Re: OT: Hypershade changes in Maya 2016
I just found out about this feature: Toogle faces from Bonus tools https://www.youtube.com/watch?v=389jv0k0hlE I wonder why they didn't add a simple isolate selected faces from the scene function, which I will appreciate more... For me the workflow described is the opposite I use inside Soft, where I simply select the faces I want to see and press Isolate... I guess that for weight paint this feature is comfortable ( hide unwanted faces ), but in general I find the workflow sometimes to be the opposite of what I want to do and its a bit frustrating... Anyway I was shocked to find out about the bonus tools...its a kind of small list of script addons to Maya itself, and its really confusing when you're looking for something specific... New UI looks pretty nifty and I appreciate the new features, but I'm still not totally comfortable with the workflow, mainly because of the inverse workflow I need to apply... Also, when going back and forth from Soft to Maya the S key is a pain, I always end up having keyframes all over the place :-D 2015-04-15 1:58 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com: He He ! Jason S A proper mouth bag (one that requires gums and teeth, tongue, throat and uvula) is a classic example of a situation in modeling where being able to hide faces fast makes all the difference. so you need to hide the lips and mouth bag to get to the gums and teeth. In maya all you have is Isolate, which means you have to: 1) make selection 2) invert selection 3) isolate selection * which will also hide everything else in the scene so if your teeth where separate i hope you took the time to select every single one or you are fucked should you desire to increase hidden area... 4) select all 5) unpaint desired area 6) isolate. SHIFT+I unhide 1) deselect all 2) de-isolate SHIFT+I vs softimage 1) make selection 2) Hide H ... hide more 3) make selection 4) Hide H unhide 1) CTRL+H Not only are there fewer steps but the process is more streamline and intuitive in soft. this may not seem like much, but it is one of those actions you have to perform every 30 seconds when you're a modeller. the mouth bag is just one pertinent example, I'm sure people weight painting on e.g multiple layers of clothing would appreciate being able to hide some sub- element to get to others. On 14 April 2015 at 23:52, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Or possibly endure. Some days it's like that :p On 15 Apr 2015 01:37, Leendert A. Hartog hirazib...@live.nl wrote: Eric Thivierge schreef op 14-4-2015 om 17:08: If you want to stay in the industry and stay relevant you have to evolve. Let's say you have to adapt, not necessarily evolve... Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
The Bonus tools toggle faces, is just a script that does what i describe above. but it is buggy as hell, and still no more then just an isolate. On 15 April 2015 at 10:23, Leendert A. Hartog hirazib...@live.nl wrote: Leendert A. Hartog schreef op 14-4-2015 om 11:45: Now that there are some clear and commendable results coming from Project H, could someone in-the-know perhaps tell me, if the Maya docs have also gotten a gentle nudge in the right direction? And yes I know many people find them more than sufficient, but relatively speaking to the xsidocs they could still use some love IMHO. To quickly answer my own question: The Maya 2016 docs came online - http://help.autodesk.com/view/ MAYAUL/2016/ENU/ and while it's too early (for me) to tell if and to what extent they cleaned it up as a whole, the fact they included a special Softimage to Maya Bridge Guide is a nice touch IMHO... Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
Leendert A. Hartog schreef op 14-4-2015 om 11:45: Now that there are some clear and commendable results coming from Project H, could someone in-the-know perhaps tell me, if the Maya docs have also gotten a gentle nudge in the right direction? And yes I know many people find them more than sufficient, but relatively speaking to the xsidocs they could still use some love IMHO. To quickly answer my own question: The Maya 2016 docs came online - http://help.autodesk.com/view/MAYAUL/2016/ENU/ and while it's too early (for me) to tell if and to what extent they cleaned it up as a whole, the fact they included a special Softimage to Maya Bridge Guide is a nice touch IMHO... Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable *Sent:* Tuesday, April 14, 2015 2:18 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: OT: Hypershade changes in Maya 2016 I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the biggest thing ever…I'll take it as a warning sign. sven *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer *Sent:* Monday, April 13, 2015 6:32 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: OT: Hypershade changes in Maya 2016 looks like a biog step in the right direction, kudos to the devs now, about ICE... a -- *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric Rousseau *Sent:* 13 April 2015 17:11 *To:* softimage@listproc.autodesk.com *Subject:* Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com/* *www.analogstudio.co.uk http://www.analogstudio.co.uk/* On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary.
Re: OT: Hypershade changes in Maya 2016
and lightwave years ago. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Tuesday, April 14, 2015 2:18 AM To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the biggest thing ever…I'll take it as a warning sign. sven From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: Monday, April 13, 2015 6:32 PM To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 looks like a biog step in the right direction, kudos to the devs now, about ICE... a From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: 13 April 2015 17:11 To: softimage@listproc.autodesk.com Subject: Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK si...@simonreeves.com www.simonreeves.com www.analogstudio.co.uk On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary.
Re: OT: Hypershade changes in Maya 2016
Now that there are some clear and commendable results coming from Project H, could someone in-the-know perhaps tell me, if the Maya docs have also gotten a gentle nudge in the right direction? And yes I know many people find them more than sufficient, but relatively speaking to the xsidocs they could still use some love IMHO. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
@listproc.autodesk.com *Subject:* RE: OT: Hypershade changes in Maya 2016 I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the biggest thing ever…I'll take it as a warning sign. sven *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer *Sent:* Monday, April 13, 2015 6:32 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: OT: Hypershade changes in Maya 2016 looks like a biog step in the right direction, kudos to the devs now, about ICE... a -- *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric Rousseau *Sent:* 13 April 2015 17:11 *To:* softimage@listproc.autodesk.com *Subject:* Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com/* *www.analogstudio.co.uk http://www.analogstudio.co.uk/* On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary.
Re: Hypershade changes in Maya 2016
From: Sylvain Lebeau You’ve never heard about a company blending 2 softwares togheter because there was no existing one that needed to do so. Ever! Pretty normal. What is Maya but the blending together of Alias Poweranimator and Wavefront Explore, with a sauce of Softimage 3D on top for good measure? It can be done: two companies merging into one and merging their comparable products into one – sounds like a logical outcome. And it worked, because their merged software became a stronger contender from the very start, out of the heritage of it’s predecessors. But that wasn’t under Autodesk of course. If AD had acquired Alias and Wavefront, Maya would have never existed, Poweranimator would have been killed off, and we’d have HyperExplore 2016 Platinum Subscription, with none of the different modules compatible between them.
Re: OT: Hypershade changes in Maya 2016
What parts of what doco? App? Tutorials? SDK/API? On Tue, Apr 14, 2015 at 7:45 PM, Leendert A. Hartog hirazib...@live.nl wrote: Now that there are some clear and commendable results coming from Project H, could someone in-the-know perhaps tell me, if the Maya docs have also gotten a gentle nudge in the right direction? And yes I know many people find them more than sufficient, but relatively speaking to the xsidocs they could still use some love IMHO. Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: OT: Hypershade changes in Maya 2016
The main docs, IMHO Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
I agree Ed, I'm not going to hold on to Softimage for the next 2-3+ years just because I want to make a statement. As a 3D artist, it's my opinion that you need to move with the times whether you like it or not. If you stick with Softimage, you're delaying the transition that will eventually happen. If you wait until the last possible moment, say if a new technology is introduced, and there is no way to shoe-horn it into Softimage, you'll be left with very little time to get up to speed with a product that will be evolving and staying up with the times. Whether it's a transition to Max, Maya, Houdini, or whatever, life goes on. If you want to stay in the industry and stay relevant you have to evolve. Eric T. On 4/14/2015 10:36 AM, Ed Manning wrote: Y'know... I get the impression that some people would be, maybe not happier, but more satisfied, if Maya *didn't* get any of the workflow enhancements or other changes many of us have been asking for. I miss Softimage more every day I have to use Maya (but fortunately, I can still use Softimage when it's up to me), but the negative attitude of some people, while understandable, is totally counterproductive. I have to make a living using the tools that are available. Autodesk killed my tool of choice in favor of a less-usable one, which frustrates and angers me, as well as cutting my productivity (and value to my clients). But for anybody to look at long-asked-for changes to the tool AD have chosen to develop, and run them down on the basis of, well, not much other than preconceived opinion, does. not. help. Maya is becoming more like Softimage? About time! Move more in that direction! Autodesk -- you still have a lot to answer for, but you actually seem to be trying to deliver on some of the things you've said. I'm not going to say great job! because we don't praise people for simply doing what they're supposed to do (see Chris Rock on this topic).
Re: OT: Hypershade changes in Maya 2016
Y'know... I get the impression that some people would be, maybe not happier, but more satisfied, if Maya *didn't* get any of the workflow enhancements or other changes many of us have been asking for. I miss Softimage more every day I have to use Maya (but fortunately, I can still use Softimage when it's up to me), but the negative attitude of some people, while understandable, is totally counterproductive. I have to make a living using the tools that are available. Autodesk killed my tool of choice in favor of a less-usable one, which frustrates and angers me, as well as cutting my productivity (and value to my clients). But for anybody to look at long-asked-for changes to the tool AD have chosen to develop, and run them down on the basis of, well, not much other than preconceived opinion, does. not. help. Maya is becoming more like Softimage? About time! Move more in that direction! Autodesk -- you still have a lot to answer for, but you actually seem to be trying to deliver on some of the things you've said. I'm not going to say great job! because we don't praise people for simply doing what they're supposed to do (see Chris Rock on this topic).
Re: OT: Hypershade changes in Maya 2016
in the long term, it really should be in the oven. Well I hope so for them. Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I was on beta but never got the time to play with it. We’ll see in a week or two. But so far nothing about this in the videos. sly *Sylvain Lebeau // SHED** *V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 tel:514%20849-1555 F 514 849-5025 tel:514%20849-5025WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ am.png VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com mailto:s...@shedmtl.com On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de mailto:sixsi_l...@imagefront.de wrote: sry, didn’t want to adress the developers of course. But the company behind them. Marketing means something. The more overwhelming positive it is, the more it turns me towards other directions. Same with Newtek and lightwave years ago. *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com]*On Behalf Of*Sven Constable *Sent:*Tuesday, April 14, 2015 2:18 AM *To:*softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:*RE: OT: Hypershade changes in Maya 2016 I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the biggest thing ever…I'll take it as a warning sign. sven *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com[mailto:softimage-boun...@listproc.autodesk.com]*On Behalf Of*adrian wyer *Sent:*Monday, April 13, 2015 6:32 PM *To:*softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:*RE: OT: Hypershade changes in Maya 2016 looks like a biog step in the right direction, kudos to the devs now, about ICE... a *From:*softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com[mailto:softimage-boun...@listproc.autodesk.com]*On Behalf Of*Luc-Eric Rousseau *Sent:*13 April 2015 17:11 *To:*softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:*Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com mailto:ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com mailto:si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK /si...@simonreeves.com mailto:si...@simonreeves.com/ /www.simonreeves.com http://www.simonreeves.com// /www.analogstudio.co.uk http://www.analogstudio.co.uk// On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za mailto:angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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: OT: Hypershade changes in Maya 2016
Getting a bit semantic but you probably need to do both no? :) Eric T. On Tuesday, April 14, 2015 11:36:36 AM, Leendert A. Hartog wrote: Eric Thivierge schreef op 14-4-2015 om 17:08: If you want to stay in the industry and stay relevant you have to evolve. Let's say you have to adapt, not necessarily evolve... Greetz Leendert
Re: OT: Hypershade changes in Maya 2016
Or in another software. On 14-Apr-15 11:50, Christoph Muetze wrote: Everything I would want to do in Maya I can do better and easier in Soft... I'm waiting for that to change.. Maybe in a couple of years? Cheers! Chris
Re: OT: Hypershade changes in Maya 2016
Eric Thivierge schreef op 14-4-2015 om 17:08: If you want to stay in the industry and stay relevant you have to evolve. Let's say you have to adapt, not necessarily evolve... Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
Not sure if I can agree here.. I add tools to my collection only when they save me time or give me an advantage. And I only replace old tools when they either don't run anymore or the competition is _much_ better..(think _at least_ 50-80% faster to goal). I bought a Modo seat solely because of MeshFusion. That tool is a killer-app in itself. Same thing with Redshift for Softimage... And when it comes to Maya: I welcome their recent changes, but, still - I don't see a reason at this point in time to shift over to Maya (which I already own but rarely make use of) simply because there is no benefit over Softimage. Everything I would want to do in Maya I can do better and easier in Soft... I'm waiting for that to change.. Maybe in a couple of years? Cheers! Chris On 04/14/2015 05:08 PM, Eric Thivierge wrote: I agree Ed, I'm not going to hold on to Softimage for the next 2-3+ years just because I want to make a statement. As a 3D artist, it's my opinion that you need to move with the times whether you like it or not. If you stick with Softimage, you're delaying the transition that will eventually happen. If you wait until the last possible moment, say if a new technology is introduced, and there is no way to shoe-horn it into Softimage, you'll be left with very little time to get up to speed with a product that will be evolving and staying up with the times. Whether it's a transition to Max, Maya, Houdini, or whatever, life goes on. If you want to stay in the industry and stay relevant you have to evolve. Eric T. On 4/14/2015 10:36 AM, Ed Manning wrote: Y'know... I get the impression that some people would be, maybe not happier, but more satisfied, if Maya *didn't* get any of the workflow enhancements or other changes many of us have been asking for. I miss Softimage more every day I have to use Maya (but fortunately, I can still use Softimage when it's up to me), but the negative attitude of some people, while understandable, is totally counterproductive. I have to make a living using the tools that are available. Autodesk killed my tool of choice in favor of a less-usable one, which frustrates and angers me, as well as cutting my productivity (and value to my clients). But for anybody to look at long-asked-for changes to the tool AD have chosen to develop, and run them down on the basis of, well, not much other than preconceived opinion, does. not. help. Maya is becoming more like Softimage? About time! Move more in that direction! Autodesk -- you still have a lot to answer for, but you actually seem to be trying to deliver on some of the things you've said. I'm not going to say great job! because we don't praise people for simply doing what they're supposed to do (see Chris Rock on this topic).
Re: OT: Hypershade changes in Maya 2016
Eric Thivierge schreef op 14-4-2015 om 17:39: Getting a bit semantic but you probably need to do both no? :) You're right, it's getting a bit semantic, quite a bit actually... ;) I'll shut up now (I am a linguist originally, so it is a force of habit of sorts) Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
He He ! Jason S A proper mouth bag (one that requires gums and teeth, tongue, throat and uvula) is a classic example of a situation in modeling where being able to hide faces fast makes all the difference. so you need to hide the lips and mouth bag to get to the gums and teeth. In maya all you have is Isolate, which means you have to: 1) make selection 2) invert selection 3) isolate selection * which will also hide everything else in the scene so if your teeth where separate i hope you took the time to select every single one or you are fucked should you desire to increase hidden area... 4) select all 5) unpaint desired area 6) isolate. SHIFT+I unhide 1) deselect all 2) de-isolate SHIFT+I vs softimage 1) make selection 2) Hide H ... hide more 3) make selection 4) Hide H unhide 1) CTRL+H Not only are there fewer steps but the process is more streamline and intuitive in soft. this may not seem like much, but it is one of those actions you have to perform every 30 seconds when you're a modeller. the mouth bag is just one pertinent example, I'm sure people weight painting on e.g multiple layers of clothing would appreciate being able to hide some sub- element to get to others. On 14 April 2015 at 23:52, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Or possibly endure. Some days it's like that :p On 15 Apr 2015 01:37, Leendert A. Hartog hirazib...@live.nl wrote: Eric Thivierge schreef op 14-4-2015 om 17:08: If you want to stay in the industry and stay relevant you have to evolve. Let's say you have to adapt, not necessarily evolve... Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
Yeah I guess.. it actually does look good, less daunting to learn and quite useful in a way. I’m sure the little bugs and quirks are many, but it looks nice. From: Eric Thivierge Sent: Tuesday, April 14, 2015 08:11:57 To: softimage@listproc.autodesk.com I really like this release. The modeling tool enhancements and the sculpting tools are awesome to have. Sculpting blend shapes for faces is going to be a lot easier and you can stay in Maya for it. They have some work to do as they don't have an erase brush to paint the deltas back to zero, but its getting there. The blend shape editor adjustments are more than welcomed. It's finally more usable and you can just keep creating empty blend shapes to sculpt on. Softimage didn't have this or the sculpting and it's really great to see they are integrating the Mudbox brushes. You can't go super crazy high poly currently, but that's OK. I just want the sculpting tools for the blend shapes and shape fixes. The modeling team on Maya have been doing amazing work and this release shows it. This is a pretty decent release. The clean up of the UI and menus is also something to appreciate. Get rid of the clutter to make room for new tools and quicker workflows. My 2 cents, Eric T. On 4/14/2015 9:06 AM, Eric Thivierge wrote: Pretty sure it was flawed. A few people I know of along with myself were confused when the mesh lost it's shape when applying the Delta Mush which seemed to just smooth the mesh. It's supposed to maintain the detail. I think the video was flawed so they are probably redoing it to ensure it's used accurately. (I'm hoping). Eric T. On 4/14/2015 3:35 AM, Nicolas Esposito wrote: Looks like they removed the Delta Mush video...strange...anyway the new UI looks good
Re: OT: Hypershade changes in Maya 2016
what are the odds we might get a method of aligning objects per pivot ? and a method of hiding sub-componants faces in the next iteration ? (ever tried modeling the inside of a mouth of a crocodile ?) there is actually some good stuff in this version. On 14 April 2015 at 16:57, Leendert A. Hartog hirazib...@live.nl wrote: Eric Thivierge schreef op 14-4-2015 om 17:39: Getting a bit semantic but you probably need to do both no? :) You're right, it's getting a bit semantic, quite a bit actually... ;) I'll shut up now (I am a linguist originally, so it is a force of habit of sorts) Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
Maya can be fine, (despite being ~3x as memory hungry and still way more cumbersome comparatively ) with these steps indeed maybe indeed in a few years would it be a closer alternative. (if overhauling render layers, it's non-destructive framework? shapes workflow and other workflow-s-, and a still pretty big 'etc'.. ) But regardless, if already "forced" to use Maya, wait until rental-only kicks-in. Then prices could double again (or quadruple or whatever), and purchases couldn't be withheld without also losing the ability to function in the same move. What were you saying about inside the mouth of a crocodile? On 04/14/15 14:48, Sebastien Sterling wrote: what are the odds we might get a method of aligning objects per pivot ? and a method of hiding sub-componants "faces" in the next iteration ? (ever tried modeling the inside of a mouth of a crocodile ?) there is actually some good stuff in this version. On 14 April 2015 at 16:57, Leendert A. Hartog hirazib...@live.nl wrote: Eric Thivierge schreef op 14-4-2015 om 17:39: Getting a bit semantic but you probably need to do both no? :) You're right, it's getting a bit semantic, quite a bit actually... ;) I'll shut up now (I am a linguist originally, so it is a force of habit of sorts) Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
Or possibly endure. Some days it's like that :p On 15 Apr 2015 01:37, Leendert A. Hartog hirazib...@live.nl wrote: Eric Thivierge schreef op 14-4-2015 om 17:08: If you want to stay in the industry and stay relevant you have to evolve. Let's say you have to adapt, not necessarily evolve... Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
Still selecting a material or a node in Hypershade will deselect object in view port, so silly! On Tue, Apr 14, 2015 at 3:36 PM, Leendert A. Hartog hirazib...@live.nl wrote: The main docs, IMHO Greetz Leendert -- Leendert A. Hartog AKA Hirazi Blue Administrator NOT the owner of si-community.com
Re: OT: Hypershade changes in Maya 2016
Pretty sure it was flawed. A few people I know of along with myself were confused when the mesh lost it's shape when applying the Delta Mush which seemed to just smooth the mesh. It's supposed to maintain the detail. I think the video was flawed so they are probably redoing it to ensure it's used accurately. (I'm hoping). Eric T. On 4/14/2015 3:35 AM, Nicolas Esposito wrote: Looks like they removed the Delta Mush video...strange...anyway the new UI looks good
Re: OT: Hypershade changes in Maya 2016
I really like this release. The modeling tool enhancements and the sculpting tools are awesome to have. Sculpting blend shapes for faces is going to be a lot easier and you can stay in Maya for it. They have some work to do as they don't have an erase brush to paint the deltas back to zero, but its getting there. The blend shape editor adjustments are more than welcomed. It's finally more usable and you can just keep creating empty blend shapes to sculpt on. Softimage didn't have this or the sculpting and it's really great to see they are integrating the Mudbox brushes. You can't go super crazy high poly currently, but that's OK. I just want the sculpting tools for the blend shapes and shape fixes. The modeling team on Maya have been doing amazing work and this release shows it. This is a pretty decent release. The clean up of the UI and menus is also something to appreciate. Get rid of the clutter to make room for new tools and quicker workflows. My 2 cents, Eric T. On 4/14/2015 9:06 AM, Eric Thivierge wrote: Pretty sure it was flawed. A few people I know of along with myself were confused when the mesh lost it's shape when applying the Delta Mush which seemed to just smooth the mesh. It's supposed to maintain the detail. I think the video was flawed so they are probably redoing it to ensure it's used accurately. (I'm hoping). Eric T. On 4/14/2015 3:35 AM, Nicolas Esposito wrote: Looks like they removed the Delta Mush video...strange...anyway the new UI looks good
Re: OT: Hypershade changes in Maya 2016
You point is still good Sven. Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly think that Xsi got the best Gui in all softwares that ever existed. The new aqua icons are not a revolution of course. Still good to the eye to paint the old car with a fresh clear coating. :-) We’ve had Autodesk at our studio a couple of times and I must admit they we’re very opened to listen to us softimage users. And they we’re taking good notes. I think they are doing good efforts to keep Xsi users happy in the transition while at the same time not frustrate good old Maya users. It will take time to blend the two. About ICE. Maya is node based all around and I cannot imagine AD to own these (ICE) pattents and not create the same workflow inside of Maya. With new operops, and merging all of it’s tools inside of a new unified workflow node UI. Of course this will take time to make everything talk togheter. But to me, it should be the priority for AD to implement this. I barely see any other futur ventures that could bring back Maya as the top contender in the 3D world. Houdini is pushing hard. And it’s doing just that at it’s roots. So if they want to compete in the long term, it really should be in the oven. Well I hope so for them. Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I was on beta but never got the time to play with it. We’ll see in a week or two. But so far nothing about this in the videos. sly Sylvain Lebeau // SHED V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de wrote: sry, didn’t want to adress the developers of course. But the company behind them. Marketing means something. The more overwhelming positive it is, the more it turns me towards other directions. Same with Newtek and lightwave years ago. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Tuesday, April 14, 2015 2:18 AM To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the biggest thing ever…I'll take it as a warning sign. sven 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 adrian wyer Sent: Monday, April 13, 2015 6:32 PM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 looks like a biog step in the right direction, kudos to the devs now, about ICE... a 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 Luc-Eric Rousseau Sent: 13 April 2015 17:11 To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com mailto:ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com mailto:si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK si...@simonreeves.com mailto:si...@simonreeves.com www.simonreeves.com http://www.simonreeves.com/ www.analogstudio.co.uk http://www.analogstudio.co.uk/ On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za mailto:angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 https://www.youtube.com/watch?v=VRVXXw5NZC0 This communication is intended for the addressee only. It is confidential. If you have received this communication in error
RE: OT: Hypershade changes in Maya 2016
I never heard of a company that blended two 3D animation softwares successfully, sorry dude. That will never happen. What I was told the last 24 month talking to 3ds max users was: Hell, they changed the GUI again in this release! WTF! They (the ppl I talked to) did not even mention new feature or something. Ok, now ADSK says the icons are now good. But they did say this in the last release when they changed the fucking icons! It's all about cosmetics and polishing. It's of no use to change the coating on a dead horse every fucking single release. I would not have worked with softimage the last decade if they changed the GUI in every release just to distract from missing functionality. If you want to make sure you're working with a strong and solid software, the best indication is its not changing its look. Sorry for the f-words and beeing emotional. sven From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sylvain Lebeau Sent: Tuesday, April 14, 2015 3:03 AM To: softimage@listproc.autodesk.com Subject: Re: OT: Hypershade changes in Maya 2016 You point is still good Sven. Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly think that Xsi got the best Gui in all softwares that ever existed. The new aqua icons are not a revolution of course. Still good to the eye to paint the old car with a fresh clear coating. :-) We’ve had Autodesk at our studio a couple of times and I must admit they we’re very opened to listen to us softimage users. And they we’re taking good notes. I think they are doing good efforts to keep Xsi users happy in the transition while at the same time not frustrate good old Maya users. It will take time to blend the two. About ICE. Maya is node based all around and I cannot imagine AD to own these (ICE) pattents and not create the same workflow inside of Maya. With new operops, and merging all of it’s tools inside of a new unified workflow node UI. Of course this will take time to make everything talk togheter. But to me, it should be the priority for AD to implement this. I barely see any other futur ventures that could bring back Maya as the top contender in the 3D world. Houdini is pushing hard. And it’s doing just that at it’s roots. So if they want to compete in the long term, it really should be in the oven. Well I hope so for them. Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I was on beta but never got the time to play with it. We’ll see in a week or two. But so far nothing about this in the videos. sly Sylvain Lebeau // SHED V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 http://www.shedmtl.com/ WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de wrote: sry, didn’t want to adress the developers of course. But the company behind them. Marketing means something. The more overwhelming positive it is, the more it turns me towards other directions. Same with Newtek and lightwave years ago. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Tuesday, April 14, 2015 2:18 AM To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the biggest thing ever…I'll take it as a warning sign. sven From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: Monday, April 13, 2015 6:32 PM To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 looks like a biog step in the right direction, kudos to the devs now, about ICE... a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: 13 April 2015 17:11 To: softimage@listproc.autodesk.com Subject: Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice
RE: OT: Hypershade changes in Maya 2016
I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the biggest thing ever.I'll take it as a warning sign. sven From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: Monday, April 13, 2015 6:32 PM To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 looks like a biog step in the right direction, kudos to the devs now, about ICE... a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: 13 April 2015 17:11 To: softimage@listproc.autodesk.com Subject: Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK si...@simonreeves.com www.simonreeves.com www.analogstudio.co.uk On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary.
Re: OT: Hypershade changes in Maya 2016
The main point of the new UI isn't to make it prettier, it's largely that it now responds to high density DPI properly. If you ever tried using older software, including Soft, on a 4k display or on an ultra HD 10-12 tablet you'll know what that's like. On Tue, Apr 14, 2015 at 11:02 AM, Sylvain Lebeau s...@shedmtl.com wrote: You point is still good Sven. Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly think that Xsi got the best Gui in all softwares that ever existed. The new aqua icons are not a revolution of course. Still good to the eye to paint the old car with a fresh clear coating. :-) We’ve had Autodesk at our studio a couple of times and I must admit they we’re very opened to listen to us softimage users. And they we’re taking good notes. I think they are doing good efforts to keep Xsi users happy in the transition while at the same time not frustrate good old Maya users. It will take time to blend the two. About ICE. Maya is node based all around and I cannot imagine AD to own these (ICE) pattents and not create the same workflow inside of Maya. With new operops, and merging all of it’s tools inside of a new unified workflow node UI. Of course this will take time to make everything talk togheter. But to me, it should be the priority for AD to implement this. I barely see any other futur ventures that could bring back Maya as the top contender in the 3D world. Houdini is pushing hard. And it’s doing just that at it’s roots. So if they want to compete in the long term, it really should be in the oven. Well I hope so for them. Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I was on beta but never got the time to play with it. We’ll see in a week or two. But so far nothing about this in the videos. sly *Sylvain Lebeau // SHED* V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de wrote: sry, didn’t want to adress the developers of course. But the company behind them. Marketing means something. The more overwhelming positive it is, the more it turns me towards other directions. Same with Newtek and lightwave years ago. *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable *Sent:* Tuesday, April 14, 2015 2:18 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: OT: Hypershade changes in Maya 2016 I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the biggest thing ever…I'll take it as a warning sign. sven *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer *Sent:* Monday, April 13, 2015 6:32 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: OT: Hypershade changes in Maya 2016 looks like a biog step in the right direction, kudos to the devs now, about ICE... a -- *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric Rousseau *Sent:* 13 April 2015 17:11 *To:* softimage@listproc.autodesk.com *Subject:* Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com/* *www.analogstudio.co.uk http://www.analogstudio.co.uk/* On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 This communication is intended for the addressee only. It is confidential
RE: OT: Hypershade changes in Maya 2016
sry, didn't want to adress the developers of course. But the company behind them. Marketing means something. The more overwhelming positive it is, the more it turns me towards other directions. Same with Newtek and lightwave years ago. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Tuesday, April 14, 2015 2:18 AM To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the biggest thing ever.I'll take it as a warning sign. sven From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: Monday, April 13, 2015 6:32 PM To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 looks like a biog step in the right direction, kudos to the devs now, about ICE... a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: 13 April 2015 17:11 To: softimage@listproc.autodesk.com Subject: Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK si...@simonreeves.com www.simonreeves.com www.analogstudio.co.uk On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary.
Re: OT: Hypershade changes in Maya 2016
Shader editor looks good at least at first glance, Dont know about the extra parallelism in rigs, open subdivs also had intro clip showing "great performance increases", Otherwise We've often been highlihting diferences, but Maya can also be a lot like XSI in many ways, but it's when under fire or when making solutions to solve things or to make things work where the differences come out. Try duplicating a rig or a setup in Maya (for instance) In any event, I'm sure these steps can make it less bad but there's just so many things, and this is while solely talking about the software, which even if it can also have it's strengths ... I'd personally be anxious for the coming of other players in this league, weather using Maya or not On 04/13/15 21:02, Sylvain Lebeau wrote: You point is still good Sven. Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly think that Xsi got the best Gui in all softwares that ever existed. The new aqua icons are not a revolution of course. Still good to the eye to paint the old car with a fresh clear coating. :-) We’ve had Autodesk at our studio a couple of times and I must admit they we’re very opened to listen to us softimage users. And they we’re taking good notes. I think they are doing good efforts to keep Xsi users happy in the transition while at the same time not frustrate good old Maya users. It will take time to blend the two. About ICE. Maya is node based all around and I cannot imagine AD to own these (ICE) pattents and not create the same workflow inside of Maya. With new operops, and merging all of it’s tools inside of a new unified workflow node UI. Of course this will take time to make everything talk togheter. But to me, it should be the priority for AD to implement this. I barely see any other futur ventures that could bring back Maya as the top contender in the 3D world. Houdini is pushing hard. And it’s doing just that at it’s roots. So if they want to compete in the long term, it really should be in the oven. Well I hope so for them. Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I was on beta but never got the time to play with it. We’ll see in a week or two. But so far nothing about this in the videos. sly Sylvain Lebeau // SHED V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://WWW.SHEDMTL.COM VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de wrote: sry, didn’t want to adress the developers of course. But the company behind them. Marketing means something. The more overwhelming positive it is, the more it turns me towards other directions. Same with Newtek and lightwave years ago. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Tuesday, April 14, 2015 2:18 AM To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the "biggest thing ever"…I'll take it as a warning sign. sven From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian
Re: OT: Hypershade changes in Maya 2016
ICE is dead but at least we can now make foam in Bifrost... On 13 April 2015 at 17:50, Andi Farhall hack...@outlook.com wrote: ...titter ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. -- From: adrian.w...@fluid-pictures.com To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 Date: Mon, 13 Apr 2015 17:31:47 +0100 looks like a biog step in the right direction, kudos to the devs now, about ICE... a -- *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric Rousseau *Sent:* 13 April 2015 17:11 *To:* softimage@listproc.autodesk.com *Subject:* Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary.
Re: OT: Hypershade changes in Maya 2016
Also can we safely assume that the addition of a camera sequencer means that 3DS MAX's days are numbered ? On 14 April 2015 at 00:16, Sebastien Sterling sebastien.sterl...@gmail.com wrote: ICE is dead but at least we can now make foam in Bifrost... On 13 April 2015 at 17:50, Andi Farhall hack...@outlook.com wrote: ...titter ... http://www.hackneyeffects.com/ https://vimeo.com/user4174293 http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. -- From: adrian.w...@fluid-pictures.com To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 Date: Mon, 13 Apr 2015 17:31:47 +0100 looks like a biog step in the right direction, kudos to the devs now, about ICE... a -- *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric Rousseau *Sent:* 13 April 2015 17:11 *To:* softimage@listproc.autodesk.com *Subject:* Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary.
Re: OT: Hypershade changes in Maya 2016
Bear with me here, I still can't say I find Maya enjoyable to use, but in first place making the whole UI scalable is non trivial and with the current move to high density display being well in effect more than just cosmetics. On top of that they have, at this point, shown the addition of parallel evaluation in the scene graph, sculpting and high poly handling in viewport (probably about a third of the sculpting part of mudbox ported over), revamped the surfacing considerably, the addition of gas solvers and guided sims in bifrost, and a number of other things (some admittedly useless to most or patching over until they can be replaced with less dead horses, e.g. XGen). How is that just a coat of polish? Does AD as a company in general suck? Yeah, in the same way most of those corps seem to these days. Can I honestly say Maya 2016 is a shit release? No, you're being overly emotional and have decided to hate it for the sake of hating it IMO. They could have added another 15 features and my guess is you probably would have still decided to give it crap on account of the facelift, despite the fact it was actually a functional one. I used 2016 beta a fair bit on a Surface Pro 3. I used it because XSI and Maya 2015 were F'ing useless on 2.5k on that screen. You can pick on it as much as you want, but there was strong request for it. On Tue, Apr 14, 2015 at 12:22 PM, Sven Constable sixsi_l...@imagefront.de wrote: I never heard of a company that blended two 3D animation softwares successfully, sorry dude. That will never happen. What I was told the last 24 month talking to 3ds max users was: Hell, they changed the GUI again in this release! WTF! They (the ppl I talked to) did not even mention new feature or something. Ok, now ADSK says the icons are now good. But they did say this in the last release when they changed the fucking icons! It's all about cosmetics and polishing. It's of no use to change the coating on a dead horse every fucking single release. I would not have worked with softimage the last decade if they changed the GUI in every release just to distract from missing functionality. If you want to make sure you're working with a strong and solid software, the best indication is its not changing its look. Sorry for the f-words and beeing emotional. sven
Re: OT: Hypershade changes in Maya 2016
oven. Well I hope so for them. Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I was on beta but never got the time to play with it. We’ll see in a week or two. But so far nothing about this in the videos. sly Sylvain Lebeau // SHED V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://WWW.SHEDMTL.COM VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de wrote: sry, didn’t want to adress the developers of course. But the company behind them. Marketing means something. The more overwhelming positive it is, the more it turns me towards other directions. Same with Newtek and lightwave years ago. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sven Constable Sent: Tuesday, April 14, 2015 2:18 AM To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the "biggest thing ever"…I'll take it as a warning sign. sven From: softimage-boun...@listproc.autodesk.com [m
Re: OT: Hypershade changes in Maya 2016
18 AM To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the "biggest thing ever"…I'll take it as a warning sign. sven From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer Sent: Monday, April 13, 2015 6:32 PM To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 looks like a biog step in the right direction, kudos to the devs now, about ICE... a From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: 13 April 2015 17:11 To: softimage@listproc.autodesk.com Subject: Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, "Ognjen Vukovic" ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though...
Re: OT: Hypershade changes in Maya 2016
On a 4k 30+ maybe, I've seen it on an ultraHD 27 (and ZB on a 5k 27) and good chunks of the UI were practically useless. Zbrush was pretty much a throw away (the x y z modifiers over sliders were almost impossible to hit with a pen on tablet), and Maya 2014's text was an utter and complete mess. On my SP3, which isn't even 3.8 or 4k over 15 kind of DPI, a lot of older UIs become useless when you factor in the (lack of) precision when handling a pen on screen interaction. Regardless, vectorized and properly scaled UIs are a pain in the arse to put together, but they are a necessity now that form factors aren't just 1080p over 24 for 90% of the user base. On Tue, Apr 14, 2015 at 1:13 PM, Jason S jasonsta...@gmail.com wrote: Actually I've seen Soft (or any other non-hi DPI app) on a 4k display and it's like having a dual screen in one. It's when it's 4k on a 15 inch screen where there are issues. On 04/13/15 23:01, Raffaele Fragapane wrote: The main point of the new UI isn't to make it prettier, it's largely that it now responds to high density DPI properly. If you ever tried using older software, including Soft, on a 4k display or on an ultra HD 10-12 tablet you'll know what that's like. On Tue, Apr 14, 2015 at 11:02 AM, Sylvain Lebeau s...@shedmtl.com wrote: You point is still good Sven. Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly think that Xsi got the best Gui in all softwares that ever existed. The new aqua icons are not a revolution of course. Still good to the eye to paint the old car with a fresh clear coating. :-) We’ve had Autodesk at our studio a couple of times and I must admit they we’re very opened to listen to us softimage users. And they we’re taking good notes. I think they are doing good efforts to keep Xsi users happy in the transition while at the same time not frustrate good old Maya users. It will take time to blend the two. About ICE. Maya is node based all around and I cannot imagine AD to own these (ICE) pattents and not create the same workflow inside of Maya. With new operops, and merging all of it’s tools inside of a new unified workflow node UI. Of course this will take time to make everything talk togheter. But to me, it should be the priority for AD to implement this. I barely see any other futur ventures that could bring back Maya as the top contender in the 3D world. Houdini is pushing hard. And it’s doing just that at it’s roots. So if they want to compete in the long term, it really should be in the oven. Well I hope so for them. Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I was on beta but never got the time to play with it. We’ll see in a week or two. But so far nothing about this in the videos. sly *Sylvain Lebeau // SHED* V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de wrote: sry, didn’t want to adress the developers of course. But the company behind them. Marketing means something. The more overwhelming positive it is, the more it turns me towards other directions. Same with Newtek and lightwave years ago. *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] *On Behalf Of *Sven Constable *Sent:* Tuesday, April 14, 2015 2:18 AM *To:* softimage@listproc.autodesk.com *Subject:* RE: OT: Hypershade changes in Maya 2016 I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the biggest thing ever…I'll take it as a warning sign. sven *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] *On Behalf Of *adrian wyer *Sent:* Monday, April 13, 2015 6:32 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: OT: Hypershade changes in Maya 2016 looks like a biog step in the right direction, kudos to the devs now, about ICE... a -- *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com] *On Behalf Of *Luc-Eric Rousseau *Sent:* 13 April 2015 17:11 *To:* softimage@listproc.autodesk.com *Subject:* Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing
Re: OT: Hypershade changes in Maya 2016
I am emotional too Sven, But i am also realist, By saying putting a new coating on the old car was a bit sarcastic dood. Take it easy smooth. I hear you…And I am with you if you didnt catch it. You’ve never heard about a company blending 2 softwares togheter because there was no existing one that needed to do so. Ever! Pretty normal. Of course! Newtek never had to blend 2 softwares togheter per exemple. Nor does SideFx. It’s not about blending 2 softwares togheter. Its about blending workflows togheter. Its a bit different. I mean workflow things. Wich I hope will come more and more. The best from Xsi inside of Maya. When you hit H shortchut….it hide’s the object….if you hit H again…it shows up the object back. Simple. Multiple selection property changes for example… The list can go on and on. They didnt changed it’s look… just the icons. A simple refresh at the UI. I know!!! I could write a bitching novel on Maya that would take me years to write. But since my old email rant (wich you probably all remember) on how much i was upset on the desmise of XSI and then after our switch to Maya to test the waters, …. i can say that I have find positives things in Maya. While I still miss so many things from Xsi. Render passes in front of the line. But we got a powerfull pre render script that encompass this. Thanks to Laurent. Still Maya make’s us able to deliver our jobs. It’s not as funny as before, of course. it’s not the end of the world. sly Sylvain Lebeau // SHED V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com On Apr 13, 2015, at 9:02 PM, Sylvain Lebeau s...@shedmtl.com wrote: You point is still good Sven. Of course Maya’s Gui is far from getting to the point Xsi is… I profoundly think that Xsi got the best Gui in all softwares that ever existed. The new aqua icons are not a revolution of course. Still good to the eye to paint the old car with a fresh clear coating. :-) We’ve had Autodesk at our studio a couple of times and I must admit they we’re very opened to listen to us softimage users. And they we’re taking good notes. I think they are doing good efforts to keep Xsi users happy in the transition while at the same time not frustrate good old Maya users. It will take time to blend the two. About ICE. Maya is node based all around and I cannot imagine AD to own these (ICE) pattents and not create the same workflow inside of Maya. With new operops, and merging all of it’s tools inside of a new unified workflow node UI. Of course this will take time to make everything talk togheter. But to me, it should be the priority for AD to implement this. I barely see any other futur ventures that could bring back Maya as the top contender in the 3D world. Houdini is pushing hard. And it’s doing just that at it’s roots. So if they want to compete in the long term, it really should be in the oven. Well I hope so for them. Does 2016 finally got the node based UI for Bitfrost? Would be a good start. I was on beta but never got the time to play with it. We’ll see in a week or two. But so far nothing about this in the videos. sly Sylvain Lebeau // SHED V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/ http://WWW.SHEDMTL.COM http://www.shedmtl.com/ am.png VFX Curriculum 03: Compositing Basics mail to: s...@shedmtl.com mailto:s...@shedmtl.com On Apr 13, 2015, at 8:26 PM, Sven Constable sixsi_l...@imagefront.de mailto:sixsi_l...@imagefront.de wrote: sry, didn’t want to adress the developers of course. But the company behind them. Marketing means something. The more overwhelming positive it is, the more it turns me towards other directions. Same with Newtek and lightwave years ago. 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 Sven Constable Sent: Tuesday, April 14, 2015 2:18 AM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 I had a look at the vids and must say the whole GUI looks as sturdy and antique like before. Besides this, if a developer says something is the biggest thing ever…I'll take it as a warning sign. sven 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 adrian wyer Sent: Monday, April 13, 2015 6:32 PM To: softimage
OT: Hypershade changes in Maya 2016
Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary. /span/font/td /tr /table
Re: OT: Hypershade changes in Maya 2016
yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary.
RE: OT: Hypershade changes in Maya 2016
looks like a biog step in the right direction, kudos to the devs now, about ICE... a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: 13 April 2015 17:11 To: softimage@listproc.autodesk.com Subject: Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK si...@simonreeves.com www.simonreeves.com www.analogstudio.co.uk On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary.
RE: OT: Hypershade changes in Maya 2016
...titter ... http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd.If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone.Please contact the sender if you believe you have received this email in error. From: adrian.w...@fluid-pictures.com To: softimage@listproc.autodesk.com Subject: RE: OT: Hypershade changes in Maya 2016 Date: Mon, 13 Apr 2015 17:31:47 +0100 looks like a biog step in the right direction, kudos to the devs now, about ICE... a From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau Sent: 13 April 2015 17:11 To: softimage@listproc.autodesk.com Subject: Re: OT: Hypershade changes in Maya 2016 The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK si...@simonreeves.com www.simonreeves.com www.analogstudio.co.uk On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary.
RE: OT: Hypershade changes in Maya 2016
On the plus side it should hopefully work with whatever render you have installed. So yeah Baby steps. The new color coding for icons for various tasks, wonder where they got that idea ;) From: Simon Reeves [si...@simonreeves.com] Sent: 13 April 2015 04:41 PM To: softimage@listproc.autodesk.com Subject: Re: OT: Hypershade changes in Maya 2016 yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK si...@simonreeves.commailto:si...@simonreeves.com www.simonreeves.comhttp://www.simonreeves.com www.analogstudio.co.ukhttp://www.analogstudio.co.uk On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary. 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 to the contrary. /span/font/td /tr /table
Re: OT: Hypershade changes in Maya 2016
yeah that would be great, if you unplug something temporarily you have to go and find it again to add it (without the aid of a lovely xsi explorer) so annoying Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 13 April 2015 at 16:01, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary.
Re: OT: Hypershade changes in Maya 2016
The node editor remembers the last graph when you reopen it. Tabs allow you to remember multiple graphs. On Apr 13, 2015 11:02 AM, Ognjen Vukovic ognj...@gmail.com wrote: What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary.
Re: OT: Hypershade changes in Maya 2016
What irkes me is the fact that you need to create tabs to save your network graph lay out. This should just be default instead of drawing it out every time you decide you to graph it... Its not really that important, but its just shabby. On Mon, Apr 13, 2015 at 4:41 PM, Simon Reeves si...@simonreeves.com wrote: yeah it's much better, the node editor is much improved, responsive when making connections much more rendertree/ice like than the clumsy old version They could have improved the horrible shaderball area though... Simon Reeves London, UK *si...@simonreeves.com si...@simonreeves.com* *www.simonreeves.com http://www.simonreeves.com* *www.analogstudio.co.uk http://www.analogstudio.co.uk* On 13 April 2015 at 10:47, Angus Davidson angus.david...@wits.ac.za wrote: Makes me somewhat sad that there will be no new features for Si 2016, However must say while I am forced to use Maya I am at least excited about the hypershade finally getting some much needed love. https://www.youtube.com/watch?v=VRVXXw5NZC0 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 to the contrary.