactly follow all the dude  
was
saying, thx matt for the clarification, his examples where very  
abstract...
would being able to disassociate parent hierarchy have any effect on  
gimble

lock ? making it easier to evade ?


On 13 April 2013 17:23, Marco Peixoto mpe...@gmail.com wrote:

 At first I thought that it was a simple Pose based Deformation like
Secondary Shape Modeling, but its not. He says that Modo has now a very
similar Weighting System that Pixar uses (he doesnt say that on the  
video
but he did on the forums) and that video was to show what Hippodrome  
(ex

Pixar character Modeler) will be teaching on its coming iBook Art of
Moving Points:

http://hippydrome.com/iBookExmpls.html






On 13-04-2013 16:06, Christopher wrote:

I watched the video, interesting stuff, I'd like to see a comparison
between what was shown in the video and Softimage, specifically what I
liked in the Modo video was the sliding skin effect.

Christopher

  Matt Lind
 Friday, April 12, 2013 11:19 PM
  Basically the guy took 24 minutes to explain a 2 minute concept.

The main point is Modo can define the order in which deformers are
evaluated to solve envelope weights, and envelope weights are assigned
using 'weight containers' which are logical assignments of points to
deformers.  A different kind of weight map.

The example shows an arm enveloped over 2 bones (3 joints).  In  
Softimage
you'd normally place the bones into a hierarchy and assign the weights  
to

the joints.  as you rotate the shoulder, the elbow and wrist would tag
along for the ride via inheritance of the shoulder's transformation.   
If

you rotate the elbow, the shoulder is unaffected, but the wrist moves
because it inherit's the elbow's transformation.  The point being the
deformer has to reside in the location of the envelope deformation, and
this can be inconvenient for thinking/viewing certain problems such as
wanting to only rotate a deformer by a few degrees.  in the case of the
elbow, it may already be rotated to some arbitrary angle making
adding/subtracting a few degrees difficult to visualize.

In Modo, the weights were assigned to the individual bones via 'weight
containers' (their version of a weight map), but the bones were not  
placed
into a hiearchy.  they were scattered about wherever was convenient.   
This
allowed the artist to work with the deformations in the local space of  
the
deformer so if he wanted to say, limit envelope deformations to  
rotations
of 10 degrees or less, the artist could easily see a 10 degree  
rotation and

work with the deformer weights.  think of it as compensation mode for
vertices of an envelope.  You apply the envelope to the defomers, but








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   Stefan Kubicek
---
   keyvis digital imagery
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   A-2380 Perchtoldsdorf bei Wien
 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
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Re: Softimage promo

2013-04-15 Thread Stefan Kubicek
I think thats pretty common when you look at older software. In the  
beginning it's all about new features and making use of new paradigms a  
software offers. As it matures and collects features,
people become aware and weary of the small annoying things that might have  
been plaguing them for years,
hence they are more thankful having one or two thorns removed from their  
bread and butter tools rather than the next big Crowd Simulation toolset  
only a handful of people will never need. It's mostly been UI (Qt,  
viewport) and now modeling tools for Maya too for the last couple of  
versions.






na the dx 11 is cool but its seems to becoming standardised, max was over
due for some UI enhancements, view port switching was painful before, i
remember that, but I was speaking more specifically about the larger
features. which is ironic when you think about it, the little tweaks and
fixes are more interesting then the key features discussed.


On 13 April 2013 20:12, Gustavo Eggert Boehs gustav...@gmail.com wrote:


3ds max users I know were vey excited with this release. Specially
regarding small annoying things, with viewport performance
enhancemants/dx11 in a close seccond.

A direct quote:
Man now I can maximize my viewport only hovering the mouse. No need to
make it active!

This wowed me a lot as an SI user ;-)
Em 13/04/2013 13:57, Sebastien Sterling sebastien.sterl...@gmail.com
escreveu:

is it me, or did all the max features look ..Mickey Mouse ? they didn't

look like very useful or serious additions
, with the exception of the little search box thing, which in fairness  
is
a blessing for max (modifier list anyone ?), but nothing outside of  
this

seemed to give max an edge.


On 13 April 2013 00:34, Bradley Gabe witha...@gmail.com wrote:



 No problem. As we all know, emails can be easily misunderstood.  
=)


**



What exactly did you mean by that comment, Ed?  :-Z







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---
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   A-2380 Perchtoldsdorf bei Wien
 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
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Re: Modo's Deformation (Weight Containers)

2013-04-15 Thread Stefan Kubicek
There have been a couple of attempts to establish alternatives to weight  
painting, but none of them prevailed.


Before there was weight painting in Maya there was rigid skinning with  
special deformers to

enhance the shaping of the mesh in areas around the joints.

Mark Snowswell suggested an alternative approach as part of the ACT  
(Advanced Character Techology) toolset for Max back then, which was  
basically a by-product of his reseach into muscle-based deformation.
I believe it offered automatic volume preservation, but I dont't remember  
what the actual approach was.
Yomehow the sking weights were figured out automagically for a given joint  
hierarchy.


Then of course there is volume-based assignment of vertices to bones,  
which used to be the only method in Max using the Physique modifier, which  
allowed to define bubble shapes around the bones to set skin-weights for  
vertices inside those bubbles. The Skin modifier that was later introduced  
allowed a similar, but less flexible apporach (bubbles could only be  
shaped using different radii along the length). I believe Massive allows  
volume-based skin weights definition too if you import assets that have no  
envelopes assigned yet.


The problem I see with automatic or semi-automatic assignment is that more  
often than not you need minute control over distinct vertices at some  
point in production, and so far the only method giving you that is by  
using per-vertex based deformers and assignment tools. That doesn't mean  
there is no room for improvement or innovation - for me dual quaternion  
skinning came out of nowhere too just when I thought the usual skinning  
approach was cool.





Life would so much easier if we had a gold set of standards for  
procedures and outputs ;)


I must admit I never really liked the painting weights idea. I  
understand how it works but Its always worried me that its seems a much  
more complex system then should be required. I have always wondered if  
you could get the mesh to work better off something simpler like volume  
deformers on the bone and the joints. Tie that in with not allowing the  
volume deformers to penetrate each other and you would be a long way  
there.


We have seen some amazing advances in Rendering of late. Arnold and  
Redshift spring to mind. Its about time enveloping / painting weights  
has a total rethink. Its a more then a decade old solution to a problem  
that was never effectively solved  in the first place.




From: Raffaele Fragapane  
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
Reply-To:  
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com  
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Date: Monday 15 April 2013 9:41 AM
To:  
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com  
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: Re: Modo's Deformation (Weight Containers)

It's one of those things that must have sounded great in theory (I  
remember Alias reps telling us how we would have never have had to worry  
about topology again, all we needed was one half arsed UV map and we'd  
do our weights only once in our life, ever).

It's a shame it ended up being absolute crap :p

The painting tools though do reflect that a lot, but yeah, it's not  
entirely correct to assimilate the two.


I'm surprised AD hasn't standardized a plugin by buying it yet. I mean  
seriously, what is 2014, Maya 13? 14? And still no two people agree on  
how to save per vertex data.


Anyway...

On Mon, Apr 15, 2013 at 5:37 PM, Stefan Kubicek  
s...@tidbit-images.commailto:s...@tidbit-images.com wrote:
I think you are confusing this with the skin weights import and export  
tools that ship with Maya, which are indeed crap. Hence the array of  
third party scripts in this area. Weight painting is, admittedly, not  
less solid than what Softimage has to offer in this regard though.



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Re: Maya 2014 Node editor features we've been wanting in ICE

2013-04-08 Thread Stefan Kubicek

also, we can't even get decent SDK functionality for the views so we can
create this ourselves.


Right, that's the biggest problem for implementing any quick-search  
utility atm.
All quick-search functionality (or menus for favorite nodes, as in the  
Qmenu implementation) is mostly futile once you need to add nodes to a  
dense ICE tree since there is no exposed functionality in the SDK to place  
them at some distinct location or view coordinate  - they simply get  
dropped where ever Soft thinks is enough space to avoid node overlapping  
in the tree, and that can be way off screen. All the precious time saved  
to create the node quickly goes to waste searching for it in the tree  
after creation. I added a feature req early during the 2014 beta for that  
(basically suggesting to mimicing the Schematic View SDK functionality in  
this respect) the but it didn't make it into the initial release, and I  
don't have high hopes it will make it into SP1 either.
I even wrote to Chris directly about this very issue (sorry Chris, I know  
I can be a PITA sometimes),
but got no response, maybe because it was just before the official  
announcement of 2014 and everybody was busy.


Good things come to those who wait too I guess, just a little later...


--
---
   Stefan Kubicek
---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone:+43/699/12614231
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Re: Maya 2014 Node editor features we've been wanting in ICE

2013-04-08 Thread Stefan Kubicek
If the target ICE Tree view is the one under the mouse there is a  
semi-deterministic way via Pythons win32com extensions. Basically you need  
to query the view under the mouse, get it's coordinates, compare it with  
all other existing view's coordinates and take the one with the least  
amount of difference in the coordinate values. This only fails if two  
views have exactly the same screen coordinates (two floating views exactly  
overlapping). It works pretty well (I never tried on Linux though) but as  
you said, it's a PITA that we can't query the view object under the mouse  
directly of course. I don't know how many times I kindly asked for that to  
be added during the last 4 years ;-(



Also there's now way to be sure which of the open ICE trees the user  
wants

to place a new node into. PITA.

On Mon, Apr 8, 2013 at 10:45 AM, Stefan Kubicek  
s...@tidbit-images.comwrote:



also, we can't even get decent SDK functionality for the views so we can

create this ourselves.



Right, that's the biggest problem for implementing any quick-search
utility atm.
All quick-search functionality (or menus for favorite nodes, as in the
Qmenu implementation) is mostly futile once you need to add nodes to a
dense ICE tree since there is no exposed functionality in the SDK to  
place

them at some distinct location or view coordinate  - they simply get
dropped where ever Soft thinks is enough space to avoid node  
overlapping in

the tree, and that can be way off screen. All the precious time saved to
create the node quickly goes to waste searching for it in the tree after
creation. I added a feature req early during the 2014 beta for that
(basically suggesting to mimicing the Schematic View SDK functionality  
in

this respect) the but it didn't make it into the initial release, and I
don't have high hopes it will make it into SP1 either.
I even wrote to Chris directly about this very issue (sorry Chris, I  
know

I can be a PITA sometimes),
but got no response, maybe because it was just before the official
announcement of 2014 and everybody was busy.

Good things come to those who wait too I guess, just a little later...


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 Phone:+43/699/12614231
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Re: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Stefan Kubicek
CPU-based renderers can render scenes that fit into RAM, while GPU based ones 
traditionally only have fast access to VRAM, which usually is not more than 2Gb 
on most cards. Redshift have overcome this limitation, they do most of the 
processing on the GPU and can still render scenes that need more RAM than what 
fits into the cards VRAM (Out of core is becoming an increasingly popular 
paradigm, it's been mentioned a lot in recent talks and papers from Nvidia too).

What I havent understood yet is in how far Redshifts lead in this area is based 
on their own inovation and to what extent it is influenced by NVIDIA middleware 
(it's CUDA only after all atm). The more of the latter might allow other 
renderers to follow qickly. 

Also, the whole memory bottle neck problem would not be one if GPUs had direct 
access to CPU RAM.
Coincidentally, AMD is making the APUs for the new PS4 with exactly such 
functionality (they even allow the GPU to directly access memory in the 386 
adress space directly). It will be interesting to see what happens when such 
Silicon becomes available to mainstream computing.



On 02.04.2013, at 01:01, Doeke Wartena clankil...@gmail.com wrote:

 in what way is it moreeffective?
 
 
 2013/4/1 Octavian Ureche okt...@gmail.com
 yap,
 
 i have some time to kill tomorrow so i'll give it a go.
 see know how it turns out
 
 
 
 On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom andreas.byst...@gmail.com 
 wrote:
 octavian, could you render a small animation with that exact setup? with say 
 a camera move and some animated objects inside the room?
 
 
 
 
 On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena clankil...@gmail.com wrote:
 Can someone tell me why so many renderers are CPU based? And what is the up 
 and downside apart from speed.
 
 
 2013/4/1 Len Krenzler l...@creativecontrol.ca
 It is a fantastic render engine.  That grain can easily be removed by a 
 little tweaking and not much more render time.
 
 - Len 
 
 On 4/1/2013 12:49 PM, Andres Stephens wrote:
 Wow, I got access to the Alpha, and I'm really digging it also! But I 
 haven't got a sample scene to benchmark yet. But I like what you've got 
 there, and great times!
 
 But.. are you happy with the grain in the image? 
 
 Thanks for sharing the image. =) 
 
 -Draise
 
 
 
 From: okt...@gmail.com
 Date: Mon, 1 Apr 2013 19:17:32 +0300
 Subject: Re: Announcing Redshift - Biased GPU Renderer
 To: softimage@listproc.autodesk.com
 
 Crossposting and a little OT but i just had to share this.
 Took some time today and finally fiddled a bit with redshift.
 1:41 mins on a gtx470 with the old classroom scene (10 min for material 
 setup, 1 hr to figure out the settings).
 Dof and motionblur straight from the renderer.
 
 I really dig it so far.
 
 Cheers,
 Octav
 
 PS.and i managed to finish the vray displacement test scene which i have to 
 cleanup and share later today.
 
 
 
 
 
 mime-attachment.jpg
 
 
 -- 
 _
 
 Len Krenzler - Creative Control Media Productions
 
 Phone: 780.463.3126
 
 www.creativecontrol.ca - l...@creativecontrol.ca
 
 
 
 
 -- 
 Andreas Byström
 Weta Digital
 
 
 
 -- 
 visual | stuff
 www.okto.ro
 


Re: Softimage 2014

2013-03-26 Thread Stefan Kubicek
And so are GPU-accelerated Bullet RBDs in ICE and SDK enhancements to the  
grid widget.


It's kinda strange to not hear Chinnys voice over these demo videos  
anymore. I've gotten so used to it





The custom primitives are missing from the new feature list...
---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


2013/3/26 Luc-Eric Rousseau luceri...@gmail.com:

http://www.autodesk.com/products/autodesk-softimage/overview



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Using Opera's mail client: http://www.opera.com/mail/


Re: Softimage 2014

2013-03-26 Thread Stefan Kubicek
It should also make it easier (and more robust) to implement arbitrary  
file referencing and have that data visuaized in the viewport as long as  
the data can be represented as 3D polygonal data.



so it should appeal to

Should make the quick primitive guy happy... looking forward to what
you will come up with that.
Stupid that Softimage still lacks that feature ootb.
Did you ask to get into the beta?

Am 26.03.2013 09:49, schrieb Piotrek Marczak:

Thanks, that's cool :)

2013/3/26 Ahmidou.xsi ahmidou@gmail.com
mailto:ahmidou@gmail.com

It's a c++ plugin in which you draw openGL like the custom tools,
but it's hosted by an object. You also have a callback to define
what to do when concerting to real geometry.

Le 26 mars 2013 à 19:36, Piotrek Marczak
piotrek.marc...@gmail.com mailto:piotrek.marc...@gmail.com a
écrit :


I dont see it in SDK, how do actually customize the way primitive
is drawn in viewport (like implicit rings etc)..

2013/3/26 Mirko Jankovic mirkoj.anima...@gmail.com
mailto:mirkoj.anima...@gmail.com

It would be good to see that list as well, maybe that would
help out easy bashing all around. people are pretty
much disappointed and if new features are only thing that
they actually see.. it is understandable that everyone is
asking what has bin done in the last full year and that this
should be maybe .5 release instead :)


On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares
softim...@keyvis.at mailto:softim...@keyvis.at wrote:

For now, it's only in the beta forum, as it looks.
216 is the exact count, so the new guys did a mighty
good job, no matter what new features anybody is still
going to miss, and the wheel will keep on turning for
another while...


Am 26.03.2013 09 tel:26.03.2013%2009:04, schrieb Mirko
Jankovic:
Is there complete release notes with all bug fixes as  
well?



On Tue, Mar 26, 2013 at 8:37 AM, Eugen Sares
softim...@keyvis.at mailto:softim...@keyvis.at wrote:

Worth mentioning is also that more than 200 bugs
have been fixed.


Am 26.03.2013 07 tel:26.03.2013%2007:55, schrieb
Juhani Karlsson:

This makes interesting contrast with the latest
Modo release. : )
- J

On 26 March 2013 08:10, Ahmidou Lyazidi
ahmidou@gmail.com
mailto:ahmidou@gmail.com wrote:

Also, the HQV demo is kind of a fail, the
ambient occlusion is full of
artifacts, and you can see how slow it is to
refresh at the end when
he move the PPG...


---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


2013/3/26 Raffaele Fragapane
raffsxsil...@googlemail.com
mailto:raffsxsil...@googlemail.com:
 It's funny, one of the most relevant ones
that got quite a few TDs excited
 is probably going to fly miles under the radar  
:)



 On Tue, Mar 26, 2013 at 2:45 PM, Ahmidou
Lyazidi ahmidou@gmail.com
mailto:ahmidou@gmail.com
 wrote:

 The custom primitives are missing from the
new feature list...
  
---

 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos


 2013/3/26 Luc-Eric Rousseau
luceri...@gmail.com  
mailto:luceri...@gmail.com:

 
http://www.autodesk.com/products/autodesk-softimage/overview




 --
 Our users will know fear and cower before our
software! Ship it! Ship it and
 let them flee like the dogs they are!




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3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088 tel:%2B358%20443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi http://www.vimeo.com/talvi














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Re: Softimage 2014

2013-03-26 Thread Stefan Kubicek

What you say is true when you rule out

- Time needed to learn a second (or nth ) app.
- Time needed to maintain a second (or nth app (i.e. learn how to  
work/code around bugs any app has)

- Non-waterproof data exchange between n apps.

I see this working for special purposes though, like doing dynamics in  
Houdini, the rest in Soft, or Fluids in Naiad or Realflow, the rest in  
Maya, or like Blur: everything Max except character Rigging and animation,  
more or less at least. Spreading the butter too thin across many different  
packages just causes a lot of overhead imho, so even while you _can_ use a  
different app for every step of the way, chances are good you don't want  
to once you start looking at total cost of operation.






Maybe it´s time to say goodbye to the one app does everything approach  
and embrace
the possibilities of having to pick from the whole range of solutions  
more.


The grain of salt is, it´s less effective to keep the exponentially  
bigger amount
of options in mind and also invest the time to find a workflow that  
actually works.


It´s like building a PC from scratch instead of getting a tested  
workstation from a vendor.
It may be cheaper to roll your own but it´s more work to do all the  
development and RD yourself.


Therefor, the Autodesk suites should actually be cheaper than buying any  
one of the 3d apps,
since it actually takes the whole suite to get something done you would  
initially expect

to work straight out of one box...


Cheers,

tim




On 26.03.2013 04:04, Luc-Eric Rousseau wrote:

http://www.autodesk.com/products/autodesk-softimage/overview




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Re: A must see

2013-03-26 Thread Stefan Kubicek

Dynamics and ICE galore, really nice style too. Thanks for sharing!


If you're on Vimeo and more specially in the Softimage Ice Video don't  
miss

https://vimeo.com/60296337
It's the making of this
https://vimeo.com/59230893

Awarded at Annecy, Ice poetry...



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Re: Softimage 2014

2013-03-26 Thread Stefan Kubicek



Keep in mind this is most likely the Nex toolset that they bought and
slapped a Maya sticker on.


Yes, it is. That's what they did for Max too a couple of years ago with  
the Graphite modeling tools (which was called differently before the  
aquisition, don't remember the name anymore).





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Re: Announcing Redshift - Biased GPU Renderer

2013-03-18 Thread Stefan Kubicek

Hi Nicolas,

I'm curious in how far GPU memory impacts render time. To put it differently: 
Assuming the amount of cores is what makes the biggest difference in render 
time, what's the expected speed differences comparing a graphics card with 1gb 
to one equipped with 2gb or more?

Cheers,

Stefan







Hi Mirko,

Redshift does use the CPU for a couple things here and there so the CPU is
not irrelevant to the performance, but it's not a big contributor.
For example, the RT hierarchy construction (construction of the
acceleration structure for raytracing) is done on the CPU as is texture
conversion to our optimized tile format.  Also the screen-space adaptive
tessellation and some rebalancing of tree data structures for the
point-based techniques run on the CPU.
All in all though the GPU spec is what is really going to make the
difference for Redshift, assuming we're not talking about a 486 or
something :)

So yeah I encourage you to dust off that old PC, pop in the GTX580 and take
it for a spin.  I think you'll be pleasantly surprised.

-Nicolas


On Fri, Mar 15, 2013 at 1:21 PM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:


just wondering.. if everything is on GPU in theory it should work fine
even with some slower older CPU?
Got some older comp laying around and both PCI slots in comp are filled,
maybe could use that one for GPU rendering station for testing :)
any thoughts?


On Fri, Mar 15, 2013 at 9:00 PM, Len Krenzler l...@creativecontrol.cawrote:


 No kidding!  I can't imagine why Nvidia/Arc/MR whatever they're called
now couldn't have done this years ago.  Between them and AD they can't even
get they're basic features working.

Money should be directed to these 3rd party guys as much as possible.  AD
must have called me about 10 times to renew my sub.  This time I said no, I
think I'll spend that on the guys getting results.

If you haven't tried this yet, do!


On 3/15/2013 1:54 PM, Mirko Jankovic wrote:

Just thinking.. you really have to wonder why AD as huge company with
resources that are probably hard to imagine by any of us never got to make
ANYTHING nearly great as anything like what we see from 3rd party guys
around.
If you think about it like 99% of progress is NOT made by big
companies. Really need to think in which direction money flow could start
to change.. away from AD-like and more towards guys like Redshift team :)
 All the best!


On Fri, Mar 15, 2013 at 8:47 PM, Christian Gotzinger 
cgo...@googlemail.com wrote:


Excuse the language, but: Holy shit! Mighty impressive stuff!



 On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk 
nico...@redshift3d.com wrote:


Hey guys,

 I'm going to respond to the last few messages regarding the
importance of speed later, but in the meantime here is a video of some live
rendering in Softimage.

 http://youtu.be/fjCguRdSlV0

 -Nicolas








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Phone: 780.463.3126
www.creativecontrol.ca - l...@creativecontrol.ca









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Re: 2014 New feature list... minor corrections list... you decide

2013-03-15 Thread Stefan Kubicek

At least the latest point release looks good.
http://www.sidefx.com/index.php?option=com_contenttask=viewid=2445Itemid=66

Complete new features list: 
http://www.sidefx.com/index.php?option=com_contenttask=viewid=2447Itemid=360

Modo 701 has just been announced as well:
http://www.luxology.com/store/special_offers/



Hi,

Just wondering for those people who have a foot each in the AD camp  the 
Houdini camp. are the Houdini crowd a bunch of happy campers or do they have 
the same amount of gripes?

Adam


 --
Freelance Softimage Generalist

http://www.linkedin.com/profile/view?id=21162305

https://vimeo.com/album/2280465






 From: Emilio Hernandez emi...@e-roja.com
To: softimage@listproc.autodesk.com
Sent: Thursday, 14 March 2013, 18:24
Subject: Re: 2014 New feature list... minor corrections list... you decide

Well that sure is something people using Houdini appreciate and we using AD 
products regret.   Perhaps updates are so Top Secret that AD doesn't want other 
software companies to see what's coming up...   More of the same.  In the 
meantime we can only hope that NEW IMPROVEMENTS  to Softimage are coming.  
Something like now you can have in Maya the Softimage color scheme and vs., ...

But for some small things actually the way Softimage is now with the 
participation of Exocortex, Eric Mootz, and the other addons that are coming 
out, I think that there is not too much to improve...




2013/3/14 Mário Domingos mdomingos.p...@gmail.com

This is an example of a proper software update.



http://www.sidefx.com/index.php?option=com_contenttask=viewid=2447Itemid=360


Mário Domingos


www.mariodomingos.com




Sent from my super iPhone



On 14/03/2013, at 17:10, Doeke Wartena clankil...@gmail.com wrote:


I would like if you can see the size of objects so it's easier to make models 
for 3d printing.



2013/3/14 Francois Lord flordli...@gmail.com

+1



On 14/03/2013 09:45, Eric Lampi wrote:

Guys,


Don't you think it's better to just wait for the list to be released before 
getting too worked up over it?









--




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Re: Custom parameters

2013-03-15 Thread Stefan Kubicek

Correction: GridWidgets are not supported in custom preferences, I mixed that 
up.



I want  to create a Custom Parameter set with a pull down selection list 
similar to what is available in Render Tree Property Pages with the Combo 
lists. Is this possible?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.





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Re: Announcing Redshift - Biased GPU Renderer

2013-03-13 Thread Stefan Kubicek



Like a replacement for the HQ viewport? Ha!
Which rises the question: does it support progressive refinement?



From http://www.redshift3d.com/products/redshift :

1-Click Progressive Rendering

Redshift provides a progressive rendering mode that allows you to conveniently and 
interactively preview your scene without waiting for GI prepasses.  This mode uses 
progressive refinement to give you draft quality results almost immediately while 
continuously refining the quality over time.




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Re: Custom parameters

2013-03-13 Thread Stefan Kubicek

Enums (e.g. selection lists) are supported afaik, but GridData widgets are not.


I want  to create a Custom Parameter set with a pull down selection list 
similar to what is available in Render Tree Property Pages with the Combo 
lists. Is this possible?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.





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 Phone:+43/699/12614231
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Cluster material overrides?

2013-03-08 Thread Stefan Kubicek

Slight noob alarm here, but I just can't seem to find a good answer to the 
following, and it's the first time ever that I actually need that kind of 
functionality:

As the subject line suggests, I want to override a cluster material per 
partition.

Since clusters cannot be members of partitions I attempted to use overrides, 
but overrides, by definition, can only override individual parameters, not 
materials.

I could now change the render tree of the material so that I have all shading 
networks in there with a mix node at the end that I can override to blend the 
first and the second network in the material, but that has the usual speed 
penalty
from rendering both networks, besides poor manageability in complex scenes.

All I could google were older diskussions on this topic stating that material 
overrides don't work.
Is this the status quo? I can even see overrides in the render tree when I 
click on them, but it's not possible to connect shaders or materials to it.

Even the official documentation is not very verbose when it comes to overrides.
For example, I could not figure out the difference between Get-Property-Override and 
Get-Property-Store In Override-Materials. The resulting override looks exactly the 
same no matter what option I have chosen to create it. The resulting override just resides on 
the object and is empty, with no overriden parameters defined.

Now, with an override on the object, I can manually add a parameter and then, 
from the transient explorer, choose the material on the object as a parameter 
as it seems, but what would I enter as the parameter value then?
I have tried typing in another material name from the scene, but that and anything else I 
have typed into this parameter field throws an Unspecified Failure.

More curiously, when I now look at this override in the explorer, I can expand 
it's hierarchy, which looks like this:


Sphere
 .PolygonMesh
 .Kinematics
 .Visibility
 .Override
   .entries
.entry
 .sphere
  .Scene_Material
   .Phong

So there is some Material-related information, but how do I change it? I cannot 
assign another material to it as it seems, so whats the point?

Am I missing something entirely obvious? And if it's really not supported, how 
are people handling such situations in production?

Thanks a lot,

Stefan


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Re: ICE Cache methodology?

2013-02-28 Thread Stefan Kubicek

I had disappearing cached point clouds when the particle shape defining nodes 
(particle shape or instance shape) is deleted from the ICE Tree, as if the 
cache only stores positions etc but no info on what shape to render at those 
positions.
What fixed it for me was to add such a node back in before the read cache node, 
or even after it. Sorry it's a bit vague, it's been a while I ran into this, 
but it was something along those lines, at least in my cases.





I have never been good friends with the caching methods in ICE . What is
the most simple way to write cache and read cache for farm rendering? I am
doing simple particle stuff and just need it to render reliably on the farm
with motionblur.

What I do now: Use Cache on File node and cache all simulation samples and
play through the scene to cache. Then I change the node to Read Cache and I
can render on the farm.

The thing is, I have tried copying the pointcloud and removing all other
nodes that the Read Cache node and move the ICE Tree away from simulation
mode so I could scrub back and forth and avooid having the cloud
resimulate, but no go. The particles dissappear. I go and browse for them
in the Read Cache node, and they are there, but still I don't get any
particles.

I know plenty of you use it all the time and have no (?) problems with it,
but i only use ICE for simulation on occasion, so it is almost new to me
every time I pick it up again, so please bear with me.

How is this supposed to work? Thanks!


A tired pixelbender - Morten



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Re: Ray Fire, Momentum, Implosia

2013-02-26 Thread Stefan Kubicek

Hey Rob,

thanks for the heads up. The change list includes lots of issues I reported 
some months ago,
I'm glad to see version 4 is taking shape since 3 did have some unnecessary 
limitations
and oddities which are being addressed now as it seems. It's such a cool piece 
of software
with so much potential


There seems to be a new version coming:

http://www.si-community.com/community/viewtopic.php?f=4t=3427


Rob

\/-\/\/

On 26-2-2013 7:40, Leonard Koch wrote:

From my experience of working with Momentum/Implosia on a few jobs and
watching some of the videos by MirVadim I would say, that RayFire is
better and a lot more intuitive for complex shattering.
The actual simulation speed and directability of the shattered pieces
however is many times better in Momentum.
For actual production I would be a lot more confident to make a
simulation look the way it is supposed to with Momentum.

Shattering, dynamic UVs and mainly caching are all still a bite iffy
with exocortex's solution, but the directability is unbeaten.


On Tue, Feb 26, 2013 at 4:54 AM, Emilio Hernandez emi...@e-roja.com
mailto:emi...@e-roja.com wrote:

How far is Implosia with Momentum to achieve something like this?

http://www.youtube.com/watch?feature=player_embeddedv=mn3ifA1gcD8#!

I need to break a wall earthquake style with ceiling coming down,
small fragments, etc., and wondering if I can beat this Ray Fire
stuff with Implosia and Momentum.  Need to win this gig.

Thx.

--


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Re: Ray Fire, Momentum, Implosia

2013-02-26 Thread Stefan Kubicek

I suspect the pieces from the shattered object are either interpenetrating 
right from start or have a collision offset greater than zero. Or you have 
found a bug.



One thing I found is that I shattered a cube with Implosia and then applied
a Momentum DRB.  When I start simulating it kind of explodes instead of
just coming down.  If I shatter the same cube with the ICE shatter compound
and then I apply the MOM DRB it behaves different and it comes down as it
should.  This is odd...


2013/2/26 Stefan Kubicek s...@tidbit-images.com


Hey Rob,

thanks for the heads up. The change list includes lots of issues I
reported some months ago,
I'm glad to see version 4 is taking shape since 3 did have some
unnecessary limitations
and oddities which are being addressed now as it seems. It's such a cool
piece of software
with so much potential

 There seems to be a new version coming:


http://www.si-community.com/**community/viewtopic.php?f=4t=**3427http://www.si-community.com/community/viewtopic.php?f=4t=3427


Rob

\/-\/-**---\/

On 26-2-2013 7:40, Leonard Koch wrote:


From my experience of working with Momentum/Implosia on a few jobs and
watching some of the videos by MirVadim I would say, that RayFire is
better and a lot more intuitive for complex shattering.
The actual simulation speed and directability of the shattered pieces
however is many times better in Momentum.
For actual production I would be a lot more confident to make a
simulation look the way it is supposed to with Momentum.

Shattering, dynamic UVs and mainly caching are all still a bite iffy
with exocortex's solution, but the directability is unbeaten.


On Tue, Feb 26, 2013 at 4:54 AM, Emilio Hernandez emi...@e-roja.com
mailto:emi...@e-roja.com wrote:

How far is Implosia with Momentum to achieve something like this?

http://www.youtube.com/watch?**feature=player_embeddedv=**
mn3ifA1gcD8#http://www.youtube.com/watch?feature=player_embeddedv=mn3ifA1gcD8#
!

I need to break a wall earthquake style with ceiling coming down,
small fragments, etc., and wondering if I can beat this Ray Fire
stuff with Implosia and Momentum.  Need to win this gig.

Thx.

--


No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com

Version: 2013.0.2899 / Virus Database: 2641/6133 - Release Date: 02/25/13







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--




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Re: Octane render

2013-02-20 Thread Stefan Kubicek

Your last post looks realy cool after 1hr. My internal version uses nearly
the double of the time as the standalone, Don´t know why...


I believe to remember that there used to be (or still is) an issue where it was 
taking considerable
amounts of CPU time to copy the updated internal image from the renderer to the 
Softimage render window.
Afaik this only affected render windows but not the Render region (or vice 
versa?)
Maybe this is slowing your internal version of the render down? Have you 
tried updating the Render Window less frequently
and see if that speeds up the total render time?

I think I also remember that copying one large chunk of data to the window is 
slower than copying many small chunks.


Stefan



Re: Autodesk contest - all USA and Canada but not Quebec...

2013-02-20 Thread Stefan Kubicek

At least the Assets are available in native xsi format :-)



Nice contest...but
http://area.autodesk.com/contest

Please note that this contest is open to US and Canada residents only (Puerto 
Rico and Quebec excluded).

I can't believe they didn't get through all the hoops to get this contest 
working in Quebec!
I mean one of the main Autodesk office is HERE for Pete's sake. How 
disrespectful.

MAC




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Re: Octane render

2013-02-14 Thread Stefan Kubicek

Define quality!


prman can render that classroom in 7.5 minutes with better quality

On Thu, Feb 14, 2013 at 7:37 AM, Toonafish ron...@toonafish.nl wrote:


 just to show off the speed ;-)

stopped after 10 minutes rendering:



On 2/13/2013 17:37, Emilio Hernandez wrote:

 Thanks Ronald.  Too bad developers are only aiming at Maya and Max from
AD suite.   I admire the job that independent developers are putting into
this.  I think I'll pass until the viewport is integrated in Softimage.
Hope it will not take as long as V-ray...

 Even that Maxwell for rendering uses it's own.  The workflow beween
Softimage and Maxwell is great with Fire. No fooling around or tweaking
things outside the software.  I hope that Next Limit will add the GPU
processing and perhaps it will be as fast as Octane.


2013/2/13 Toonafish ron...@toonafish.nl


 Nope, this is the best there is for SI at the moment as far as I know.

- Ronald


On 2/13/2013 17:14, Emilio Hernandez wrote:

Is the interactive window in softimage plugin available yet?  Personally
I don't like switching between apps to see how the render is coming.


 2013/2/13 Toonafish ron...@toonafish.nl


 Just watch the video in this thread and install the addon:
http://render.otoy.com/forum/viewtopic.php?f=29t=24365

Make sure you also download and replace the dll that is mentioned later
on in the thread, and if your SI camera does not export correctly, try
changing the default units in the Octane prefs to meters.

- Ronald



On 2/13/2013 16:27, Jimmy Marrero wrote:

If you have the time, can you explain the workflow with using both
octane and softimage without an interactive viewport in soft??


Thanks


On Wed, Feb 13, 2013 at 10:24 AM, Toonafish ron...@toonafish.nl wrote:


 an I7 3930 with a Geforce GTX 960 with 2048 MB, but I'd go for more
memory on the card if possible.



On 2/13/2013 16:08, Ed Manning wrote:

mind sharing your system config?  I'm debating what card to put in a
box for Octane

On Wed, Feb 13, 2013 at 9:57 AM, Toonafish ron...@toonafish.nl wrote:


 yep, been playing with it the last few days and I'm really impressed
by the speed and quality of Octane.

But comparing both Arnold and Octane, all I can say is for most stuff
Arnold is still better suited and production proven, but Octane is a nice
addition. Some scenes I tested that took forever to render in Arnold render
in just a few minutes in Octane.

Can't wait for the interactive viewport plugin for Softimage though.

- Ronald


On 2/13/2013 15:00, Emilio Hernandez wrote:

  Anyone here has used octane render within Softimage?

 If so I will appreciate your comments and your point of view of
Octane vs other renders you have used.

 And if you have used Arnold and Octane, which one you prefer.


 I have the Octane experience only from the videos and the demo.  It
seems to me that it is like Maxwell but a lot faster.

 Cheers!


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Re: Octane render

2013-02-14 Thread Stefan Kubicek

LOL, I thought so too this very second :-)
Still love the overall lighting though.



Will someone PLEASE put some edgeloops or hard edges on those blackboards
so they don't shade like domes? ;-)

On Thu, Feb 14, 2013 at 7:28 AM, Toonafish ron...@toonafish.nl wrote:


This time I let the classroom bake for 45 minutes, still a tiny bit of
noise in the unsharp dark areas because of the DOF.  But I don't mind.

https://dl.dropbox.com/u/**4271217/octane_classroom_**
pathtracing-16bounces-45min.**pnghttps://dl.dropbox.com/u/4271217/octane_classroom_pathtracing-16bounces-45min.png

So..where's all them 5 minute high quality Prman and MentalRay
renders. I suppose you guys are still fiddling with knobs and sliders ;-)

- Ronald






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Re: Menu with a Callback to rebuild Itself?

2013-02-12 Thread Stefan Kubicek

I'm not surpsised it crashes as the code it tries to execute has been pulled 
away from under it's feet when the plugin was unloaded. The only thing I can 
think of is implementing the loading/unloading in a different plugin (as part 
of the same workgroup or addon) that implements a timer event with a minimal 
delay and a repetition counter of 1. Unloading the menu plugin would then arm 
the timer in the second plugin (which does not get unloaded) , making sure the 
menu plugin is reloaded through the executed timer code.
Because timers are processed as part of the regular event loop (afaik), and 
there is only one such loop, it is always executed after everything else has 
been executed (except other, later armed timer events), which should avoid any 
race conditions. That's at least what's been working for me in the past for 
related stuff.



In the past, I've been able to reset custom Menus by isolating their init
callbacks into a Plugin, then running:

Application.UnloadPlugin(MenuPath)
Application.LoadPlugin(MenuPath)

which effectively resets the Menu.

Now I have a situation where I need to be able to rebuild the Menu by
running a callback item that lives within that same Menu.
Obviously, Softimage doesn't like this, and crashes out to desktop if I try
to Unload the Plugin from which the Plugin itself is being called.

However, I thought there might be ways around this. I tried creating an
Event that watches for when a Command has completed. Then I could run a
command from that Menu, and it would be the Event, and not the Menu
callback that does the Plugin Unload/Load. Sadly, this is also leading to a
crash to desktop.

Does anyone have a strategy for me to try?

-B




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Re: Fcurve editor crashing soft

2013-02-01 Thread Stefan Kubicek
 value for anything in the editor freezes
soft.




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Re: softimage and it's binary format

2013-01-28 Thread Stefan Kubicek

I guess implementing an ASCII file format writer/reader is hard to do as an 
afterthought and difficult to justify for what is probably less than 1% of the 
user base that would actually require and benefit from it.

There has once been a push towards a 3dsMax ASCII file format by Borislav 
Bobo Petrov years ago, but it was just too time consuming to maintain and 
develop up to a level where it could actually be used reliably and professionally, and 
for simple things you could just use the FBX ascii file format.
http://www.scriptspot.com/bobo/darkmoon/bff/

For something like that I imagine you'd first need 100% script access to every 
minute detail of the scene. That is: Not only being able to read certain 
information, but also to create and connect objects in a non-linear fashion, 
however there are still places in Softimage where this is not possible (e.g. 
you cannot create an op and then connect it to some objects later, or change 
connections of an operator once they have been established, at least for the 
bigger part). That means that scene creation through scripting (assuming an 
ASCII file format for XSI would essentially be some sort of script, similar to 
a Maya ASCII file) would need to be linear, you'd have to be careful what you 
create at which point in time/the file, and that again makes it harder compared 
to just writing all the nodes out to the file and then start making connections 
to/from their parameters.

Just some thoughts, somebody correct me if I'm wrong.

Stefan





Hello Everyone,

Something that is bothering me, and has been bothering me for a long while,
is the constant use of binary files in Softimage.

1.) emdl
Would it be so wrong to have this as a ascii format? So that you can parse
through the model and change data which might be needed?

2.) preset files
SERIOUSLY... if I save out a single shader I should be able to edit the
contents in the file.

3.) scn files
Would be most helpful if this also could have THE OPTION of being ascii.

4.) dsprojectinfo
I would love if this could be a ascii file so that it can be edited or
created without Softimage

Is there a way around this somehow? I've been lurking around to see if
there was someone that had posted some ninja skills regarding this.

anyhow, insights and thoughts are welcomed

best regards
stefan andersson






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Re: Creation trees + Softimage/ICE + Arnold

2013-01-18 Thread Stefan Kubicek

I love the way how fast it simulates the movement of the trees :-)
What's next? Seamless branching?



https://vimeo.com/groups/fabric/videos/57690501



Hi guys – we thought you’d enjoy a look at a customer project we’re working
on at the moment. It’s a good example of what’s possible with CP –
procedural tree generation, patch editing, simulation, integration into ICE
for forces and Arnold integration.



We're pretty happy with the performance we're getting here, and it's cool
to see it running in Soft :)



Cheers,



Paul




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Re: Pipes and tools u can't live without

2013-01-17 Thread Stefan Kubicek

I like the initiative, but what would be the advantage over rray.de?





One could also upload malicious files up to Dropbox and they would spread
to all those who share the folder, right?
Does not sound very safe.


2013/1/17 Eugen Sares softim...@keyvis.at


 If we use dropbox we have to make damn sure nobody removes items others
might be needing, which can happen by accident (I don't expect acts of
sabotage).

Also, what if someone updates his own tools, with some changes in
functionality that break downward compatibility?
Oder versions must remain accessible. We can't afford f*ing up other
people's production pipelines.
We could create another workgroup folder for every version that gets
uploaded, inside the uploader's personal folder.
Use the newer version? Disconnect from the old, connect to the new folder.

But maybe it would be better to copy the stuff we need to some local
offline workgroup. Might be too risky otherwise.


Btw., does dropbox have any options to set write permissions?



Am 17.01.2013 10:22, schrieb Thomas Volkmann:

 A dropbox-workgroup (or a workgroup on a FTP) that you can just connect
to (or make a local copy and get updates every now and then) would be
awesome.
 I think just having tools on a FTP is not a real advantage over rray.de,
because you don't have any previews or descriptions for the tools (other
than just to connect to a workgroup, where you can just try stuff, because
it's already installed).
 A community workgroup could add a community menu where you select users
to see their tools... like this:

 user-tools
 - userFoo
- exporters
- rigging stuff
- 
 - userBar
- exporters
- animation helpers
- whatever
 - userFnord
- curve tools
- make-awesome tools
- whatever

 And maybe a similar structure for ICE/Render compounds.
 That way a user can maintain his own section and will probably not break
some other stuff. Since I never created any AddOns: is it enough to have a
folder structure inside the addon-folder of the workgroup and place stuff
there, or is a file in InstalledAddons where you register all that stuff
necessary as well?
 Anyway, I think if we could get something like that going, it would be
the shit!
 Personally I would probably connect to it every now and then, check some
stuff and take the tools I like into my personal workgroup. And of course
upload some of my new tools to the community workgroup.

 cheers,
 Thomas


Gene Crucean emailgeneonthel...@gmail.com emailgeneonthel...@gmail.comhat 
am 17. Januar 2013 um 09:07 geschrieben:

 Why not just a good ol fashioned FTP?


 I'll offer one up to *this* list and 3DPro (Be careful who you give it
to. Adults get access):
 host: genecrucean.com
 user: softimage
 pass: Add0n555

 I have lots of space and unlimited bandwidth... but if it gets abused,
I'll just take it down.

 What do you guys think about this? It would need a decent
naming/directory structure so it didn't become a huge mess.

 Maybe something like:

 - Task
 - Author
 - Addon/Plugin/Script
 - Versions



 On Wed, Jan 16, 2013 at 9:41 PM, Jason S jasonsta...@gmail.com wrote:


Don't know why I often put extra buts in my sentances,
in this case we were essentially saying the same thing :)



On 16/01/2013 11:42 PM, Jason S wrote:

Ya! but maybe like a common  XSI_SAMPLES_DUMP  Database,
 to which we could then make like a more refined/finished  DB out of that,




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Re: capturing spherical HDRi's?

2013-01-16 Thread Stefan Kubicek

One thing you need to know before you shoot anything is what you want to use it 
for.
If it's just for using the HDR image as a means of lighting (a low-res image is 
enough) then the chrome ball
does the trick. Depending on the max resolution of your camera it might even be 
high-res enough to be used as a reflection
map, depending on how close you get to the reflecting objects in your scene and 
on how blurry the reflections are allowed to be (the blurrier the lower res the 
HDR image may be to avoid visible artifacts/pixels).

Also, I found it helpful the use a tele lens when shooting the chrome ball. The 
further away you are from the ball
the more info you get on the circumference of the ball, and the smaller your 
own reflection will be in the resulting image.
If you absolutely need to avoid the reflection of yourself (and camera ) you 
need to make two shots from different angles and paint yourself out later.

If you want to use the HDR image also as a background you will need extra high 
resolution, and ideally no distortion.
However, affordable chrome balls are never distortion free, nor will you get 
enough resolution from a single shot of the ball.
The only option I have found (besides using dedicated hardware like the spheron 
camera) is shooting a panorama and stitching it into a really high-res image. 
Any lens will do, but a fisheye will reduce the amount of images required and 
time needed for a full panorama.

Shoot RAW if you can (or whatever floating point format your camera AND your 
stitching software (or Photoshop) supports), image sequences of varying 
exposure are more time consuming, and light can change fast while you shoot - 
think wind and clouds on a sunny day, let alone the director getting nervous 
while you fiddle around endlessly in between shots on a stressful day at -10 °C.











Hey guys -

I've been asked to help out on the show Film Riot, and one of the things
we were discussing is creating your own HDR images.

I know HDRLabs has a ton of great info, but I was curious to know if anyone
else had any good info or resources on the subject that I could pass along.

It's not something I normally do, so I wanted to make sure I was giving
them up-to-date info.

Thanks,

Paul




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Re: Place Highlight Tool

2013-01-10 Thread Stefan Kubicek

Awesome!


Just get ready for the inevitable flood of feature requests! ;-)


Here's one:

When no light is selected, create a new one. When a light is selected, use that 
to place the highlight instead of creating a new one.

For inspiration:
I stumbled over the HDR Light Studio website after following some links from 
yesterdays thread about PiVR.
Here's a video demonstrating the workflow: 
http://www.hdrlightstudio.com/video.php?vid=49753201

That looks really slick. It creates an HDR image instead of lights, but the 
workflow looks really refined.
I love the fact that you can create area lights too and adjust their shape.


--
Brent

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of julian
Sent: 09 January 2013 18:56
To: softimage@listproc.autodesk.com
Subject: Re: Place Highlight Tool

On 04/12/2012 10:23, Brent McPherson wrote:

Hi Eugen,

Yes, it would be simple to do with the Tool SDK.

In fact, we already have a spot light creation tool example that ships with 
Softimage (search for SpotLightCreateTool in the custom tools addon) so only 
the reflected ray part would need to be added.

Anyone up for the challenge? ;-)


Belatedly picking up the gauntlet and thread. Had some time to fiddle around 
with the Tool SDK over the Christmas holidays and cannibalised the 
SpotLightCreateTool as Brent suggested. Tool SDK has been great to work with. 
I'm in renewed awe of Piotrek Marczak's work (Meshpaint, Soft
Transform) using the SDK. First usable stab linked below (addon and movie).

http://julianjohnsonsblog.blogspot.co.uk/2013/01/place-specular-highlights.html

Julian






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Re: Place Highlight Tool

2013-01-10 Thread Stefan Kubicek

On second thought, here's a variation of that idea:

On LMB pressed, place the selected light to create a highlight. On MMB pressed 
(or LMB + modifier key)
copy the selected light and use the copy to place the new highlight.

This way, you will never need to query the user for what type of new light he 
wants to create for the highlight(e.g. you won't need any custom preference or 
pick session). What needs to be palced or created and then placed is alwas 
defined by the selection. Some heuristic will still be needed I think, like: 
Was even a light selected or something else? Was the Light, or its target, or 
its root selected? Were several lights selected? And what if? Copy and place 
them all, maintaining their spacial relationship, or just use the first one?. 
Just some thoughts.







On 10/01/2013 09:54, Stefan Kubicek wrote:

Awesome!


Just get ready for the inevitable flood of feature requests! ;-)


Here's one:

When no light is selected, create a new one. When a light is selected,
use that to place the highlight instead of creating a new one.

For inspiration:
I stumbled over the HDR Light Studio website after following some
links from yesterdays thread about PiVR.
Here's a video demonstrating the workflow:
http://www.hdrlightstudio.com/video.php?vid=49753201

That looks really slick. It creates an HDR image instead of lights,
but the workflow looks really refined.
I love the fact that you can create area lights too and adjust their
shape.


Stefan - agreed on the idea of creating a light with none selected and
modifying and existing light if one is. Loved the video.
Julian




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Re: Autodesk acquires Pi-VR

2013-01-09 Thread Stefan Kubicek

I think I have seen a presentation of their rendering tech at the Softimage 
Ubertage 2010.
What was cool was that they could raytrace NURBS directly without having to 
tesselate first. Super smooth
and artefact-free reflections all the time. It was quite fast too.
Their presentation was a bit in vain though, as the market they seem to be 
catering too is mostly
the product design and automotive industry, and in addition right after their 
talk, Marcos and Borja would enter the stage and give us a presentation of 
Arnold and SiToA, and nobody ever thought of PIVR again.



I had never heard of them before.
If you look at the new features of v6, they now support animation and editing 
them. Of course this is far from what Softimage users expect from an animation 
package but it is interesting nonetheless.

I guess their biggest competitor around the corner will be TeamUp!

Cheers,
MAC

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston
Sent: 9 janvier 2013 09:07
To: softimage@listproc.autodesk.com
Subject: Re: Autodesk acquires Pi-VR

I notice though that this is likely more related to their engineering side of 
their business.  Although I keep seeing VRED advertisements in 3D World, I've 
never heard of anyone using it in visual effects production.
-ben

On Wed, Jan 9, 2013 at 8:52 AM, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:

Interesting move on the part of Autodesk.



http://www.pi-vr.de/en/company/news/news-detail/article/autodesk-acqui
res-pi-vr.html




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Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom 
http://Exocortex.com - Passionate CG Software Professionals.




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Re: Area ate my message ( and spit it out again :)

2013-01-06 Thread Stefan Kubicek

I might be alone in this, but I really couldn't get through the lot...


You are not alone.

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Re: lagoa beer

2012-12-16 Thread Stefan Kubicek

The easiest and fastest way of setting up beer with bubbles that I have come 
across is with PhoenixFD.
It comes with a special bubble shader that looks very convinving and renders 
fast. Also fluid simulation is orders of magnitude faster than with Lagoa for a 
scene of the scale you describe.
Max and now Maya only, unfortunately :-(




Hey guys
I need to make a beer pour shot and I'm trying to get the foam head to
form. My Idea so far is to emit two phases at once, but so far I cant
seem to figure out how to get the one phase material to rise to the top.
I've tried to set the mass at emission to be less on the one phase, but
no luck.
Has anyone done this type of thing before and would like to give me some
festive season advice :P
Thanks guys
G




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Re: Calling functions inside SI, from a Python instance outside SI

2012-12-14 Thread Stefan Kubicek

There was a tutorial on how to remote-control XSI via COM by Diego Garcia in 
2006 (from 3dsmax, but technique might be similar from elsewhere).
His website www.sloft.com is down for maintenance atm, but I think I found a 
copy of it here:
http://joon25.tistory.com/25

The video and original links to the scripts do not work anymore, but the very 
bottom link seems to be a local copy that still works.



Sorry for the noob question, but... is calling functions inside SI, from a
Python instance outside SI possible?
Ive got Python correctly installed in SI, but have no idea if this is
doable, and information on the web looks a bit scarce and confusing.

There is this:
http://softimage.wiki.softimage.com/index.php?title=Python_(XSISDK)redirect=no#Viewing_XSI_Type_libraries_in_Python_GUI

But I have no clue if that is what I want...

Anyway, just wondering, no life or death situation for now...

Cheers



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Re: Realtime shader experience? Artist Requests? Other 3rd party realtime shaders?

2012-12-14 Thread Stefan Kubicek

The closest thing in Softimage related to realtime shading is probably 
Slipstream from Exocortex.
On the Max side there is the realtime preview in FumeFx (Sitni Sati, 
http://www.afterworks.com/FumeFX/GPUPreview.asp?ID=3a) and I believe Phoenix 
(Chaos Groups, http://www.chaosgroup.com/en/2/phoenix_maya.html) that both 
feature realtime previews in the viewport. It's unlikely they'd be willing to 
share their technology though, but you never know.

If you are looking for a more casual contact I could put you in touch with Daniel 
The Big Muh Rind.
We used to work alongside for a year at the last games company I worked 
for,Sproing Interactive, and afaik he is still there.
Daniel's knowledge of realtime shaders is second to none, and he has developed 
for Softimage in the past (besides some Mental Ray shaders he also wrote the 
Entropy connection to Softimage, which he stopped developing when Nvidia 
ditched it in favor of Mental Ray).

Another really good one I know is Stefan Reinalter, also a former employee of 
the same company.
He is now running his own business (www.molecular-matters.com), but he might 
still be interested.
Be sure to check out his blog too (http://molecularmusings.wordpress.com/), 
especially the posts about realtime radiosity.

Both have a degree in computer graphics from the Technical University of Vienna 
and are good in both research and engineering.

Let me know if you want to get in touch with any of the latter.

Stefan



Hi
I am thinking about a realtime display of the volume shader in the XSI viewport.
I am searching for input from multiple sides.
1) Artists using the shaders.
What do you expect (beside seing the volume), any switches you want to have?
2) Development of the Shaders.
I never touched any realtime shaders, so if anyone has any hints on the 
implementation, let me know.
Which type of realtime shader should be used, where are problems, would it be 
compatble with e.g. the Maya viewport, ...
3) Similar plugins.
Do you know any other plugins for SI that display custom stuff?
4)And at last, if you know someone who can just develop this shader, let me 
know.
Saves a lot of time :-)
thanks,
Holger Schönberger
Binary Alchemy - digital materialization




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iRay: Light Path Expressions instead of AOVs

2012-12-11 Thread Stefan Kubicek

I haven't seen this posted here and found it interesting:

http://blog.irayrender.com/post/37260056351/instant-relighting-nonphysical-effects

I like that idea. It feels slightly academic compared to the classic AOV 
approach, but I imagine it must be damn flexible.


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Re: ICE push particles away from curve

2012-12-04 Thread Stefan Kubicek

Force from curve tutorial by Bradley Gabe might be helpful: 
http://vimeo.com/1313863



I'm looking for a way to push particles away from a curve as they flow
along it.  I have a nice flow working but would like an option to bring
them closer to the curve or further away but still follow the path.  Any
ideas?  Thanks.

Kris




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Re: Render Region won't refresh

2012-11-18 Thread Stefan Kubicek

I've only seen this happening when switching between passes that use different 
renderers (e.g. from a Vray pas back to a MRay pass). It always works ok going 
from MRay to Vray, but switching back to the pass using MRay gives me the 
behavior you describe. Closing the RR, saving the scene, and reopening the RR 
usually solves it for me in 80% of the cases.

There is a short thread about this on the Vray4Softimage forum:
http://www.chaosgroup.com/forums/vbulletin/showthread.php?70487-Some-build-22370-issues

The bottom line as described by Kamen Lilov:

This is not really a VRay problem; we can - and do - handle the case where we become 
the current pass renderer and force a repaint (by touching the scene). This is why the 
somethingElse - VRay direction works. Not sure how we can place a workaround for the 
opposite direction though. Would be best if AD fixed this.






Every so often my render region just quits rendering. I can open and close
it or move the camera and it just keeps whatever pixels were last rendered.
The only fix is to restart the whole app. Does anyone else have this issue
or have a way to reboot the region?

Byron




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Re: get rid of MetaSL

2012-11-15 Thread Stefan Kubicek

I never tried, but how about (re)moving the folder containing these shaders 
from the installation?



Hi All!

I was wondering if it would be possible to remove MetaSL from the
rendertree? It takes up a lot of space on the rendertree explorer and I
NEVER use it. I would like to disable MetaSL altogether, but I guess that
would not be possible :) Anyhow, how to I get rid of this crap? Any takers?

regards
stefan andersson





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Re: render curves

2012-11-07 Thread Stefan Kubicek

Right, thats a bummer. Something to feature-req on the beta...



only drag is curves don't show in render passes... i prefer stands


On Mon, Nov 5, 2012 at 7:34 AM, Vladimir Jankijevic 
vladi...@elefantstudios.ch wrote:


it's not possible for arnold with the sitoa exporter because sitoa won't
export any softimage curves. what you could do though, is extend it to do
that. But then again, it's maybe easier to make an ICE compound to generate
strands along the curves and export with the current sitoa and render with
arnold.

cheers







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Re: render curves

2012-11-05 Thread Stefan Kubicek

I believe 3Delight will render curves too.







Hi yall,

So I'm curious to know if in the last several years there has been a
curve rendering solution. What I need is the ability to render a curve
as a set pixel width line. Sort of like Illustrator but within 3D
space. It doesn't need to be OpenGL supported, in fact I'd rather it not
be as I am not looking for a hardware or display render solution.
Instead I'm looking for a software solution that has a similar
appearance but renders in 3D space and preferably with anti-aliasing.
Has any shader been developed in Soft that can support this?

Thanks




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Re: UV stamp plugin

2012-11-03 Thread Stefan Kubicek

Nice one Ahmidou,

Btw I just found the old EPS exporter by Kim Aldis from 2006 (attached), it 
might still work too,
or there is still something to learn from in there. Tbh I've only used it once 
years ago but
if I remember correctly it worked really well.

Stefan





I have seen some people complaining about the UV stamp feature in
Softimage, and I also found it annoying that you can't specifiy the image
size, and that it's asking if we want replace the current texture with the
UV one, which I'm sure everybody reply NO.
So I gave it a try and it was quite straight forward. I was first thinking
writing SVG as it's just xml, but Photoshop can't read them, so instead I
found a Python module that can write .eps files.

You can download it here
https://github.com/ahmidou/Softimage_DEV/tree/master/UVstamp

Just copy the files in your plugin folder, the command is located in the
tool menu of the texture editor.
You can also run it as a command:
Application.stampUV( name, path, collection of UVprojections )

Ho and the per UV projection is not working yet.

Cheers




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EPSexport.py
Description: Binary data


Re: Accessing fcurve editor

2012-10-26 Thread Stefan Kubicek

Do a search in the sdk docs for Animation Editor Attributes.



Hey folks,


Does anybody have idea how to access the fcurve editor from scripting? I
would like to modify the selected keys on selected fcurves, but for some
reason it seems to be that the accessing of the editor itself is not
documented...


Anybody has any idea?



Thanks




Szabolcs

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Re: setting ICEAttribute.DataArray in JScript

2012-10-23 Thread Stefan Kubicek

Afaik you can create GridData on the fly without attaching it to a PPG:
XSIFactory.CreateGridData();

Search the SDk docs for Using a Temporary GridData Object.



Thanks, guys!
The Python example I found myself, but that does not help in JScript.

GridData must reside in a CustomProperty, right?
I would have to define one first... not very elegant.

Am 23.10.2012 20:09, schrieb Matt Lind:

I ran into this problem a few years ago developing a tool.  I don't remember 
how I resolved it, but try using the GridData object instead of reading/writing 
directly to a Jscript array.

GridData.Data = attr.DataArray;

You might have to define one or both dimensions of the GridData object before 
it will work.

Matt




-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Tuesday, October 23, 2012 10:40 AM
To: softimage@listproc.autodesk.com
Subject: setting ICEAttribute.DataArray in JScript

Hi, short question:
how do I set/write the ICEAttribute.DataArray from JScript? Can't find a code 
example.
It is a safe array, that much I found out.

attr.DataArray = [23,44,50]; is not working.
// WARNING : 3392 - Invalid offset specified while extracting data from this 
attribute...

Thanks,
Eugen






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Re: PyQtForSoftimage: QFileDialog

2012-10-19 Thread Stefan Kubicek

This is not just happening with PyQt, the default file dialog for fcurve import 
in the fcurve editor has a similar issue.



On Fri, Oct 19, 2012 at 7:26 AM, César Sáez cesa...@gmail.com wrote:


Hi list,
I'm starting to use PyQtForSoftimage and I'm having some issues with a
QFileDialog, it works but the dialog get mixed with the softimage ones.
Is there any way to make it work properly? Has something to do with *modal
* dialog limitations? Just a known issue?

I'm just calling a QFileDialog.getOpenFileName in a button signal.

Thanks!






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Re: flood simulation

2012-10-19 Thread Stefan Kubicek

p.s. I miss you Naiad


Me too, but there might be other solutions coming up. Here's one: 
http://www.qualoth.com/home/product/flux.asp
I've never seen it or heard of anyone using it so far though, looks like a 
pretty young product.

Btw, Does ne1 know how Houdini compares to Realflow and Naiad in terms of fluid 
simulation speed?







Hi,
so it's pretty simple after all to have interesting interaction between
RBDs and Lagoa simulations: https://vimeo.com/51754990.
But, if you have a bunch of objects in your scene that need to interact
with the fluid, you'll need to instance them to a pointcloud - not such a
big deal most of the time.
There is a small bug with this setup, if you remove members from the ICE
topology group, it may crash. Safer just to make a new group.

So as far as I see it the problem is not really interaction with the
fluids, that's easy. The problem is more like scalability. If you want a
huge, end of the world type of flood then Lagoa won't scale too well at
all. Realflow is probably the best commercial solution for massive
simulations right now. But, if you're just flooding the bathroom, then
Lagoa may well do the job!

Ciaran


.



On Fri, Oct 19, 2012 at 12:22 AM, Pablo Tufaro pablo@gmail.com wrote:


Thank you very much for taking the time to write all this. I think I have
to find a solution outside softimage.

Thank you very much really.

I will keep you posted with the advances if I reach one!

P.

El 10/18/2012 6:34 PM, Mathieu Leclaire escribió:

 This is not an easy task to accomplish in Softimage, but it is doable.


I see two possible avenue I would explore:

1 - What I would try with Lagoa is emitting elastic particles for your
rigid objects and make the elasticity very stiff. Make sure they have an ID
based on the emitted mesh and a transformation relative to that emitter.
Then, at every iteration, I'd figure out a way to average these particles
transforms by ID to create a transform for the rigid particle group that I
would apply to the rigid object. So the particle group (by ID) moves the
mesh. Once you get that average tranform, I would overwrite these elastic
particle positions by multiplying their saved relative transform by that
new average transform and basically bring them back into a rest state.
That'll avoid the rigid mass of particle to deform by their elastic
properties and will allow proper collision for the liquid particles. You
are forcing particle positions so it might insert some instabilities in the
simulation, but I think it should work.

So to recap, you let the elastic group deform and interact with the
liquid group in one iteration. Then you undeform the elastic group by
their averages to bring them back to a stable state as if it where actually
rigid. You then simply match the transform of your rigid objects to that of
it's relative group average transform and you keep iterating.

That's one way.

2 - A second way would be by mixing Lagoa and Momentum. You would simply
simulate the liquid by Lagoa with your Rigid Body meshes as collision
object. So you would need a Deform Bodie with ICE controls, and your ICE
controls would sample the closest Lagoa particles and create a force based
on their average velocities. I think that would be doable as well.

I haven't tried any of these techniques myself, but that's where I would
start experimenting.

Now if you need to do a big flood, you will probably need a lot of
particles to have a nice looking simulation. I hope you have a good machine
with a lot of memory and a lot of patience. Lagoa is best suited for
smaller scale simulation. It's not the best for large scale liquid
simulations. I would look into Houdini or Naiad (if it's still available
after Autodesk bought them) for better and quicker results. Maybe even
Realflow could be a better option. But if staying inside Softimage is a
must, I would explore these two suggestions.

Good luck! Your going to need it.
-Mathieu



Pablo Tufaro wrote:


Well, that may work...!

I will investigate a little bit on that one!

Thanks !

pablo.

El 10/18/2012 4:03 PM, Oleg Bliznuk escribió:


Here is some work on liquid-rbd interaction http://si-community.com/**
community/viewtopic.php?f=4t=**281http://si-community.com/community/viewtopic.php?f=4t=281
I think adding backward influence is much more easy task

















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Re: Qt Wrapper command log issue

2012-10-15 Thread Stefan Kubicek

I got it working with Tonys help and his version of shiboken.pyd

Here's what I use:

Plain Python 2.6.4 that ships with Softimage.
I downloaded PySide-1.1.2qt474.win-amd64-py2.6.exe from 
http://www.lfd.uci.edu/~gohlke/pythonlibs/
since Nokia does not provide 64bit windows binaries. This is the latest version 
I could find anywhere that is 64 biot and compiled against version 2.6 of 
python.

To install the package I had to add the Python path to the registry following 
this article:
HKEY_LOCAL_MACHINE\SOFTWARE\Python\PythonCore\2.6\InstallPath = C:\Program 
Files\Autodesk\Softimage 2011 Subscription Advantage Pack\Application\python

In hindsight I think that's a bit overkill, it should be sufficient to just extract the 
PySide folder of the archive to the Softimage python site-packages folder.

Finally I copied shiboken.pyd from Tony to that same folder.

After restarting Softimage, I could import PySide.shiboken

According to this article, up until very recently there was a problem with 
shiboken not being part of PySide builds. See: 
http://stackoverflow.com/questions/12301735/pysides-shiboken-python-module-not-found

Since there is no recent PySide binary 8if ne 1 knows one please let me know) 
there seems to be no other way than building it manually. Here's the 
corresponding guideline for 32 bit, the 64 bit procedure is probably similar, 
though I haven't tried yet:
http://qt-project.org/wiki/Building_PySide_on_Windows

That's as far as I got today.

Stefan





i assume per this thread...

https://groups.google.com/d/msg/pyside/Vx8L1hwZVQE/upA2dFIuieEJ

i am afraid thats too much work for me to use pyside inside softimage right
now.

s

On Mon, Oct 15, 2012 at 4:35 PM, Steven Caron car...@gmail.com wrote:


yeesh


On Mon, Oct 15, 2012 at 4:29 PM, Stefan Kubicek s...@tidbit-images.comwrote:


I'm talking to Tony atm, he said they are compiling shiboken manually.


 so how is brad using pyside then? can he not import shiboken and use

their
version of wrapinstance?

On Mon, Oct 15, 2012 at 4:06 PM, Stefan Kubicek s...@tidbit-images.com
wrote:

 I do, and I'm using Stevens unmodified code. I don't get those messages

you are getting, independant of wether I comment the VK_UP and VK_DOWN
parts out or not.

Atm it's a bit useless for me though because I can't import shiboken
which
is needed to get the equivalent if sip's wrapinstance method, I'm still
looking for a solution to the problem.
It's also kind of strange Nokia does not provide 64 bit binaries of
PySide
:-(





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Re: Qt Wrapper command log issue

2012-10-15 Thread Stefan Kubicek

Alternatively, it'sprobably safest and easyest to just build PySide yourself, 
in case it's really
as simple as these guidelines are describing it here: 
http://qt-project.org/wiki/Building_PySide_on_Windows

I assume this is what Tony is doing too. I'll give that a shot tomorrow, it's 2 
o clock in the morning over here.

Overall I like the idea of using PySide over PyQt. It seems to be a bit more 
light-weight and defaults to the new Qt API. The license is also more 
permissive that the PyQt one. If only Nokia would get their ass up and provide 
up to date 64 binaries for the popular Python versions 2.6, 2.7 and 3.2/3.3.



I got it working with Tonys help and his version of shiboken.pyd

Here's what I use:

Plain Python 2.6.4 that ships with Softimage.
I downloaded PySide-1.1.2qt474.win-amd64-py2.6.exe from 
http://www.lfd.uci.edu/~gohlke/pythonlibs/
since Nokia does not provide 64bit windows binaries. This is the latest version 
I could find anywhere that is 64 biot and compiled against version 2.6 of 
python.

To install the package I had to add the Python path to the registry following 
this article:
HKEY_LOCAL_MACHINE\SOFTWARE\Python\PythonCore\2.6\InstallPath = C:\Program 
Files\Autodesk\Softimage 2011 Subscription Advantage Pack\Application\python

In hindsight I think that's a bit overkill, it should be sufficient to just extract the 
PySide folder of the archive to the Softimage python site-packages folder.

Finally I copied shiboken.pyd from Tony to that same folder.

After restarting Softimage, I could import PySide.shiboken

According to this article, up until very recently there was a problem with 
shiboken not being part of PySide builds. See: 
http://stackoverflow.com/questions/12301735/pysides-shiboken-python-module-not-found

Since there is no recent PySide binary 8if ne 1 knows one please let me know) 
there seems to be no other way than building it manually. Here's the 
corresponding guideline for 32 bit, the 64 bit procedure is probably similar, 
though I haven't tried yet:
http://qt-project.org/wiki/Building_PySide_on_Windows

That's as far as I got today.

Stefan





i assume per this thread...

https://groups.google.com/d/msg/pyside/Vx8L1hwZVQE/upA2dFIuieEJ

i am afraid thats too much work for me to use pyside inside softimage right
now.

s

On Mon, Oct 15, 2012 at 4:35 PM, Steven Caron car...@gmail.com wrote:


yeesh


On Mon, Oct 15, 2012 at 4:29 PM, Stefan Kubicek s...@tidbit-images.comwrote:


I'm talking to Tony atm, he said they are compiling shiboken manually.


 so how is brad using pyside then? can he not import shiboken and use

their
version of wrapinstance?

On Mon, Oct 15, 2012 at 4:06 PM, Stefan Kubicek s...@tidbit-images.com
wrote:

 I do, and I'm using Stevens unmodified code. I don't get those messages

you are getting, independant of wether I comment the VK_UP and VK_DOWN
parts out or not.

Atm it's a bit useless for me though because I can't import shiboken
which
is needed to get the equivalent if sip's wrapinstance method, I'm still
looking for a solution to the problem.
It's also kind of strange Nokia does not provide 64 bit binaries of
PySide
:-(





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Re: Installing AddOns Softimage 2012 SP1

2012-10-12 Thread Stefan Kubicek

Hi Steven,

There's nothing wrong with the current state of the plugin, what I wanted to 
add doesn't even make much sense in the context of Qt integration alone.
I simply wanted to add a mouse hook and also have some custom code to check 
some user preferences for a custom plugin I'm working on which should use that 
mouse hook.
That, and the outlook of have it all running in Python and abandoning compiling 
and dependencies on additional libs and tools (Qt sources, cmake) was my 
motivation. I also keep hearing people asking for a working Linux version. What 
would be needed in order to get this code working under linux?

Of course, that's all functionality Softimage should've been providing out of 
the box for some years now imho, but things are as they are, aren't they?

S



this is one of the reasons why eric at blur skipped using pyhook. he ended
up using QWinMigrate, which was a class that allowed MFC apps slowly
migrate their app to Qt. he and matt newell exposed QWinMigrate to python
the same way PyQt was exposed/wrapped through sip. once that happened the
only cpp left was on the softimage side which just exposed getting the
window handle to a scripting language. in fact softimage devs could
probably have done the same.

i am a bit confused as to what stefan needs to change the source for, the
idea of sharing the plugin is that 90% of people would not need to change
the source and they could get all the functionality of Qt through python
and thats a lot of power already!

@stefan, what are you trying to change and why? is it an improvement or
just a preference?

s

On Thu, Oct 11, 2012 at 3:54 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:


 I didn't follow the thread but if this is running
in XSI, the hook will affect the whole of XSI.






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Re: Raafal

2012-10-11 Thread Stefan Kubicek

I've been wondering the same. Afaik Fabric Engine uses KL (Kernel Language) to 
allow acceleration of compute-intensive code (e.g. a deformer or a fluid sim), 
but I haven't understood yet in how far this could be used to accelerate the 
processing of e.g. a DAG. I imagine there is a lot of stuff going on in a 3D 
app besides computing vertex positions, e.g. deciding which objects need to be 
rendered, which constraints or expressions to evaluate next (and more 
importantly, which ones to ignore), preparing data for the graphics card, 
updating the UI, etc, so the question wether Python would be fast enough comes 
naturally.

The last time I've heard of a 3D application using something else than C++ at 
it's core was the infamouse 3dsmax rewrite
a few years ago at Autodesk, which used C# if I remember correctly. The bottom 
line was that it was possible to construct a well performing system with C#, 
yet the project stagnated and was finally canceled in lack of a clear 
development direction. 
(http://www.maxunderground.com/archives/11007_nitrous_putting_together_the_pieces_of_a_max_core_rewrite.html)

I don't know in how far Python and C# differ in their potential to create 
efficient and fast code, but it sure sounds
intriguing. Write once, run anywhere, on the fly code changes, jummy!

.






I love those buttons and the way it grows...
I have tested most all of 3D softwares available(professional ones) and XSI is 
in my opinion
the best interfaced.

But one thing bother me, as Jo said, about the Core / Architecture
I understand that a scripting language can centralize all the external libs as 
well as pass datas between those lib and the ui
but I don't see how to have an unified framework and nowadays performance 
without a core C/C++ architecture

Do you think we could use a core as FabricEngine under the hood?

ben





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Re: xsi's Attached to Camera feature in maya?

2012-10-11 Thread Stefan Kubicek

What I usually do to lock a camera in place is to set a key on frame 1 on any 
of it's attributes I don't want to change by accident. Then I can move the 
camera around through which I look using the normal tools, but the moment I 
move the time slider by one frame back and forth everything snaps back to it's 
keyed/correct position and value. Make sure to have Autokey off. Would that be 
helpful in your case?




Hi List,

I am doing some personal workflow comparisons between maya and xsi using 
photogrammetry.
and I am wondering for those of you that had used maya before, do you know if 
there is a way in maya
to lock the camera as in xsi to keep zooming onto the plate without changing 
the actual camera zoom, position, etc..

I have all my cameras in maya locked (translation, rotation) to avoid unwanted 
movements, but still want to be able
to zoom in/out and pan as in xsi but can't seem to be able by default without 
changing the camera values.
I am using display looking through camera.

Currently I am zoomingpanning using melscript to hotkeys but I do find this 
cumbersome, as it takes time and its unnatural rather than
using the normal navigation, yes as in xsi.

Any clues?

Thanks

-Manuel








--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
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Re: Installing AddOns Softimage 2012 SP1

2012-10-05 Thread Stefan Kubicek

None that I'm aware of, but afaik the latest multi-importer (1.14 as of 
August?) uses pyQt, so you might need pyQT for Softimage installed too. Version 
1.1 doesn't, according to the information given on http://rray.de/xsi/




Check out www.rray.de

Ok, can check that off the list! Tim spent a good bit of time yesterday trying 
to help me get this going (thanks again Tim!) but to no avail. Were there any 
changes to how xsiaddons install between Softimage 2012, 2012sp1, 2012 SAP 
(sorry, I forget all the different flavors of point releases for 2012)??

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Friday, October 05, 2012 9:04 AM
To: softimage@listproc.autodesk.com
Subject: RE: Installing AddOns Softimage 2012 SP1

I’m afraid, meshpaint is 2013.x exclusive…

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Williams, Wayne
Sent: Friday, October 05, 2012 2:58 PM
To: softimage@listproc.autodesk.com
Subject: Installing AddOns Softimage 2012 SP1

Using Softimage 2012 SP1 64 on Win 7 64 bit here. I came across a couple of 
really handy xsiaddons but cannot seem to get them going.

The first was Tim Crowson’s multi-importer tool here: 
http://dynamiclens.com/wordpress/?page_id=750

The next was meshpaint by Piotrek Marczak here:

http://vimeo.com/47094105

I have tried to install them via drag and drop to the interface but they don’t show 
up in the menu. I uninstalled, rebooted Soft and then tried FileAddonInstall 
and pointed to the file that way, installing to the User Addons directory. I see them 
installed in there but they still don’t show in the menus back in Softimage.

Uninstalled them and tried to install via Plugin Manager  by right clicking the 
User Root and installing xsiaddon that way. Same deal. See them there in : 
C:\Users\Wayne Williams\Autodesk\Softimage_2012_SP1\Addons but still won’t show 
up in the interface.

Anyone have any idea what I might be doing wrong here??

Wayne Williams
Venerable Geneticist, Human Coercion
Senior Character Artist
wayne.willi...@xaviant.commailto:wayne.willi...@xaviant.com

Xaviant

Cell   770.722.0778

http://www.xaviant.com
  Where all will be made clear





--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



Re: Installing AddOns Softimage 2012 SP1

2012-10-05 Thread Stefan Kubicek

Alan,

do you know how Python talks to Softimage on Linux? Afaik on Windows it's based 
on COM and the PyWin32 extensions,
but on Linux? I understand Softimage is run under MainWin, but does that 
include Python and PyWin32? If so, there might be a way. I'm currently looking 
into running Qt-based stuff in XSI using Python only (no C++), but it will 
definitely need the pyWin32 extensions for the mouse hooks.



That's a shame for people on Linux for which there is no public working
compile of the PyQtForSoftimage plugin. :/


On Fri, Oct 5, 2012 at 10:30 AM, Stefan Kubicek s...@tidbit-images.comwrote:


None that I'm aware of, but afaik the latest multi-importer (1.14 as of
August?) uses pyQt, so you might need pyQT for Softimage installed too.
Version 1.1 doesn't, according to the information given on
http://rray.de/xsi/




Check out www.rray.de


Ok, can check that off the list! Tim spent a good bit of time yesterday
trying to help me get this going (thanks again Tim!) but to no avail. Were
there any changes to how xsiaddons install between Softimage 2012, 2012sp1,
2012 SAP (sorry, I forget all the different flavors of point releases for
2012)??

From: 
softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com[mailto:
softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
On Behalf Of Szabolcs Matefy
Sent: Friday, October 05, 2012 9:04 AM
To: softimage@listproc.autodesk.**com softimage@listproc.autodesk.com
Subject: RE: Installing AddOns Softimage 2012 SP1

I’m afraid, meshpaint is 2013.x exclusive…

From: 
softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com[mailto:
softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
On Behalf Of Williams, Wayne
Sent: Friday, October 05, 2012 2:58 PM
To: softimage@listproc.autodesk.**com softimage@listproc.autodesk.com
Subject: Installing AddOns Softimage 2012 SP1

Using Softimage 2012 SP1 64 on Win 7 64 bit here. I came across a couple
of really handy xsiaddons but cannot seem to get them going.

The first was Tim Crowson’s multi-importer tool here:
http://dynamiclens.com/**wordpress/?page_id=750http://dynamiclens.com/wordpress/?page_id=750

The next was meshpaint by Piotrek Marczak here:

http://vimeo.com/47094105

I have tried to install them via drag and drop to the interface but they
don’t show up in the menu. I uninstalled, rebooted Soft and then tried
FileAddonInstall and pointed to the file that way, installing to the User
Addons directory. I see them installed in there but they still don’t show
in the menus back in Softimage.

Uninstalled them and tried to install via Plugin Manager  by right
clicking the User Root and installing xsiaddon that way. Same deal. See
them there in : C:\Users\Wayne Williams\Autodesk\Softimage_**2012_SP1\Addons
but still won’t show up in the interface.

Anyone have any idea what I might be doing wrong here??

Wayne Williams
Venerable Geneticist, Human Coercion
Senior Character Artist
wayne.willi...@xaviant.com**mailto:wayne.williams@xaviant.**comwayne.willi...@xaviant.com



Xaviant

Cell   770.722.0778

http://www.xaviant.com
  Where all will be made clear





--
--**-
Stefan Kubicek   Co-founder
--**-
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--







--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



Re: Fabric Engine SPH Solver Demo

2012-09-26 Thread Stefan Kubicek

Awesome Guillaume!

You just encouraged me to spend the better half of this Morning to watch old 
and new Fabric Engine (FE) demo videos again. I must admit I had a hard time 
understanding what it really is when it was introduced a few months ago,
but I can see clearly now where this is going. The only thing I was unable to 
decipher from the given information was how
the connection to other DCC apps works (assuming this is different as each app 
has different interfaces). I can see that Maya integration has come pretty far 
(rendering directly into the viewport etc), the FE homepage also mentions C4D 
and Softimage at places, but nothing concrete. Can you shed some light onto how 
far this has evolved? Lets say I was to write a plugin for Softimage that uses 
FE to do the number crunching, would I have to take care of communication with 
FE myself, or are there any building blocks I can use to establish this 
connection? Can FE render into a Softimage viewport as well? Custom Display 
Host? What about Modo, Houdini, Blender?

Cheers,

Stefan



Hi everyone,

I can't resist to show you my first application made using Creation
Platform :).
So here is an SPH solver, to simulate various type of liquids using
particles: http://vimeo.com/groups/fabric/videos/50136753

After a couple of days, I was really impressed on how easy it was to
navigate in such system. Doing the same thing in ICE or Houdini VOPs sounds
much more like a 'nodal graph nightmare' to me :).
Sometime, visual nodal programming is just not the good way to build
complex things.

But to keep a link with Softimage (and for those who don't know Fabric
Engine technology yet), the very interesting thing is that this kind of
solver could be used directly from your favourite DCC . That means that the
same code written to define a rig solver, a particle effect, a geometry
generator or a deformer could be use between several applications like
Softimage or Maya.

Cheers,

Guillaume Laforge




--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



Re: We'll be opening the Softimage beta soon

2012-09-21 Thread Stefan Kubicek

I have created my autodesk beta account two years ago but except for a 3dsmax 
Excalibur webinar was never invited to participate in anything. I just logged 
back in for the first time in over a year, but I can't seem to find the options 
that let me specify which Software I'm interested in testing. Ne1 know how to 
do this? How would the person selecting beta testers from the pool of 
candidates know that I want to test Softimage and not Autocad?





From Cory Mogk:

Sep-19-2012

I understand what people are saying and am considering it with other
things like product planning. I've been in touch with some people through
email and some in person. Anyone can send me a direct message through the
Area or email (my name is Cory Mogk and our email structure is:
firstname.lastn...@autodesk.com)

We'll be opening the Softimage beta soon and I invite people who haven't
participated before to sign up at https://beta.autodesk.com You can see
what we're doing, try it out and we can discuss things that you would like
to see in the future with the team.


Daniel
VFXM




--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
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--confidential and for the recipient only--



Re: Animation/keyframe setting that's driving me crazy.

2012-09-17 Thread Stefan Kubicek

Restarting XSI doesn not help? Have you tried deleting your preferences?
Do you have any plugins with custom events installed that get triggered 
onTimeChanged that could casue this?
Disable Plugins systematically to find out.



Hi,

I think I've accidentally changed some setting somewhere and it's driving
me nuts. The upshot of it is that if I save a keyframe on a parameter (can
be shader, ICE node, anything in a PPG) and then skip to another frame and
try and adjust that parameter to a new value it just snaps back to the
value of the first keyframe. I can get around it by just clicking the
keyframe button again and then adjusting it in the animation fcurve editor
but that is not how I want to roll! I've got a suspicion that it's
something to do with a SetValue PlayControl.Key that now happens whenever
I shuffle through the timeline to a different frame. I could well be wrong
though.

Please help! Please! I'm begging you all for help.

*wimper* *cry*

Anthony

P.s. I'm including a screengrab of that sort of shows both the SetValue
PlayControl.Key thing and also how whatever current frame I'm on in the
timeline is also accompanied by a little lime green marker.




--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



Pixel 7 Vienna

2012-09-17 Thread Stefan Kubicek

Friends of mine are organizing the Vienna Siggraph Chapter aka Pixel Vienna 
again from Oct 05 - 07.2012.

The schedule has just been posted, some interesting speakers again this year:
http://www.pixelvienna.com/7/program/schedule

Last years video can be seen here (including Eric Mootz demoing his ICE tools 
at ~1:40):
https://vimeo.com/49339044

Would love to know if ne1 from this list intends to go and wants to meet there.

Cheers,

Stefan





--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
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Re: In case you missed it..

2012-09-12 Thread Stefan Kubicek

I can't regret having learned Softimage by any means. I've been using Maya for 
years, and Softimage a lot shorter, but I can say I'm a lot more productive in 
Soft than I ever was in Maya. As long as it stays that way I'm going to use it, 
and given the speed at which Maya is being developed and improved with features 
here and there that Max and Soft had since version 1.0 (I'm talking about 
usability improvements) or issues solved that Soft never had,  it's probably 
going to take another three to five years until it reaches the same level of 
usability and ease of use, let alone surpassing it, and even that only if 
Softimage's development goes down to zero. In other words: I can't regret 
transitioning from Max/Maya to Softimage, it's been the most rewarding and fun 
experience in my career (and the most frustrating whenever it comes to 
discussions with people who know shit about it and don't even want to know more 
than that), and I'm not going to adopt or revert to an inferior p!
roduct  
just because lot's of other people have, or don't even know they have.


Should Softimage ever be discontinued or fall behind the others it might be 
time to move on to whatever better product the market offers at that time, 
whether that will be Maya 2018, Blender 4.5, Modo 901, Houdini 17 or Cinema4D 
2020 I don't care, there will be enough time to adopt it gradually.

Stefan

PS: And Stefan, you don't want to learn MEL, seriously!



My regret is only that I
don't jump onto the Maya wagon back then, but stayed in Softimage|3D.
I should have switched and learned MEL.

Not I,  having to learn something as filthy as maya as my first app most
likely would have caused me to give up and try something else..

in fact I started out in both max and maya but never got anywhere til I
tried softimage...

long live the good old days!

On Wed, Sep 12, 2012 at 8:19 PM, Stefan Andersson sander...@gmail.comwrote:


On Wed, Sep 12, 2012 at 1:07 AM, Maurice Patel
maurice.pa...@autodesk.com wrote:
 this thread http://yfrog.com/h0t6exxtj:
 Although I can't say I am particularly fond of that diagram myself (it's
 rather ugly), it actually came out of a study commissioned from a third

Funny how everyone from Autodesk tells us they dont agree or think
it's ugly. But still they decide to use it.

I remember when Discreet Logic was bought. Funny thing happened... the
Logic went away.

But Autodesk is not the only one to blame. It's the people who ran the
Softimage company back in the late 90's. The battle was actually lost
the year 2000 with the release of Softimage|XSI. Maya had gained so
much popularity, and when Sumatra was finally released we were given a
software that could only do Nurbs and only render with Mental Ray. It
was totally useless and closed. Maya was the total opposite, useful
and open.

What we are seeing now is actually something that happened 12 years
ago. The battle was lost already back then. My regret is only that I
don't jump onto the Maya wagon back then, but stayed in Softimage|3D.
I should have switched and learned MEL.

Anyhow.

As you were...

/stefan


--
stefan andersson - digital janitor - http://sanders3d.wordpress.com








--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
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   1050 Vienna  Austria
Phone:+43/699/12614231
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--  This email and its attachments are
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Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Stefan Kubicek

Scalability is a good buzzword, but what does it actually mean?

Does it mean you can process more data in the same amount of time compared 
to another app? And
what kind of data? Procedural geometry? Rendered Images? Does it mean you can 
load more assets into the same amount of available RAM on a machine compared to 
another app?

How would the automation of such processes need to look like to scale well? 
Scripted? C++? Node-based like ICE?
Multithreading across the board? Or is it a question of architecture rather 
than which programming language was used to implement it (scripted vs C++)? 
What does Maya offer in this regard, or where does it differ, to scale 
well/better than Soft or app X in your opinion?

In my experience Softimage offers pretty much the same mechanisms to automate 
processes and handle scene complexity as Maya does, + ICE on top, and I found 
it can load a good chunk more data simultaneously than Maya can fit into the 
same amount of memory, especially when it comes to working with textures and 
realtime shaders. That was up until two versions ago, maybe that has changed?

If all that doesn't mean it scales well, what exactly does it mean then?

Note: I'm not a Softimage fanboy or Maya hater (ok, just a little, but not 
enough to not use it if it offers something that helps me to do my work), I 
just try to understand what scalability means by your (or anyones) standards 
compared to how I understand it.






There is not as much enthusiasm in having ICE in Maya internally as
you'd think, and I think that mail from Chris means to infer that to
the community to cause some reactions, and to look beyond ICE.

One reason is that unlike XSI 6.0, Maya has always been node-based, so
it would not be as much as game changer in Maya as it is in XSI which
had nothing. The confusing hypergraph UI and some legacy stuff (like
older nodes having too many inputs) obscures the use of Maya existing
node system, but the Maya team is working on that already with the new
Node Editor, no need to introduce a duplicate system.

Another reason is much more interesting, though I suspect the message
boards will incinerate me for suggesting it.  Basically, there is a
train of thought that ICE is great, but it's just the Now, not the
Next; it's not scalable to the extremely large scale procedural work
that the Maya film clients are _already_ doing in custom apps and a
series of odd tools. This is work that they wouldn't be able to
undertake in ICE today, because it doesn't scale well to extremely
large data sets.  Since any kind of development takes several years,
Autodesk wants to focus on finding the Next, rather than just trying
to catch up to the Now.   The creators of Naiad, who worked on PhysBAM
and Zero at ILM and have multiple film credits are cooking up that
vision.

Since Maya is targeted at the large studios and not the one-man
boutique,  Autodesk doesn't want to work on any tech that works just
fine for general data sets, but falls flat on its face on extremely
large one.  Large data set scalability is a requirement for anything
new we add to Maya.  That might mean something comes up that's
comparatively less elegant to use than ICE in XSI, but more scalable.
Maya is more like a construction truck than a family car, it needs to
move large stuff around, and that stuff keeps getting larger.

On Thu, Sep 6, 2012 at 8:26 AM, Rob Chapman tekano@gmail.com wrote:

OK, thanks all. so what confirmations, if any, do we actually have or
'allowed' to talk about?

1. its not going to be ICE but will have same workflow / functionality

- I really dont appreciate the difference? so each node will be called a
mayacompound and not xsicompound ?  will there be any interop with Softimage
/ Maya planned in this regards?

2. Its going to take a few years

3. Its not a separate App, but part of the main Maya


I am good to assume these as actual facts then? :)

And certainly dont want or need yet another tirade / rant / sky is falling
thread, am trying to tread carefully, be less emotional and just ask
rational questions based upon facts, which would be much more rewarding for
those that feel are being kept in the dark.  but as a Softimage customer
using ICE everyday since the last 6 years , (in the ultimate niche of niches
- Softimage FX)  I feel I have a right to know what the  is going on
that will affect my favourite apps future?  is the only option available is
to wait until 2014?

cheers

Rob





--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
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Re: ICE in Maya is an engineer's worst nightmare

2012-09-06 Thread Stefan Kubicek

Fair enough and agreed on, but why would Maya be a better candidate to be 
developed in that direction than any other app?



On Thu, Sep 6, 2012 at 11:22 AM, Stefan Kubicek s...@tidbit-images.com wrote:

Scalability is a good buzzword, but what does it actually mean?


In the specific context of FX, scalability means very large number of
objects, billions of particles, huge fluid grids, etc. Stuff that may
not even fit in RAM at once.  Juhani's mention of Katana is a good
one; it doesn't just everything in RAM at once and process it the way
traditional apps do, it creates a receipe that will run in the
renderer as needed.  For very large data sets, different tools and
approach are required other than just adding more RAM to a single PC
and doing things the old way.  It's also difficult to reference,
track, change  all those assets if the system isn't thought for that.
Again, truck vs family car.


Does it mean you can process more data in the same amount of time
compared to another app? And
what kind of data? Procedural geometry? Rendered Images? Does it mean you
can load more assets into the same amount of available RAM on a machine
compared to another app?

How would the automation of such processes need to look like to scale well?
Scripted? C++? Node-based like ICE?
Multithreading across the board? Or is it a question of architecture rather
than which programming language was used to implement it (scripted vs C++)?
What does Maya offer in this regard, or where does it differ, to scale
well/better than Soft or app X in your opinion?

In my experience Softimage offers pretty much the same mechanisms to
automate processes and handle scene complexity as Maya does, + ICE on top,
and I found it can load a good chunk more data simultaneously than Maya can
fit into the same amount of memory, especially when it comes to working with
textures and realtime shaders. That was up until two versions ago, maybe
that has changed?

If all that doesn't mean it scales well, what exactly does it mean then?

Note: I'm not a Softimage fanboy or Maya hater (ok, just a little, but not
enough to not use it if it offers something that helps me to do my work), I
just try to understand what scalability means by your (or anyones) standards
compared to how I understand it.





--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



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