RE: Dx11?

2013-09-02 Thread Szabolcs Matefy
What makes this character really special is the viewport technology. He's using 
realtime tessellation, and plenty of other Dx11 shaders. I'd say, the character 
is top notch, but the technology behind it too. Without the viewport technology 
it's just a nice character, with it, it's awesome. So I'd give 60-40 ratio 
rather.

This is the thread at polycount. I'm afraid there is no way to introduce 
similar quality (and I'm speaking of the viewport not the character) in 
Softimage, yet.
http://www.polycount.com/forum/showthread.php?p=1788096mode=linear#post1788096



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Luc-Eric Rousseau
Sent: Wednesday, August 28, 2013 4:23 PM
To: softimage@listproc.autodesk.com
Subject: Re: Dx11?

95% hard work, talent and taste, 5% viewport technology, imho :)

On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:
I'm droolin' on this : 
http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be




Re: Dx11?

2013-08-31 Thread Stefan Kubicek
ShaderFX exists for several years now and was formerly only available to  
3dsmax, I didn't even know it was being ported to Maya yet. It's  
essentially a nodal shader editor (which was already something considering  
that this was way before Max got a native nodal shader editor) that  
creates GLSL and DX shading code and loads it back into 3dsmax' Realtime  
Material on the fly, which worked really well, not in the least because it  
offered a lot of high-level shaders out of the box (inlcuding a SSS  
shader).
I used it successfully to create GLSL shaders for use in both Softimage  
and Maya (compared to MentalMill I got results real quickly) and it's  
something I really miss in Softimage. Although it started all so promising  
for Softimage with the introduction of realtime shaders several years ago  
(not sure, was that in 5.0? I remember I was really exited) it never  
evolved into something really usable - it just feels unfinished, let alone  
the missing DX 11 support these days. Admittedly, judging by the amount of  
existing devices supporting DX only (XBox and Windows Phones?) vs the  
amount of devices supporting OpenGL (which includes Windows PCs, microwave  
ovens and probably even my wrist watch) raises the question as to why any  
one still cares about DX in the first place. But of course it's hard for  
game studios to ignore the Xbox, unless you are a Nintendo- or Sony-owned  
studio. Personally I don't understand why support for DX11 was never added  
to Soft, I can't be all that different to the way DX9 was implemented. But  
what do I know?





From: Matt Lind ml...@carbinestudios.com
Our game has been DX11 for a while now.  It would be nice to see our  
HLSL shaders applied
natively to the assets instead of having to be wrapped inside of OpenGL  
shaders where we

lose some functionality because not all HLSL features can be ported.


On the subject of shader authoring, my colleague Kees has posted some
more information about ShaderFX, a feature new to Maya LT

http://forums.cgsociety.org/showthread.php?f=7t=1122360

there also an autodesk video
http://www.youtube.com/watch?v=PRPizhU_oi0



--
---
   Stefan Kubicek
---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
--  This email and its attachments are   --
--confidential and for the recipient only--



Re: Dx11?

2013-08-31 Thread Luc-Eric Rousseau
On Sat, Aug 31, 2013 at 3:38 PM, Stefan Kubicek s...@tidbit-images.com wrote:
[...]
 Admittedly, judging by the amount of existing devices
 supporting DX only (XBox and Windows Phones?) vs the amount of devices
 supporting OpenGL (which includes Windows PCs, microwave ovens and probably
 even my wrist watch) raises the question as to why any one still cares about
 DX in the first place. But of course it's hard for game studios to ignore
 the Xbox, unless you are a Nintendo- or Sony-owned studio. Personally I
 don't understand why support for DX11 was never added to Soft, I can't be
 all that different to the way DX9 was implemented. But what do I know?

Apparently, developers (yes, even studios owned by Sony) are using
DX11 to develop the shaders for PS4 and the Wii U (yes, I know the
DirectX API is a Microsoft specific thing), which is why DX11 support
has become important. It's not just about the XBox, it's about
everything.  DirectX 10 and above is a completely different API than
DirectX 9 and below, which is why it is not possible to upgrade XSI's
DX9 legacy support to DX11. We did briefly had a largely ignored DX10
support in XSI, but it did not survive the lastest RTS architecture
re-write in Softimage 2011.  Lost Planet had used it, afaik, I'm not
aware of any other clients.


Re: Dx11?

2013-08-30 Thread Luc-Eric Rousseau
 From: Matt Lind ml...@carbinestudios.com
 Our game has been DX11 for a while now.  It would be nice to see our HLSL 
 shaders applied
 natively to the assets instead of having to be wrapped inside of OpenGL 
 shaders where we
 lose some functionality because not all HLSL features can be ported.

On the subject of shader authoring, my colleague Kees has posted some
more information about ShaderFX, a feature new to Maya LT

http://forums.cgsociety.org/showthread.php?f=7t=1122360

there also an autodesk video
http://www.youtube.com/watch?v=PRPizhU_oi0


Re: Dx11?

2013-08-30 Thread Daniel Brassard
A comment from Max Underground:

by Frank DeLise - August 28, 2013 7:53 pm

As for Shader FX, we are designing it in a way that its product agnostic.
I’ll take the comment as a suggestion that you would also like to see it in
Max as well. I think its a great tool and while I cant give a roadmap, I
would also love to see it in all our tools and possibly standalone. Its not
in Maya either at the moment, its only in LT.



On Fri, Aug 30, 2013 at 8:17 AM, Luc-Eric Rousseau luceri...@gmail.comwrote:

  From: Matt Lind ml...@carbinestudios.com
  Our game has been DX11 for a while now.  It would be nice to see our
 HLSL shaders applied
  natively to the assets instead of having to be wrapped inside of OpenGL
 shaders where we
  lose some functionality because not all HLSL features can be ported.

 On the subject of shader authoring, my colleague Kees has posted some
 more information about ShaderFX, a feature new to Maya LT

 http://forums.cgsociety.org/showthread.php?f=7t=1122360

 there also an autodesk video
 http://www.youtube.com/watch?v=PRPizhU_oi0



Re: Dx11?

2013-08-28 Thread Luc-Eric Rousseau
nope


Re: Dx11?

2013-08-28 Thread Mirko Jankovic
and probably never will soo ;)


On Wed, Aug 28, 2013 at 2:13 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 nope



RE: Dx11?

2013-08-28 Thread Szabolcs Matefy
I'm droolin' on this : 
http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Wednesday, August 28, 2013 2:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: Dx11?

and probably never will soo ;)

On Wed, Aug 28, 2013 at 2:13 PM, Luc-Eric Rousseau 
luceri...@gmail.commailto:luceri...@gmail.com wrote:

nope



Re: Dx11?

2013-08-28 Thread Mirko Jankovic
he someone will say no not again but yes again.. we can't even have good
representation of shadow in SI... something like that video is, judging by
direction so far.. will never happen.
it doesn;t look that some good development is happening for SI so


On Wed, Aug 28, 2013 at 2:17 PM, Szabolcs Matefy szabol...@crytek.comwrote:

 I’m droolin’ on this :
 http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
 *Sent:* Wednesday, August 28, 2013 2:16 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Dx11?

 ** **

 and probably never will soo ;)

 ** **

 On Wed, Aug 28, 2013 at 2:13 PM, Luc-Eric Rousseau luceri...@gmail.com
 wrote:

 nope

 ** **



Re: Dx11?

2013-08-28 Thread Luc-Eric Rousseau
95% hard work, talent and taste, 5% viewport technology, imho :)

On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote:

 I’m droolin’ on this :
 http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be

 **



Re: Dx11?

2013-08-28 Thread Mirko Jankovic
in that case why did any software move from version 1.0 at first place ;)


On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 95% hard work, talent and taste, 5% viewport technology, imho :)

 On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote:

 I’m droolin’ on this :
 http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be

 **





Re: Dx11?

2013-08-28 Thread sue jang
really nice character design!


On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 in that case why did any software move from version 1.0 at first place ;)


 On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 95% hard work, talent and taste, 5% viewport technology, imho :)

 On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote:

 I’m droolin’ on this :
 http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be

 **






Re: Dx11?

2013-08-28 Thread Sebastien Sterling
5%, sure eric, :) this guy is so good he can make Maya show viewport
displacement by shear force of will.


On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote:

 really nice character design!


 On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic 
 mirkoj.anima...@gmail.com wrote:

 in that case why did any software move from version 1.0 at first place ;)


 On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau 
 luceri...@gmail.comwrote:

 95% hard work, talent and taste, 5% viewport technology, imho :)

 On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy 
 szabol...@crytek.comwrote:

 I’m droolin’ on this :
 http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be

 **







Re: Dx11?

2013-08-28 Thread Francois Lord

I tend to agree with Luc-Eric.
It sure is nice to see the displacement in the viewport, but it wouldn't 
be as nearly as impressive if it were a sphere with a fractal texture on 
it. The design, modeling and texture work are very impressive.
Besides, the video is a little misleading because we have the impression 
that the frame rate is very high.


On 28-Aug-13 14:00, Sebastien Sterling wrote:
5%, sure eric, :) this guy is so good he can make Maya show viewport 
displacement by shear force of will.



On 28 August 2013 16:46, sue jang suejan...@gmail.com 
mailto:suejan...@gmail.com wrote:


really nice character design!


On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic
mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote:

in that case why did any software move from version 1.0 at
first place ;)


On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau
luceri...@gmail.com mailto:luceri...@gmail.com wrote:

95% hard work, talent and taste, 5% viewport technology,
imho :)

On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy
szabol...@crytek.com mailto:szabol...@crytek.com wrote:

I’m droolin’ on this :
http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be









Re: Dx11?

2013-08-28 Thread Tim Crowson
But the problem with the current display options is that it forces you 
into specific workflows for animating characters with displacement. 
Namely, that you have to avoid generating any large-form surface changes 
via displacement (and sometimes even medium-to-small-scale features as 
well), for fear that animation will create surface intersections. If the 
animators don't know where the final limit surface is, how will they 
know if meshes are intersecting? Not everything can be a sim.


IMHO, Softimage is a weird creature: it is so elegant and powerful, but 
has these frankly rudimentary display options... Even Modo has had GL 
displacement, bump, and spec for several years now, without having to 
create any realtime shaders. And as politely as I can put it, High 
Quality viewport is anything but.


-Tim


On 8/28/2013 1:14 PM, Francois Lord wrote:

I tend to agree with Luc-Eric.
It sure is nice to see the displacement in the viewport, but it 
wouldn't be as nearly as impressive if it were a sphere with a fractal 
texture on it. The design, modeling and texture work are very impressive.
Besides, the video is a little misleading because we have the 
impression that the frame rate is very high.


On 28-Aug-13 14:00, Sebastien Sterling wrote:
5%, sure eric, :) this guy is so good he can make Maya show viewport 
displacement by shear force of will.



On 28 August 2013 16:46, sue jang suejan...@gmail.com 
mailto:suejan...@gmail.com wrote:


really nice character design!


On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic
mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote:

in that case why did any software move from version 1.0 at
first place ;)


On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau
luceri...@gmail.com mailto:luceri...@gmail.com wrote:

95% hard work, talent and taste, 5% viewport technology,
imho :)

On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy
szabol...@crytek.com mailto:szabol...@crytek.com wrote:

I’m droolin’ on this :
http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be









--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error please 
inform the sender and delete it from your mailbox or any other storage 
mechanism. Magnetic Dreams, Inc cannot accept liability for any 
statements made which are clearly the sender's own and not expressly 
made on behalf of Magnetic Dreams, Inc or one of its agents./




Re: Dx11?

2013-08-28 Thread Vincent Fortin
These are pretty impressive as well (both artisically and technically)
http://www.youtube.com/watch?v=lekeZPYCnYQ
http://www.youtube.com/watch?v=nnza8uSo6hE


On Wed, Aug 28, 2013 at 2:31 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  But the problem with the current display options is that it forces you
 into specific workflows for animating characters with displacement. Namely,
 that you have to avoid generating any large-form surface changes via
 displacement (and sometimes even medium-to-small-scale features as well),
 for fear that animation will create surface intersections. If the animators
 don't know where the final limit surface is, how will they know if meshes
 are intersecting? Not everything can be a sim.

 IMHO, Softimage is a weird creature: it is so elegant and powerful, but
 has these frankly rudimentary display options... Even Modo has had GL
 displacement, bump, and spec for several years now, without having to
 create any realtime shaders. And as politely as I can put it, High
 Quality viewport is anything but.

 -Tim



 On 8/28/2013 1:14 PM, Francois Lord wrote:

 I tend to agree with Luc-Eric.
 It sure is nice to see the displacement in the viewport, but it wouldn't
 be as nearly as impressive if it were a sphere with a fractal texture on
 it. The design, modeling and texture work are very impressive.
 Besides, the video is a little misleading because we have the impression
 that the frame rate is very high.

 On 28-Aug-13 14:00, Sebastien Sterling wrote:

 5%, sure eric, :) this guy is so good he can make Maya show viewport
 displacement by shear force of will.


 On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote:

 really nice character design!


 On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic 
 mirkoj.anima...@gmail.com wrote:

 in that case why did any software move from version 1.0 at first place ;)


 On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau 
 luceri...@gmail.comwrote:

 95% hard work, talent and taste, 5% viewport technology, imho :)

 On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy 
 szabol...@crytek.comwrote:

  I’m droolin’ on this :
 http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be









 --



 *Tim Crowson
 **Lead CG Artist*

 *Magnetic Dreams, Inc.
 *2525 Lebanon Pike, Building C. Nashville, TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com

 *Confidentiality Notice: This email, including attachments, is
 confidential and should not be used by anyone who is not the original
 intended recipient(s). If you have received this e-mail in error please
 inform the sender and delete it from your mailbox or any other storage
 mechanism. Magnetic Dreams, Inc cannot accept liability for any statements
 made which are clearly the sender's own and not expressly made on behalf of
 Magnetic Dreams, Inc or one of its agents.*





Re: Dx11?

2013-08-28 Thread Emilio Hernandez
I agree with Tim.


2013/8/28 Tim Crowson tim.crow...@magneticdreams.com

  But the problem with the current display options is that it forces you
 into specific workflows for animating characters with displacement. Namely,
 that you have to avoid generating any large-form surface changes via
 displacement (and sometimes even medium-to-small-scale features as well),
 for fear that animation will create surface intersections. If the animators
 don't know where the final limit surface is, how will they know if meshes
 are intersecting? Not everything can be a sim.

 IMHO, Softimage is a weird creature: it is so elegant and powerful, but
 has these frankly rudimentary display options... Even Modo has had GL
 displacement, bump, and spec for several years now, without having to
 create any realtime shaders. And as politely as I can put it, High
 Quality viewport is anything but.

 -Tim



 On 8/28/2013 1:14 PM, Francois Lord wrote:

 I tend to agree with Luc-Eric.
 It sure is nice to see the displacement in the viewport, but it wouldn't
 be as nearly as impressive if it were a sphere with a fractal texture on
 it. The design, modeling and texture work are very impressive.
 Besides, the video is a little misleading because we have the impression
 that the frame rate is very high.

 On 28-Aug-13 14:00, Sebastien Sterling wrote:

 5%, sure eric, :) this guy is so good he can make Maya show viewport
 displacement by shear force of will.


 On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote:

 really nice character design!


 On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic 
 mirkoj.anima...@gmail.com wrote:

 in that case why did any software move from version 1.0 at first place ;)


 On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau 
 luceri...@gmail.comwrote:

 95% hard work, talent and taste, 5% viewport technology, imho :)

 On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy 
 szabol...@crytek.comwrote:

  I’m droolin’ on this :
 http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be









 --



 *Tim Crowson
 **Lead CG Artist*

 *Magnetic Dreams, Inc.
 *2525 Lebanon Pike, Building C. Nashville, TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com

 *Confidentiality Notice: This email, including attachments, is
 confidential and should not be used by anyone who is not the original
 intended recipient(s). If you have received this e-mail in error please
 inform the sender and delete it from your mailbox or any other storage
 mechanism. Magnetic Dreams, Inc cannot accept liability for any statements
 made which are clearly the sender's own and not expressly made on behalf of
 Magnetic Dreams, Inc or one of its agents.*






--


Re: Dx11?

2013-08-28 Thread Rares Halmagean
+1. Updated modeling and real-time features would be boon for asset 
creation.


On 8/28/2013 1:31 PM, Tim Crowson wrote:
But the problem with the current display options is that it forces you 
into specific workflows for animating characters with displacement. 
Namely, that you have to avoid generating any large-form surface 
changes via displacement (and sometimes even medium-to-small-scale 
features as well), for fear that animation will create surface 
intersections. If the animators don't know where the final limit 
surface is, how will they know if meshes are intersecting? Not 
everything can be a sim.


IMHO, Softimage is a weird creature: it is so elegant and powerful, 
but has these frankly rudimentary display options... Even Modo has had 
GL displacement, bump, and spec for several years now, without having 
to create any realtime shaders. And as politely as I can put it, High 
Quality viewport is anything but.


-Tim


On 8/28/2013 1:14 PM, Francois Lord wrote:

I tend to agree with Luc-Eric.
It sure is nice to see the displacement in the viewport, but it 
wouldn't be as nearly as impressive if it were a sphere with a 
fractal texture on it. The design, modeling and texture work are very 
impressive.
Besides, the video is a little misleading because we have the 
impression that the frame rate is very high.


On 28-Aug-13 14:00, Sebastien Sterling wrote:
5%, sure eric, :) this guy is so good he can make Maya show viewport 
displacement by shear force of will.



On 28 August 2013 16:46, sue jang suejan...@gmail.com 
mailto:suejan...@gmail.com wrote:


really nice character design!


On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic
mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com
wrote:

in that case why did any software move from version 1.0 at
first place ;)


On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau
luceri...@gmail.com mailto:luceri...@gmail.com wrote:

95% hard work, talent and taste, 5% viewport technology,
imho :)

On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy
szabol...@crytek.com mailto:szabol...@crytek.com wrote:

I’m droolin’ on this :
http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be









--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error 
please inform the sender and delete it from your mailbox or any other 
storage mechanism. Magnetic Dreams, Inc cannot accept liability for 
any statements made which are clearly the sender's own and not 
expressly made on behalf of Magnetic Dreams, Inc or one of its agents./




--
*Rares Halmagean
___
*visual development and 3d character  content creation.
*rarebrush.com* http://rarebrush.com/


Re: Dx11?

2013-08-28 Thread Andres Stephens
...Back in the day my boss said the ported some SI code and tools into Maya and 
3Dmax back when SI was purchased by Autodesk. I wonder if (and hope and pray) 
they would port back the Maya viewport into SI. I think that would be something 
great and well due. =P 



-Draise



From: Rares Halmagean
Sent: ‎Wednesday‎, ‎August‎ ‎28‎, ‎2013 ‎13‎:‎59‎ ‎
To: softimage@listproc.autodesk.com

+1. Updated modeling and real-time features would be boon for asset creation. 


On 8/28/2013 1:31 PM, Tim Crowson wrote:


But the problem with the current display options is that it forces you into 
specific workflows for animating characters with displacement. Namely, that you 
have to avoid generating any large-form surface changes via displacement (and 
sometimes even medium-to-small-scale features as well), for fear that animation 
will create surface intersections. If the animators don't know where the final 
limit surface is, how will they know if meshes are intersecting? Not everything 
can be a sim.

IMHO, Softimage is a weird creature: it is so elegant and powerful, but has 
these frankly rudimentary display options... Even Modo has had GL displacement, 
bump, and spec for several years now, without having to create any realtime 
shaders. And as politely as I can put it, High Quality viewport is anything 
but. 

-Tim



On 8/28/2013 1:14 PM, Francois Lord wrote:


I tend to agree with Luc-Eric.
It sure is nice to see the displacement in the viewport, but it wouldn't be as 
nearly as impressive if it were a sphere with a fractal texture on it. The 
design, modeling and texture work are very impressive.
Besides, the video is a little misleading because we have the impression that 
the frame rate is very high. 


On 28-Aug-13 14:00, Sebastien Sterling wrote:



5%, sure eric, :) this guy is so good he can make Maya show viewport 
displacement by shear force of will.





On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote:


really nice character design!






On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.com 
wrote:


in that case why did any software move from version 1.0 at first place ;)






On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.com wrote:


95% hard work, talent and taste, 5% viewport technology, imho :)  




On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.com wrote:




I’m droolin’ on this : 
http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be

 







-- 
Signature 
 

Tim Crowson
Lead CG Artist

Magnetic Dreams, Inc.
2525 Lebanon Pike, Building C. Nashville, TN 37214
Ph  615.885.6801 | Fax  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

Confidentiality Notice: This email, including attachments, is confidential and 
should not be used by anyone who is not the original intended recipient(s). If 
you have received this e-mail in error please inform the sender and delete it 
from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot 
accept liability for any statements made which are clearly the sender's own and 
not expressly made on behalf of Magnetic Dreams, Inc or one of its agents.

 


-- 
 Rares Halmagean
___
visual development and 3d character  content creation. 
rarebrush.com

Re: Dx11?

2013-08-28 Thread Mirko Jankovic
As we saw so far only way any code is going is from SI.. nothing really
in


On Wed, Aug 28, 2013 at 9:04 PM, Andres Stephens drais...@outlook.comwrote:

 ...Back in the day my boss said the ported some SI code and tools into
 Maya and 3Dmax back when SI was purchased by Autodesk. I wonder if (and
 hope and pray) they would port back the Maya viewport into SI. I think that
 would be something great and well due. =P

 -Draise

 *From:* Rares Halmagean
 *Sent:* Wednesday, August 28, 2013 13:59 
 *To:* softimage@listproc.autodesk.com

 +1. Updated modeling and real-time features would be boon for asset
 creation.

 On 8/28/2013 1:31 PM, Tim Crowson wrote:

 But the problem with the current display options is that it forces you
 into specific workflows for animating characters with displacement. Namely,
 that you have to avoid generating any large-form surface changes via
 displacement (and sometimes even medium-to-small-scale features as well),
 for fear that animation will create surface intersections. If the animators
 don't know where the final limit surface is, how will they know if meshes
 are intersecting? Not everything can be a sim.

 IMHO, Softimage is a weird creature: it is so elegant and powerful, but
 has these frankly rudimentary display options... Even Modo has had GL
 displacement, bump, and spec for several years now, without having to
 create any realtime shaders. And as politely as I can put it, High
 Quality viewport is anything but.

 -Tim


 On 8/28/2013 1:14 PM, Francois Lord wrote:

 I tend to agree with Luc-Eric.
 It sure is nice to see the displacement in the viewport, but it wouldn't
 be as nearly as impressive if it were a sphere with a fractal texture on
 it. The design, modeling and texture work are very impressive.
 Besides, the video is a little misleading because we have the impression
 that the frame rate is very high.

 On 28-Aug-13 14:00, Sebastien Sterling wrote:

 5%, sure eric, :) this guy is so good he can make Maya show viewport
 displacement by shear force of will.


 On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote:

 really nice character design!


 On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic 
 mirkoj.anima...@gmail.com wrote:

 in that case why did any software move from version 1.0 at first place ;)


 On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau 
 luceri...@gmail.comwrote:

 95% hard work, talent and taste, 5% viewport technology, imho :)

 On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy 
 szabol...@crytek.comwrote:

  I’m droolin’ on this :
 http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be









 --



 *Tim Crowson
 **Lead CG Artist*

 *Magnetic Dreams, Inc.
 *2525 Lebanon Pike, Building C. Nashville, TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com

 *Confidentiality Notice: This email, including attachments, is
 confidential and should not be used by anyone who is not the original
 intended recipient(s). If you have received this e-mail in error please
 inform the sender and delete it from your mailbox or any other storage
 mechanism. Magnetic Dreams, Inc cannot accept liability for any statements
 made which are clearly the sender's own and not expressly made on behalf of
 Magnetic Dreams, Inc or one of its agents.*




 --
 *Rares Halmagean
 ___
 *visual development and 3d character  content creation.
 *rarebrush.com* http://rarebrush.com/



RE: Dx11?

2013-08-28 Thread Sven Constable
I think what Eric meant, is that the video is actually showing 95% of the
guys work to model and texture a character. And five percent is due to
viewport. But the video pretends an inverse ratio of these capabilities.

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sebastien
Sterling
Sent: Wednesday, August 28, 2013 8:00 PM
To: softimage@listproc.autodesk.com
Subject: Re: Dx11?

 

5%, sure eric, :) this guy is so good he can make Maya show viewport
displacement by shear force of will.

 

On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote:

really nice character design!

 

On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic mirkoj.anima...@gmail.com
wrote:

in that case why did any software move from version 1.0 at first place ;)

 

On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.com
wrote:

95% hard work, talent and taste, 5% viewport technology, imho :) 

 

On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.com
wrote:

I'm droolin' on this :
http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be
http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be

 

 

 

 

 



RE: Dx11?

2013-08-28 Thread Marc-Andre Carbonneau
I agree with Tim and Vincent for showing off the advantages this crazy Asian 
guy gets in his viewport! :P

Mari also...but with the K6000 ;)
http://www.youtube.com/watch?v=eieP69lHGGE


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: 28 août 2013 14:31
To: softimage@listproc.autodesk.com
Subject: Re: Dx11?

But the problem with the current display options is that it forces you into 
specific workflows for animating characters with displacement. Namely, that you 
have to avoid generating any large-form surface changes via displacement (and 
sometimes even medium-to-small-scale features as well), for fear that animation 
will create surface intersections. If the animators don't know where the final 
limit surface is, how will they know if meshes are intersecting? Not everything 
can be a sim.

IMHO, Softimage is a weird creature: it is so elegant and powerful, but has 
these frankly rudimentary display options... Even Modo has had GL displacement, 
bump, and spec for several years now, without having to create any realtime 
shaders. And as politely as I can put it, High Quality viewport is anything 
but.

-Tim

On 8/28/2013 1:14 PM, Francois Lord wrote:
I tend to agree with Luc-Eric.
It sure is nice to see the displacement in the viewport, but it wouldn't be as 
nearly as impressive if it were a sphere with a fractal texture on it. The 
design, modeling and texture work are very impressive.
Besides, the video is a little misleading because we have the impression that 
the frame rate is very high.
On 28-Aug-13 14:00, Sebastien Sterling wrote:
5%, sure eric, :) this guy is so good he can make Maya show viewport 
displacement by shear force of will.

On 28 August 2013 16:46, sue jang 
suejan...@gmail.commailto:suejan...@gmail.com wrote:
really nice character design!

On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic 
mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.com wrote:
in that case why did any software move from version 1.0 at first place ;)

On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau 
luceri...@gmail.commailto:luceri...@gmail.com wrote:
95% hard work, talent and taste, 5% viewport technology, imho :)

On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:
I'm droolin' on this : 
http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be







--



Tim Crowson
Lead CG Artist

Magnetic Dreams, Inc.
2525 Lebanon Pike, Building C. Nashville, TN 37214
Ph  615.885.6801 | Fax  615.889.4768 | 
www.magneticdreams.comhttp://www.magneticdreams.com
tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com

Confidentiality Notice: This email, including attachments, is confidential and 
should not be used by anyone who is not the original intended recipient(s). If 
you have received this e-mail in error please inform the sender and delete it 
from your mailbox or any other storage mechanism. Magnetic Dreams, Inc cannot 
accept liability for any statements made which are clearly the sender's own and 
not expressly made on behalf of Magnetic Dreams, Inc or one of its agents.




Re: Dx11?

2013-08-28 Thread Luc-Eric Rousseau
They simplified considerably the problem in Maya DX11: they created one big
uber realtime shader that does offers all the parameters but it's a black
box.  You can't render it in mental ray or anything else.

On the Softimage side, the high quality viewport's goal (let's avoid
debating for now whether that was a good goal) was to support any arbitrary
render tree and the mental ray shaders, and then it uses of course metaSL
to compile that, etc. You continue to use the render tree as you're used
to.  And then you pop open the render region and boom, you have same
results raytraced.

I'm not familiar enough with the OpenGL realtime shader SDK in XSI to tell
if one could write a realtime shader to access use the OpenGL 4.0
tesselation support, but that would be somewhere to look at instead of
DX11, unless you actually need DX11 authoring for a game

On Wed, Aug 28, 2013 at 2:31 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

  But the problem with the current display options is that it forces you
 into specific workflows for animating characters with displacement. Namely,
 that you have to avoid generating any large-form surface changes via
 displacement (and sometimes even medium-to-small-scale features as well),
 for fear that animation will create surface intersections. If the animators
 don't know where the final limit surface is, how will they know if meshes
 are intersecting? Not everything can be a sim.

 IMHO, Softimage is a weird creature: it is so elegant and powerful, but
 has these frankly rudimentary display options... Even Modo has had GL
 displacement, bump, and spec for several years now, without having to
 create any realtime shaders. And as politely as I can put it, High
 Quality viewport is anything but.

 -Tim




Re: Dx11?

2013-08-28 Thread Tim Crowson
I dunno, I feel like saying 'What's the point in even asking for 
something unless it has to do with ICE?' It's a good thing XSI was as 
mature as it was prior to the AD buyout. Call me a Debbie Downer.

-Tim

On 8/28/2013 3:56 PM, Matt Lind wrote:


We need DX11 support to author a game.

Our game has been DX11 for a while now.  It would be nice to see our 
HLSL shaders applied natively to the assets instead of having to be 
wrapped inside of OpenGL shaders where we lose some functionality 
because not all HLSL features can be ported.


Matt

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Luc-Eric Rousseau

*Sent:* Wednesday, August 28, 2013 1:52 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Dx11?

They simplified considerably the problem in Maya DX11: they created 
one big uber realtime shader that does offers all the parameters but 
it's a black box.  You can't render it in mental ray or anything else.


On the Softimage side, the high quality viewport's goal (let's avoid 
debating for now whether that was a good goal) was to support any 
arbitrary render tree and the mental ray shaders, and then it uses of 
course metaSL to compile that, etc. You continue to use the render 
tree as you're used to.  And then you pop open the render region and 
boom, you have same results raytraced.


I'm not familiar enough with the OpenGL realtime shader SDK in XSI to 
tell if one could write a realtime shader to access use the OpenGL 4.0 
tesselation support, but that would be somewhere to look at instead of 
DX11, unless you actually need DX11 authoring for a game


On Wed, Aug 28, 2013 at 2:31 PM, Tim Crowson 
tim.crow...@magneticdreams.com 
mailto:tim.crow...@magneticdreams.com wrote:


But the problem with the current display options is that it forces you 
into specific workflows for animating characters with displacement. 
Namely, that you have to avoid generating any large-form surface 
changes via displacement (and sometimes even medium-to-small-scale 
features as well), for fear that animation will create surface 
intersections. If the animators don't know where the final limit 
surface is, how will they know if meshes are intersecting? Not 
everything can be a sim.


IMHO, Softimage is a weird creature: it is so elegant and powerful, 
but has these frankly rudimentary display options... Even Modo has had 
GL displacement, bump, and spec for several years now, without having 
to create any realtime shaders. And as politely as I can put it, High 
Quality viewport is anything but.


-Tim



--
Signature