Re: houdini engine
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! -- - 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
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.
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
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
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
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
+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 table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories
Re: Programmatically Close a Torn off Menu
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
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 -- - 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: 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 -- - 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: OT rayfire voxels
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 -- - 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 --
Vray 3.0 sneak peak
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 -- - 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: Vray 3.0 sneak peak
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 -- - 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--- 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
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 --- 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: Interesting particle collision setup in C4D
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 ? -- --- 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
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 ObjectsIâve run into the situation where I attempt to apply an ICE tree to a Model, but the ICE window browser gives the statusâAll items hidden due to a filterâIf I proceed to create an ICE tree on the Model, it works, but does not behave as expected.Further, if the Modelâs name is âTestâ, 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 FeierfeilstraÃe 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
-- 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
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
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
: 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
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
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 Version: 2013.0.3345 / Virus Database: 3199/6422 - Release Date: 06/18/13 -- - 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
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
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! -- - 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 -- table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee
Re: OT: alien character
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 -- --- 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: the secret of animation
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 -- --- 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: 3delight for softimage 4.0 preview
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 -- - 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: Announcing Redshift - Biased GPU Renderer
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. -- --- 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: Texture size in games?
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 -- --- 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--
Any (CG) software as a service. Now.
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 -- --- 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: PyQtForSoftimage with PySide support
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). -- --- 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: Any (CG) software as a service. Now.
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 -- --**- 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-- -- --- 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: PyQtForSoftimage with PySide support
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/ -- --- 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: PyQtForSoftimage with PySide support
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). -- --- 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: PyQtForSoftimage with PySide support
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 -- --confidential and for the recipient only--
Re: PyQtForSoftimage with PySide support
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 -- --**- 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-- -- --- 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: PyQtForSoftimage with PySide support
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
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 ) -- --- 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: Modo's Deformation (Weight Containers)
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 -- --- 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 promo
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 -- --- 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: Modo's Deformation (Weight Containers)
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. table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing
Re: Maya 2014 Node editor features we've been wanting in ICE
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 www.keyvis.at ste...@keyvis.at -- This email and its attachments are -- --confidential and for the recipient only--
Re: Maya 2014 Node editor features we've been wanting in ICE
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... -- --**- 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-- -- --- 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: Announcing Redshift - Biased GPU Renderer
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
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 -- Using Opera's mail client: http://www.opera.com/mail/
Re: Softimage 2014
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! -- -- Juhani Karlsson 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 -- Using Opera's mail client: http://www.opera.com/mail/
Re: Softimage 2014
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 -- --- 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: A must see
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... -- --- 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 2014
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). -- --- 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: Announcing Redshift - Biased GPU Renderer
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 -- _ Len Krenzler - Creative Control Media Productions Phone: 780.463.3126 www.creativecontrol.ca - l...@creativecontrol.ca -- --- 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: 2014 New feature list... minor corrections list... you decide
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? -- -- --- 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: Custom parameters
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. -- --- 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: Announcing Redshift - Biased GPU Renderer
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. -- --- 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: Custom parameters
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. -- --- 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--
Cluster material overrides?
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 -- --- 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: ICE Cache methodology?
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 -- --- 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: Ray Fire, Momentum, Implosia
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. -- 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 -- --- 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: Ray Fire, Momentum, Implosia
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 -- --**- 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: Octane render
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...
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 -- --- 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: Octane render
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! -- -- -- -- --- 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: Octane render
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 -- --- 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: Menu with a Callback to rebuild Itself?
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 -- --- 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: Fcurve editor crashing soft
value for anything in the editor freezes soft. -- Matt Lowery Senior 3D Artist [GLASSWORKS] 33/34 Great Pulteney Street London W1F 9NP T:+44 (0)20 74341182 F:+44 (0)20 74341183 http://www.glassworks.co.uk http://www.glassworks.co.uk/ http://www.glassworksamsterdam.nl http://www.glassworksamsterdam.nl/ http://www.glassworksbarcelona.com http://www.glassworksbarcelona.com/ Glassworks Terms and Conditions of Sale can be found at www.glassworks.co.ukhttp://www.glassworks.co.ukhttp://www.glassworks.co.uk/ (Company registered in England with number 04759979. Registered office 25 Harley Street, London, W1G 9BR. VAT registration number: 86729) DISCLAIMER: This e-mail and attachments are strictly privileged, private and confidential and are intended solely for the stated recipient(s). Any views or opinions presented are solely those of the author and do not necessarily represent those of the Company. If you are not the intended recipient, be advised that you have received this e-mail in error and that any use, dissemination, forwarding, printing, or copying of this e-mail is strictly prohibited. If this transmission is received in error please kindly return it to the sender and delete this message from your system. winmail.dat - No virus found in this message. Checked by AVG - www.avg.comhttp://www.avg.com Version: 2012.0.2238 / Virus Database: 2639/5572 - Release Date: 01/31/13 No virus found in this message. Checked by AVG - www.avg.comhttp://www.avg.com Version: 2012.0.2238 / Virus Database: 2639/5572 - Release Date: 01/31/13 -- --- 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: softimage and it's binary format
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 -- --- 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: Creation trees + Softimage/ICE + Arnold
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 -- --- 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: Pipes and tools u can't live without
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, -- Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX Developer / Filmmaker / Photographer ** *Freelance for hire* ** www.genecrucean.com ~~ Please use my website's contact form on www.genecrucean.com for any personal emails. Thanks. I may not get them at this address. ~~ -- --- 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: capturing spherical HDRi's?
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 -- --- 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: Place Highlight Tool
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 -- --- 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: Place Highlight Tool
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 -- --- 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: Autodesk acquires Pi-VR
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 -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- --- 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: Area ate my message ( and spit it out again :)
I might be alone in this, but I really couldn't get through the lot... You are not alone. -- --- 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: lagoa beer
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 -- --- 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: Calling functions inside SI, from a Python instance outside SI
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 -- --- 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: Realtime shader experience? Artist Requests? Other 3rd party realtime shaders?
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 -- --- 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--
iRay: Light Path Expressions instead of AOVs
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. -- --- 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: ICE push particles away from curve
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 -- --- 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: Render Region won't refresh
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 -- --- 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: get rid of MetaSL
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 -- --- 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: render curves
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 -- --- 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: render curves
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 -- --- 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: UV stamp plugin
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 -- --- 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-- EPSexport.py Description: Binary data
Re: Accessing fcurve editor
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 ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli -- --- 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: setting ICEAttribute.DataArray in JScript
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 -- --- 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: PyQtForSoftimage: QFileDialog
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! -- --- 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: flood simulation
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 -- --- 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: Qt Wrapper command log issue
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 :-( __**__** __ This email has been scanned by the Symantec Email Security.cloud service. For more information please visit http://www.symanteccloud.com __**__** __ -- --**- 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-- __ This email has been scanned by the Symantec Email Security.cloud service. For more information please visit http://www.symanteccloud.com __
Re: Qt Wrapper command log issue
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 :-( __**__** __ This email has been scanned by the Symantec Email Security.cloud service. For more information please visit http://www.symanteccloud.com __**__** __ -- --**- 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: Installing AddOns Softimage 2012 SP1
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. -- --- 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: Raafal
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 -- --- 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: xsi's Attached to Camera feature in maya?
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 --confidential and for the recipient only--
Re: Installing AddOns Softimage 2012 SP1
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
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
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
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 --- -- This email and its attachments are --confidential and for the recipient only--
Re: Animation/keyframe setting that's driving me crazy.
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
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 --confidential and for the recipient only--
Re: In case you missed it..
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 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: ICE in Maya is an engineer's worst nightmare
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 --confidential and for the recipient only--
Re: ICE in Maya is an engineer's worst nightmare
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--