Re: New render layers in maya

2016-04-21 Thread Photon3
Ok thanks for the clarification. 


Jean-Louis


> On 21 Apr 2016, at 16:36, Luc-Eric Rousseau  wrote:
> 
> Hello, layers are passes, and collections are groups. There is no
> equivalent of partitions.
> Collections are interpreted with the last rule overriding what came
> before, and can be re-ordered.
> http://tinyurl.com/j3orwg4
> 
>> On 21 April 2016 at 06:42, Jean-Louis Billard  wrote:
>> Just a thought - in Soft partitions are exclusive: an object can only exist 
>> in one partition and if it’s assigned to another it gets removed from its 
>> previous partition.
>> In the Maya implementation it looks as if we can have objects in multiple 
>> collections (=partitions, if I understand correctly), thus with potentially 
>> numerous overrides.
>> 
>> So how does the Maya system deal with potentially conflicting overrides?
> 
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Re: New render layers in maya

2016-04-21 Thread Luc-Eric Rousseau
Hello, layers are passes, and collections are groups. There is no
equivalent of partitions.
Collections are interpreted with the last rule overriding what came
before, and can be re-ordered.
http://tinyurl.com/j3orwg4

On 21 April 2016 at 06:42, Jean-Louis Billard  wrote:
> Just a thought - in Soft partitions are exclusive: an object can only exist 
> in one partition and if it’s assigned to another it gets removed from its 
> previous partition.
> In the Maya implementation it looks as if we can have objects in multiple 
> collections (=partitions, if I understand correctly), thus with potentially 
> numerous overrides.
>
> So how does the Maya system deal with potentially conflicting overrides?

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Re: New render layers in maya

2016-04-21 Thread Tom Kleinenberg
That's something I'm interested in too - XSI Groups are analogous to Maya
Selection Sets. Hopefully there are "exclusive" collections or something
similar.

On 21 April 2016 at 11:42, Jean-Louis Billard 
wrote:

> Just a thought - in Soft partitions are exclusive: an object can only
> exist in one partition and if it’s assigned to another it gets removed from
> its previous partition.
> In the Maya implementation it looks as if we can have objects in multiple
> collections (=partitions, if I understand correctly), thus with potentially
> numerous overrides.
>
> So how does the Maya system deal with potentially conflicting overrides?
>
> Thanks,
> Jean-Louis
>
> ---
> Digital Golem
> +32 2256 9734
> http://www.digitalgolem.com/
> 53 Rue Gustave Huberti
> 1030 Brussels
> ---
>
>
>
> > On 20 Apr 2016, at 02:59, Francois Lord  wrote:
> >
> > Ok I just watched the video and I must admit this is pretty cool!
> > Expressions for collection members, relative overrides with multiplier
> > and offset, overrides that can be deactivated...
> >
> > It looks like Autodesk got some hints from studios that were using
> > Softimage.
> >
> > We'll see how it behaves in production, but I say it's promising.
> >
> > F
> >
> > On 2016-04-19 02:58 PM, Francois Lord wrote:
> >> This is the key to success. It made it very simple to work with
> >> overrides in XSI but it didn't deal well (at all) with references that
> >> change all the time. Using expressions is the way forward. Houdini is
> >> using expressions in its stylesheets, Katana is using the equivalent
> >> with nodes, we are using expressions in our in-house tool at Framestore.
> >>
> >> I remember we had to use very precise workflow rules in XSI to keep
> >> scenes clean (back objects partitions always being hidden, foreground
> >> partitions always being visible, object matte partitions being called
> >> MATTE, etc.)
> >>
> >> When you deal with expressions, you need even more rigid rules.
> >> Otherwise it quickly become an unusable mess. Also, all objects must
> >> respect the naming conventions. And artists who don't follow them must
> >> be executed.
> >>
> >> F
> >>
> >> On 2016-04-18 17:47, Luc-Eric Rousseau wrote:
> >>
> >>> Overrides are procedural in XSI (i.e. string-based) but in this
> >>> everything else is expression-based and late-bound, which means it can
> >>> deal with references and changing scenes.
> >>
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
> >
>
>
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Re: New render layers in maya

2016-04-21 Thread Jean-Louis Billard
Just a thought - in Soft partitions are exclusive: an object can only exist in 
one partition and if it’s assigned to another it gets removed from its previous 
partition. 
In the Maya implementation it looks as if we can have objects in multiple 
collections (=partitions, if I understand correctly), thus with potentially 
numerous overrides. 

So how does the Maya system deal with potentially conflicting overrides?

Thanks,
Jean-Louis

---
Digital Golem
+32 2256 9734
http://www.digitalgolem.com/
53 Rue Gustave Huberti
1030 Brussels
---



> On 20 Apr 2016, at 02:59, Francois Lord  wrote:
> 
> Ok I just watched the video and I must admit this is pretty cool!
> Expressions for collection members, relative overrides with multiplier
> and offset, overrides that can be deactivated...
> 
> It looks like Autodesk got some hints from studios that were using
> Softimage.
> 
> We'll see how it behaves in production, but I say it's promising.
> 
> F
> 
> On 2016-04-19 02:58 PM, Francois Lord wrote:
>> This is the key to success. It made it very simple to work with
>> overrides in XSI but it didn't deal well (at all) with references that
>> change all the time. Using expressions is the way forward. Houdini is
>> using expressions in its stylesheets, Katana is using the equivalent
>> with nodes, we are using expressions in our in-house tool at Framestore.
>> 
>> I remember we had to use very precise workflow rules in XSI to keep
>> scenes clean (back objects partitions always being hidden, foreground
>> partitions always being visible, object matte partitions being called
>> MATTE, etc.)
>> 
>> When you deal with expressions, you need even more rigid rules.
>> Otherwise it quickly become an unusable mess. Also, all objects must
>> respect the naming conventions. And artists who don't follow them must
>> be executed.
>> 
>> F
>> 
>> On 2016-04-18 17:47, Luc-Eric Rousseau wrote:
>> 
>>> Overrides are procedural in XSI (i.e. string-based) but in this
>>> everything else is expression-based and late-bound, which means it can
>>> deal with references and changing scenes.
>> 
> 
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Re: New render layers in maya

2016-04-21 Thread Tom Kleinenberg
It seems like a lot of stuff to cram into an "extension" release which
makes me a bit nervous...

On 21 April 2016 at 10:56, Rob Wuijster  wrote:

> In true Maya tradition, version 1 probably will be... well... temperament
> full ;-)
> Despite being Maya, this is a step forward render wise.
>
> Rob
>
> \/-\/\/
>
> On 21-4-2016 11:39, Tom Kleinenberg wrote:
>
> Select Shaders in the Outliner, eh? I've missed that feature. Interested
> to see how they deal with multiple materials on one objects. Clusters
> were... not great, but it's a tricky thing.
>
> Pretty solid improvements all around, from the looks of it. I hope it's
> not really crashy.
>
> On 20 April 2016 at 21:32, Ed Schiffer  wrote:
>
>> a better video
>> https://www.youtube.com/watch?v=AZu-zjtd6PQ
>>
>>
>>
>> On 20 April 2016 at 01:59, Francois Lord < 
>> flordli...@gmail.com> wrote:
>>
>>> Ok I just watched the video and I must admit this is pretty cool!
>>> Expressions for collection members, relative overrides with multiplier
>>> and offset, overrides that can be deactivated...
>>>
>>> It looks like Autodesk got some hints from studios that were using
>>> Softimage.
>>>
>>> We'll see how it behaves in production, but I say it's promising.
>>>
>>> F
>>>
>>> On 2016-04-19 02:58 PM, Francois Lord wrote:
>>> > This is the key to success. It made it very simple to work with
>>> > overrides in XSI but it didn't deal well (at all) with references that
>>> > change all the time. Using expressions is the way forward. Houdini is
>>> > using expressions in its stylesheets, Katana is using the equivalent
>>> > with nodes, we are using expressions in our in-house tool at
>>> Framestore.
>>> >
>>> > I remember we had to use very precise workflow rules in XSI to keep
>>> > scenes clean (back objects partitions always being hidden, foreground
>>> > partitions always being visible, object matte partitions being called
>>> > MATTE, etc.)
>>> >
>>> > When you deal with expressions, you need even more rigid rules.
>>> > Otherwise it quickly become an unusable mess. Also, all objects must
>>> > respect the naming conventions. And artists who don't follow them must
>>> > be executed.
>>> >
>>> > F
>>> >
>>> > On 2016-04-18 17:47, Luc-Eric Rousseau wrote:
>>> >
>>> > >  Overrides are procedural in XSI (i.e. string-based) but in this
>>> > > everything else is expression-based and late-bound, which means it
>>> can
>>> > > deal with references and changing scenes.
>>> >
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to 
>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> subject, and reply to confirm.
>>>
>>
>>
>>
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>
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Re: New render layers in maya

2016-04-21 Thread Rob Wuijster
In true Maya tradition, version 1 probably will be... well... 
temperament full ;-)

Despite being Maya, this is a step forward render wise.

Rob

\/-\/\/

On 21-4-2016 11:39, Tom Kleinenberg wrote:
Select Shaders in the Outliner, eh? I've missed that feature. 
Interested to see how they deal with multiple materials on one 
objects. Clusters were... not great, but it's a tricky thing.


Pretty solid improvements all around, from the looks of it. I hope 
it's not really crashy.


On 20 April 2016 at 21:32, Ed Schiffer > wrote:


a better video
https://www.youtube.com/watch?v=AZu-zjtd6PQ



On 20 April 2016 at 01:59, Francois Lord > wrote:

Ok I just watched the video and I must admit this is pretty cool!
Expressions for collection members, relative overrides with
multiplier
and offset, overrides that can be deactivated...

It looks like Autodesk got some hints from studios that were using
Softimage.

We'll see how it behaves in production, but I say it's promising.

F

On 2016-04-19 02:58 PM, Francois Lord wrote:
> This is the key to success. It made it very simple to work with
> overrides in XSI but it didn't deal well (at all) with
references that
> change all the time. Using expressions is the way forward.
Houdini is
> using expressions in its stylesheets, Katana is using the
equivalent
> with nodes, we are using expressions in our in-house tool at
Framestore.
>
> I remember we had to use very precise workflow rules in XSI
to keep
> scenes clean (back objects partitions always being hidden,
foreground
> partitions always being visible, object matte partitions
being called
> MATTE, etc.)
>
> When you deal with expressions, you need even more rigid rules.
> Otherwise it quickly become an unusable mess. Also, all
objects must
> respect the naming conventions. And artists who don't follow
them must
> be executed.
>
> F
>
> On 2016-04-18 17:47, Luc-Eric Rousseau wrote:
>
> >  Overrides are procedural in XSI (i.e. string-based) but
in this
> > everything else is expression-based and late-bound, which
means it can
> > deal with references and changing scenes.
>

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04/21/16




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Re: New render layers in maya

2016-04-21 Thread Tom Kleinenberg
Select Shaders in the Outliner, eh? I've missed that feature. Interested to
see how they deal with multiple materials on one objects. Clusters were...
not great, but it's a tricky thing.

Pretty solid improvements all around, from the looks of it. I hope it's not
really crashy.

On 20 April 2016 at 21:32, Ed Schiffer  wrote:

> a better video
> https://www.youtube.com/watch?v=AZu-zjtd6PQ
>
>
>
> On 20 April 2016 at 01:59, Francois Lord  wrote:
>
>> Ok I just watched the video and I must admit this is pretty cool!
>> Expressions for collection members, relative overrides with multiplier
>> and offset, overrides that can be deactivated...
>>
>> It looks like Autodesk got some hints from studios that were using
>> Softimage.
>>
>> We'll see how it behaves in production, but I say it's promising.
>>
>> F
>>
>> On 2016-04-19 02:58 PM, Francois Lord wrote:
>> > This is the key to success. It made it very simple to work with
>> > overrides in XSI but it didn't deal well (at all) with references that
>> > change all the time. Using expressions is the way forward. Houdini is
>> > using expressions in its stylesheets, Katana is using the equivalent
>> > with nodes, we are using expressions in our in-house tool at Framestore.
>> >
>> > I remember we had to use very precise workflow rules in XSI to keep
>> > scenes clean (back objects partitions always being hidden, foreground
>> > partitions always being visible, object matte partitions being called
>> > MATTE, etc.)
>> >
>> > When you deal with expressions, you need even more rigid rules.
>> > Otherwise it quickly become an unusable mess. Also, all objects must
>> > respect the naming conventions. And artists who don't follow them must
>> > be executed.
>> >
>> > F
>> >
>> > On 2016-04-18 17:47, Luc-Eric Rousseau wrote:
>> >
>> > >  Overrides are procedural in XSI (i.e. string-based) but in this
>> > > everything else is expression-based and late-bound, which means it can
>> > > deal with references and changing scenes.
>> >
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
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Re: New render layers in maya

2016-04-20 Thread Ed Schiffer
a better video
https://www.youtube.com/watch?v=AZu-zjtd6PQ



On 20 April 2016 at 01:59, Francois Lord  wrote:

> Ok I just watched the video and I must admit this is pretty cool!
> Expressions for collection members, relative overrides with multiplier
> and offset, overrides that can be deactivated...
>
> It looks like Autodesk got some hints from studios that were using
> Softimage.
>
> We'll see how it behaves in production, but I say it's promising.
>
> F
>
> On 2016-04-19 02:58 PM, Francois Lord wrote:
> > This is the key to success. It made it very simple to work with
> > overrides in XSI but it didn't deal well (at all) with references that
> > change all the time. Using expressions is the way forward. Houdini is
> > using expressions in its stylesheets, Katana is using the equivalent
> > with nodes, we are using expressions in our in-house tool at Framestore.
> >
> > I remember we had to use very precise workflow rules in XSI to keep
> > scenes clean (back objects partitions always being hidden, foreground
> > partitions always being visible, object matte partitions being called
> > MATTE, etc.)
> >
> > When you deal with expressions, you need even more rigid rules.
> > Otherwise it quickly become an unusable mess. Also, all objects must
> > respect the naming conventions. And artists who don't follow them must
> > be executed.
> >
> > F
> >
> > On 2016-04-18 17:47, Luc-Eric Rousseau wrote:
> >
> > >  Overrides are procedural in XSI (i.e. string-based) but in this
> > > everything else is expression-based and late-bound, which means it can
> > > deal with references and changing scenes.
> >
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: New render layers in maya

2016-04-19 Thread Francois Lord
Ok I just watched the video and I must admit this is pretty cool!
Expressions for collection members, relative overrides with multiplier
and offset, overrides that can be deactivated...

It looks like Autodesk got some hints from studios that were using
Softimage.

We'll see how it behaves in production, but I say it's promising.

F

On 2016-04-19 02:58 PM, Francois Lord wrote:
> This is the key to success. It made it very simple to work with
> overrides in XSI but it didn't deal well (at all) with references that
> change all the time. Using expressions is the way forward. Houdini is
> using expressions in its stylesheets, Katana is using the equivalent
> with nodes, we are using expressions in our in-house tool at Framestore.
>
> I remember we had to use very precise workflow rules in XSI to keep
> scenes clean (back objects partitions always being hidden, foreground
> partitions always being visible, object matte partitions being called
> MATTE, etc.)
>
> When you deal with expressions, you need even more rigid rules.
> Otherwise it quickly become an unusable mess. Also, all objects must
> respect the naming conventions. And artists who don't follow them must
> be executed.
>
> F
>
> On 2016-04-18 17:47, Luc-Eric Rousseau wrote:
>
> >  Overrides are procedural in XSI (i.e. string-based) but in this
> > everything else is expression-based and late-bound, which means it can
> > deal with references and changing scenes.
>  

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Re: New render layers in maya

2016-04-19 Thread Francois Lord
 

This is the key to success. It made it very simple to work with
overrides in XSI but it didn't deal well (at all) with references that
change all the time. Using expressions is the way forward. Houdini is
using expressions in its stylesheets, Katana is using the equivalent
with nodes, we are using expressions in our in-house tool at Framestore.


I remember we had to use very precise workflow rules in XSI to keep
scenes clean (back objects partitions always being hidden, foreground
partitions always being visible, object matte partitions being called
MATTE, etc.) 

When you deal with expressions, you need even more rigid
rules. Otherwise it quickly become an unusable mess. Also, all objects
must respect the naming conventions. And artists who don't follow them
must be executed. 

F 

On 2016-04-18 17:47, Luc-Eric Rousseau wrote:


> Overrides are procedural in XSI (i.e. string-based) but in this
everything else is expression-based and late-bound, which means it can
deal with references and changing scenes.

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Re: New render layers in maya

2016-04-19 Thread Graham Bell
I never said it was a good track record. :-)

But yes I would agree, though some things have worked out ok, others
perhaps not.

On Mon, Apr 18, 2016 at 9:59 PM, Jordi Bares  wrote:

>
>  Historically, AD have a track record of implementing a new
> feature/toolset, and then building it up in subsequent versions. So is it
> finished, probably not by a long chalk, but at least it’s a start. I guess
> we’ll see though.
>
>
> I disagree, AD has had a good track record of bringing some very good
> ideas on their first implementation and then abandoning them and let them
> rot. Which is surely the reason such a missed opportunity is so regrettable.
>
>
>
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Re: New render layers in maya

2016-04-19 Thread Jordi Bares

> On 18 Apr 2016, at 21:47, Graham Bell <bell...@gmail.com> wrote:
> 
> To be fair here, considering what system Maya had, it’s certainly a big 
> improvement.

Is it? …. not that sure…  lots of activity, not much movement forward.

>  Historically, AD have a track record of implementing a new feature/toolset, 
> and then building it up in subsequent versions. So is it finished, probably 
> not by a long chalk, but at least it’s a start. I guess we’ll see though.

I disagree, AD has had a good track record of bringing some very good ideas on 
their first implementation and then abandoning them and let them rot. Which is 
surely the reason such a missed opportunity is so regrettable.

> It would be nice to have literally taken the system from Soft, but as always 
> I don’t think it’s that’s simple.  Soft and Maya work in different ways, and 
> Soft benefited greatly from the amount of work that Halfdan did to that 
> system. (I think recall Luc-Eric even saying how many lines of code it was.) 

I am sure the technical challenges on both approaches are pretty similar.

> Even in this state, I’d still take the new Maya system over what I have to 
> use in Max, and that’s saying something. L

I won’t touch either with a barge pole.

my 2 cents.
jb

> G
>  
>  
> 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 Perry Harovas
> Sent: 18 April 2016 20:00
> To: softimage@listproc.autodesk.com <mailto:softimage@listproc.autodesk.com>
> Subject: Re: New render layers in maya
>  
> The VAST majority of us will hate it because it is from AD, even if it is 
> great.
>  
> Which it isn't.
>  
> I watched the whole video and it overcomplicated something that isn't that 
> complicated, frankly.
> AD owns the IP for Softimage Layers/Passes. Just use THAT!
>  
> Why does it have to feel like it is taking a step backwards?
>  
> Why does Maya always have to complicate things which are not all that 
> complicated?
>  
> I have been using Maya for about as long as possible (years-wise, not time 
> wise).
> This has always been the way with Maya. 
>  
> Make it complicated. Always. That seems to be the #1 design goal (if there is 
> a design).
>  
> Here's a thought: Just because it is complicated doesn't mean it is good.
>  
> Here is another thought: Just because it doesn't appear complicated, doesn't 
> mean it isn't deep.
>  
>  
>  
> On Mon, Apr 18, 2016 at 2:17 PM, Sebastien Sterling 
> <sebastien.sterl...@gmail.com <mailto:sebastien.sterl...@gmail.com>> wrote:
>> Nice ergonomics YOU MASSIVE WANKERS !
>>  
>> On 18 April 2016 at 19:12, Adam Seeley <adammsee...@gmail.com 
>> <mailto:adammsee...@gmail.com>> wrote:
>>> But don't make it round like the one over there.
>>>  
>>> A.
>>>  
>>> On 18 April 2016 at 16:43, Jordi Bares <jordiba...@gmail.com 
>>> <mailto:jordiba...@gmail.com>> wrote:
>>>> Let’s reinvent the wheel!!
>>>>  
>>>>  
>>>>  
>>>>> On 18 Apr 2016, at 15:57, Daniel Kim <danielki...@gmail.com 
>>>>> <mailto:danielki...@gmail.com>> wrote:
>>>>>  
>>>>> Strange thing is, I feel like AD make something with their own way, not 
>>>>> based on human interface theory of stuff. Whenever I see their new 
>>>>> release, I feel like 'that's freaking fxxked up interface... 
>>>>>  
>>>>> On Mon, Apr 18, 2016 at 12:50 PM Ivan Vasiljevic <klebed...@gmail.com 
>>>>> <mailto:klebed...@gmail.com>> wrote:
>>>>>> S many new windows in Maya.
>>>>>> Now we have property editor and render passes window. :)
>>>>>> Guess it just has to go that way, or not?
>>>>>>  
>>>>>> Cheers.
>>>>>> Ivan
>>>>>>  
>>>>>> On Mon, Apr 18, 2016 at 12:36 PM, Mikael Pettersén 
>>>>>> <mikael.petter...@gmail.com <mailto:mikael.petter...@gmail.com>> wrote:
>>>>>>> Well, that goes without saying. If you only could hear the amount of 
>>>>>>> cursing I do at work every day... ;)
>>>>>>>  
>>>>>>> From: Mirko Jankovic <mailto:mirkoj.anima...@gmail.com>
>>>>>>> Sent: 18 April 2016 11:29
>>>>>>> To: softimage@listproc.autodesk.com 
>>>>>>> <mailto:softimage@list

Re: New render layers in maya

2016-04-18 Thread Steven Caron
I thought so too

On Mon, Apr 18, 2016 at 3:34 PM, Greg Punchatz  wrote:

> The robot voice talking about rendering a robot does not help in
> humanizing Maya;)
>
>
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Re: New render layers in maya

2016-04-18 Thread Greg Punchatz
The robot voice talking about rendering a robot does not help in humanizing
Maya;)

It looks like there are a lot of good advancements to make maya or a more
tolerable direction for us to take. Still have not jumped ship for another
3D  app yet. Lots of interesting things happening everywhere...



On Monday, April 18, 2016, Steven Caron  wrote:

> Don't feed them Luc-Eric!
>
> On Mon, Apr 18, 2016 at 2:47 PM, Luc-Eric Rousseau  > wrote:
>
>> Maybe it's because I know how this stuff works, but I think that video
>> seems to make it looks more complicated than it is.
>>
>> XSI's render setup system has passes, groups, background/forground
>> partitions, creating an override prop, drag and dropping from ppg divot or
>> explorer to some dead spot on that override ppg. I think it would look
>> complicated if you speed through an explanation of that, it takes some soak
>> time to figure how all of that works.
>>
>> This maya system is one to build a procedural recipe that will be applied
>> at render time.  Overrides are procedural in XSI (i.e. string-based) but in
>> this everything else is expression-based and late-bound, which means it can
>> deal with references and changing scenes.  The render setup can be exported
>> and manipulated in json.
>>
>>
>>
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Re: New render layers in maya

2016-04-18 Thread Steven Caron
Don't feed them Luc-Eric!

On Mon, Apr 18, 2016 at 2:47 PM, Luc-Eric Rousseau 
wrote:

> Maybe it's because I know how this stuff works, but I think that video
> seems to make it looks more complicated than it is.
>
> XSI's render setup system has passes, groups, background/forground
> partitions, creating an override prop, drag and dropping from ppg divot or
> explorer to some dead spot on that override ppg. I think it would look
> complicated if you speed through an explanation of that, it takes some soak
> time to figure how all of that works.
>
> This maya system is one to build a procedural recipe that will be applied
> at render time.  Overrides are procedural in XSI (i.e. string-based) but in
> this everything else is expression-based and late-bound, which means it can
> deal with references and changing scenes.  The render setup can be exported
> and manipulated in json.
>
>
>
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Re: New render layers in maya

2016-04-18 Thread Luc-Eric Rousseau
Maybe it's because I know how this stuff works, but I think that video
seems to make it looks more complicated than it is.

XSI's render setup system has passes, groups, background/forground
partitions, creating an override prop, drag and dropping from ppg divot or
explorer to some dead spot on that override ppg. I think it would look
complicated if you speed through an explanation of that, it takes some soak
time to figure how all of that works.

This maya system is one to build a procedural recipe that will be applied
at render time.  Overrides are procedural in XSI (i.e. string-based) but in
this everything else is expression-based and late-bound, which means it can
deal with references and changing scenes.  The render setup can be exported
and manipulated in json.


On 18 April 2016 at 16:47, Graham Bell  wrote:

> To be fair here, considering what system Maya had, it’s certainly a big
> improvement.
>
>
>
> Historically, AD have a track record of implementing a new
> feature/toolset, and then building it up in subsequent versions. So is it
> finished, probably not by a long chalk, but at least it’s a start. I guess
> we’ll see though.
>
>
>
> It would be nice to have literally taken the system from Soft, but as
> always I don’t think it’s that’s simple.  Soft and Maya work in different
> ways, and Soft benefited greatly from the amount of work that Halfdan did
> to that system. (I think recall Luc-Eric even saying how many lines of code
> it was.)
>
>
>
> Even in this state, I’d still take the new Maya system over what I have to
> use in Max, and that’s saying something. L
>
>
>
> G
>
>
>
>
>
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Re: New render layers in maya

2016-04-18 Thread Eugene Flormata
is extension 2 out yet? I don't see in in the product updates?


On Mon, Apr 18, 2016 at 1:47 PM, Graham Bell <bell...@gmail.com> wrote:

> To be fair here, considering what system Maya had, it’s certainly a big
> improvement.
>
>
>
> Historically, AD have a track record of implementing a new
> feature/toolset, and then building it up in subsequent versions. So is it
> finished, probably not by a long chalk, but at least it’s a start. I guess
> we’ll see though.
>
>
>
> It would be nice to have literally taken the system from Soft, but as
> always I don’t think it’s that’s simple.  Soft and Maya work in different
> ways, and Soft benefited greatly from the amount of work that Halfdan did
> to that system. (I think recall Luc-Eric even saying how many lines of code
> it was.)
>
>
>
> Even in this state, I’d still take the new Maya system over what I have to
> use in Max, and that’s saying something. L
>
>
>
> G
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Perry Harovas
> *Sent:* 18 April 2016 20:00
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: New render layers in maya
>
>
>
> The VAST majority of us will hate it because it is from AD, even if it is
> great.
>
>
>
> Which it isn't.
>
>
>
> I watched the whole video and it overcomplicated something that isn't that
> complicated, frankly.
>
> AD owns the IP for Softimage Layers/Passes. Just use THAT!
>
>
>
> Why does it have to feel like it is taking a step backwards?
>
>
>
> Why does Maya always have to complicate things which are not all that
> complicated?
>
>
>
> I have been using Maya for about as long as possible (years-wise, not time
> wise).
>
> This has always been the way with Maya.
>
>
>
> Make it complicated. Always. That seems to be the #1 design goal (if there
> is a design).
>
>
>
> *Here's a thought: Just because it is complicated doesn't mean it is good.*
>
>
>
> *Here is another thought: Just because it doesn't appear complicated,
> doesn't mean it isn't deep.*
>
>
>
>
>
>
>
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Re: New render layers in maya

2016-04-18 Thread Perry Harovas
The VAST majority of us will hate it because it is from AD, even if it is
great.

Which it isn't.

I watched the whole video and it overcomplicated something that isn't that
complicated, frankly.
AD owns the IP for Softimage Layers/Passes. Just use THAT!

Why does it have to feel like it is taking a step backwards?

Why does Maya always have to complicate things which are not all that
complicated?

I have been using Maya for about as long as possible (years-wise, not time
wise).
This has always been the way with Maya.

Make it complicated. Always. That seems to be the #1 design goal (if there
is a design).

*Here's a thought: Just because it is complicated doesn't mean it is good.*

*Here is another thought: Just because it doesn't appear complicated,
doesn't mean it isn't deep.*



On Mon, Apr 18, 2016 at 2:17 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Nice ergonomics YOU MASSIVE WANKERS !
>
> On 18 April 2016 at 19:12, Adam Seeley <adammsee...@gmail.com> wrote:
>
>> But don't make it round like the one over there.
>>
>> A.
>>
>> On 18 April 2016 at 16:43, Jordi Bares <jordiba...@gmail.com> wrote:
>>
>>> Let’s reinvent the wheel!!
>>>
>>>
>>>
>>> On 18 Apr 2016, at 15:57, Daniel Kim <danielki...@gmail.com> wrote:
>>>
>>> Strange thing is, I feel like AD make something with their own way, not
>>> based on human interface theory of stuff. Whenever I see their new release,
>>> I feel like 'that's freaking fxxked up interface...
>>>
>>> On Mon, Apr 18, 2016 at 12:50 PM Ivan Vasiljevic <klebed...@gmail.com>
>>> wrote:
>>>
>>>> S many new windows in Maya.
>>>> Now we have property editor and render passes window. :)
>>>> Guess it just has to go that way, or not?
>>>>
>>>> Cheers.
>>>> Ivan
>>>>
>>>> On Mon, Apr 18, 2016 at 12:36 PM, Mikael Pettersén <
>>>> mikael.petter...@gmail.com> wrote:
>>>>
>>>>> Well, that goes without saying. If you only could hear the amount of
>>>>> cursing I do at work every day... ;)
>>>>>
>>>>>
>>>>>
>>>>> *From: *Mirko Jankovic <mirkoj.anima...@gmail.com>
>>>>> *Sent: *18 April 2016 11:29
>>>>> *To: *softimage@listproc.autodesk.com
>>>>>
>>>>> *Subject: *Re: New render layers in maya
>>>>>
>>>>>
>>>>>
>>>>> Compared to old one yes.. compared to Softimage's.. not so ;)
>>>>>
>>>>>
>>>>>
>>>>> On Mon, Apr 18, 2016 at 12:19 PM, Mikael Pettersén <
>>>>> mikael.petter...@gmail.com> wrote:
>>>>>
>>>>> I’m hardly a Maya fan, but I have to say that this looks like a big
>>>>> improvement to me.
>>>>>
>>>>>
>>>>> Cheers
>>>>>
>>>>> Mikael
>>>>>
>>>>>
>>>>> *From: *Mirko Jankovic <mirkoj.anima...@gmail.com>
>>>>> *Sent: *18 April 2016 10:30
>>>>> *To: *Rob Wuijster <r...@casema.nl>; softimage@listproc.autodesk.com
>>>>> *Subject: *Re: New render layers in maya
>>>>>
>>>>>
>>>>> Seems just like another attempt to push something that is not design
>>>>> with Maya nature at all and crammed it inside...
>>>>>
>>>>> Ideas and workflows from Softimage simply doesn't work inside maya
>>>>> because it is wrong environment completely.
>>>>>
>>>>> You can;t get same workflow in something that was sometimes design in
>>>>> completely different logic in mind... and now even worse as it become this
>>>>> huge Frankenstein of misc workflows and ideas from all the purchased
>>>>> software and cramped in it.. pieces that by itself are maybe even good but
>>>>> when crammed together they simply don't talk to each other.
>>>>>
>>>>> Practically you have full house of workers that don;t talk to each
>>>>> other or understand each other and trying to make a building...
>>>>>
>>>>>
>>>>> On Mon, Apr 18, 2016 at 11:25 AM, Rob Wuijster <r...@casema.nl> wrote:
>>>>>
>>>>> Well, I think we all decided a long time ago Maya will never be as
>>>>> efficient as Softimage. UI wise or workflow wise. ;-)
>>>>> Like I said, I

Re: New render layers in maya

2016-04-18 Thread Sebastien Sterling
Nice ergonomics YOU MASSIVE WANKERS !

On 18 April 2016 at 19:12, Adam Seeley <adammsee...@gmail.com> wrote:

> But don't make it round like the one over there.
>
> A.
>
> On 18 April 2016 at 16:43, Jordi Bares <jordiba...@gmail.com> wrote:
>
>> Let’s reinvent the wheel!!
>>
>>
>>
>> On 18 Apr 2016, at 15:57, Daniel Kim <danielki...@gmail.com> wrote:
>>
>> Strange thing is, I feel like AD make something with their own way, not
>> based on human interface theory of stuff. Whenever I see their new release,
>> I feel like 'that's freaking fxxked up interface...
>>
>> On Mon, Apr 18, 2016 at 12:50 PM Ivan Vasiljevic <klebed...@gmail.com>
>> wrote:
>>
>>> S many new windows in Maya.
>>> Now we have property editor and render passes window. :)
>>> Guess it just has to go that way, or not?
>>>
>>> Cheers.
>>> Ivan
>>>
>>> On Mon, Apr 18, 2016 at 12:36 PM, Mikael Pettersén <
>>> mikael.petter...@gmail.com> wrote:
>>>
>>>> Well, that goes without saying. If you only could hear the amount of
>>>> cursing I do at work every day... ;)
>>>>
>>>>
>>>>
>>>> *From: *Mirko Jankovic <mirkoj.anima...@gmail.com>
>>>> *Sent: *18 April 2016 11:29
>>>> *To: *softimage@listproc.autodesk.com
>>>>
>>>> *Subject: *Re: New render layers in maya
>>>>
>>>>
>>>>
>>>> Compared to old one yes.. compared to Softimage's.. not so ;)
>>>>
>>>>
>>>>
>>>> On Mon, Apr 18, 2016 at 12:19 PM, Mikael Pettersén <
>>>> mikael.petter...@gmail.com> wrote:
>>>>
>>>> I’m hardly a Maya fan, but I have to say that this looks like a big
>>>> improvement to me.
>>>>
>>>>
>>>> Cheers
>>>>
>>>> Mikael
>>>>
>>>>
>>>> *From: *Mirko Jankovic <mirkoj.anima...@gmail.com>
>>>> *Sent: *18 April 2016 10:30
>>>> *To: *Rob Wuijster <r...@casema.nl>; softimage@listproc.autodesk.com
>>>> *Subject: *Re: New render layers in maya
>>>>
>>>>
>>>> Seems just like another attempt to push something that is not design
>>>> with Maya nature at all and crammed it inside...
>>>>
>>>> Ideas and workflows from Softimage simply doesn't work inside maya
>>>> because it is wrong environment completely.
>>>>
>>>> You can;t get same workflow in something that was sometimes design in
>>>> completely different logic in mind... and now even worse as it become this
>>>> huge Frankenstein of misc workflows and ideas from all the purchased
>>>> software and cramped in it.. pieces that by itself are maybe even good but
>>>> when crammed together they simply don't talk to each other.
>>>>
>>>> Practically you have full house of workers that don;t talk to each
>>>> other or understand each other and trying to make a building...
>>>>
>>>>
>>>> On Mon, Apr 18, 2016 at 11:25 AM, Rob Wuijster <r...@casema.nl> wrote:
>>>>
>>>> Well, I think we all decided a long time ago Maya will never be as
>>>> efficient as Softimage. UI wise or workflow wise. ;-)
>>>> Like I said, I glanced over it, will have to do a bit more digging when
>>>> I have the time.
>>>>
>>>> cheers!
>>>>
>>>>
>>>>
>>>> Rob
>>>>
>>>>
>>>>
>>>> \/-\/\/
>>>>
>>>> On 18-4-2016 11:13, Jordi Bares wrote:
>>>>
>>>> I am afraid it is too much to write on an email, may be when I get a
>>>> bit of time free I will but invite you to think about it a bit more, just
>>>> the layout itself is a massive step backwards from a Softimage user
>>>> perspective.
>>>>
>>>>
>>>> jb
>>>>
>>>>
>>>> On 18 Apr 2016, at 10:09, Rob Wuijster <r...@casema.nl> wrote:
>>>>
>>>>
>>>> Just glanced over it yesterday, but it looked a lot better than the
>>>> current way of working.
>>>> What's bugging you with this approach? Just curious ;-)
>>>>
>>>> Rob
>>>>
>>>>
>>>>
>>>> \/-

Re: New render layers in maya

2016-04-18 Thread Adam Seeley
But don't make it round like the one over there.

A.

On 18 April 2016 at 16:43, Jordi Bares <jordiba...@gmail.com> wrote:

> Let’s reinvent the wheel!!
>
>
>
> On 18 Apr 2016, at 15:57, Daniel Kim <danielki...@gmail.com> wrote:
>
> Strange thing is, I feel like AD make something with their own way, not
> based on human interface theory of stuff. Whenever I see their new release,
> I feel like 'that's freaking fxxked up interface...
>
> On Mon, Apr 18, 2016 at 12:50 PM Ivan Vasiljevic <klebed...@gmail.com>
> wrote:
>
>> S many new windows in Maya.
>> Now we have property editor and render passes window. :)
>> Guess it just has to go that way, or not?
>>
>> Cheers.
>> Ivan
>>
>> On Mon, Apr 18, 2016 at 12:36 PM, Mikael Pettersén <
>> mikael.petter...@gmail.com> wrote:
>>
>>> Well, that goes without saying. If you only could hear the amount of
>>> cursing I do at work every day... ;)
>>>
>>>
>>>
>>> *From: *Mirko Jankovic <mirkoj.anima...@gmail.com>
>>> *Sent: *18 April 2016 11:29
>>> *To: *softimage@listproc.autodesk.com
>>>
>>> *Subject: *Re: New render layers in maya
>>>
>>>
>>>
>>> Compared to old one yes.. compared to Softimage's.. not so ;)
>>>
>>>
>>>
>>> On Mon, Apr 18, 2016 at 12:19 PM, Mikael Pettersén <
>>> mikael.petter...@gmail.com> wrote:
>>>
>>> I’m hardly a Maya fan, but I have to say that this looks like a big
>>> improvement to me.
>>>
>>>
>>> Cheers
>>>
>>> Mikael
>>>
>>>
>>> *From: *Mirko Jankovic <mirkoj.anima...@gmail.com>
>>> *Sent: *18 April 2016 10:30
>>> *To: *Rob Wuijster <r...@casema.nl>; softimage@listproc.autodesk.com
>>> *Subject: *Re: New render layers in maya
>>>
>>>
>>> Seems just like another attempt to push something that is not design
>>> with Maya nature at all and crammed it inside...
>>>
>>> Ideas and workflows from Softimage simply doesn't work inside maya
>>> because it is wrong environment completely.
>>>
>>> You can;t get same workflow in something that was sometimes design in
>>> completely different logic in mind... and now even worse as it become this
>>> huge Frankenstein of misc workflows and ideas from all the purchased
>>> software and cramped in it.. pieces that by itself are maybe even good but
>>> when crammed together they simply don't talk to each other.
>>>
>>> Practically you have full house of workers that don;t talk to each other
>>> or understand each other and trying to make a building...
>>>
>>>
>>> On Mon, Apr 18, 2016 at 11:25 AM, Rob Wuijster <r...@casema.nl> wrote:
>>>
>>> Well, I think we all decided a long time ago Maya will never be as
>>> efficient as Softimage. UI wise or workflow wise. ;-)
>>> Like I said, I glanced over it, will have to do a bit more digging when
>>> I have the time.
>>>
>>> cheers!
>>>
>>>
>>>
>>> Rob
>>>
>>>
>>>
>>> \/-\/\/
>>>
>>> On 18-4-2016 11:13, Jordi Bares wrote:
>>>
>>> I am afraid it is too much to write on an email, may be when I get a bit
>>> of time free I will but invite you to think about it a bit more, just the
>>> layout itself is a massive step backwards from a Softimage user perspective.
>>>
>>>
>>> jb
>>>
>>>
>>> On 18 Apr 2016, at 10:09, Rob Wuijster <r...@casema.nl> wrote:
>>>
>>>
>>> Just glanced over it yesterday, but it looked a lot better than the
>>> current way of working.
>>> What's bugging you with this approach? Just curious ;-)
>>>
>>> Rob
>>>
>>>
>>>
>>> \/-\/\/
>>>
>>> On 18-4-2016 10:50, Jordi Bares wrote:
>>>
>>> Oh dear… they got it all wrong…
>>>
>>> jb
>>>
>>>
>>>
>>> On 18 Apr 2016, at 09:14, Ognjen Vukovic <ognj...@gmail.com> wrote:
>>>
>>>
>>> I presume you guys have all seen this...
>>>
>>>
>>>
>>> http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softi

Re: New render layers in maya

2016-04-18 Thread Jordi Bares
Let’s reinvent the wheel!!



> On 18 Apr 2016, at 15:57, Daniel Kim <danielki...@gmail.com> wrote:
> 
> Strange thing is, I feel like AD make something with their own way, not based 
> on human interface theory of stuff. Whenever I see their new release, I feel 
> like 'that's freaking fxxked up interface... 
> 
> On Mon, Apr 18, 2016 at 12:50 PM Ivan Vasiljevic <klebed...@gmail.com 
> <mailto:klebed...@gmail.com>> wrote:
> S many new windows in Maya.
> Now we have property editor and render passes window. :)
> Guess it just has to go that way, or not?
> 
> Cheers.
> Ivan
> 
> On Mon, Apr 18, 2016 at 12:36 PM, Mikael Pettersén 
> <mikael.petter...@gmail.com <mailto:mikael.petter...@gmail.com>> wrote:
> Well, that goes without saying. If you only could hear the amount of cursing 
> I do at work every day... ;)
> 
>  
> 
> From: Mirko Jankovic <mailto:mirkoj.anima...@gmail.com>
> Sent: 18 April 2016 11:29
> To: softimage@listproc.autodesk.com <mailto:softimage@listproc.autodesk.com>
> 
> Subject: Re: New render layers in maya
> 
>  
> 
> Compared to old one yes.. compared to Softimage's.. not so ;)
> 
>  
> 
> On Mon, Apr 18, 2016 at 12:19 PM, Mikael Pettersén 
> <mikael.petter...@gmail.com <mailto:mikael.petter...@gmail.com>> wrote:
> 
> I’m hardly a Maya fan, but I have to say that this looks like a big 
> improvement to me.
> 
>  
> Cheers
> 
> Mikael
> 
>  
> From: Mirko Jankovic <mailto:mirkoj.anima...@gmail.com>
> Sent: 18 April 2016 10:30
> To: Rob Wuijster <mailto:r...@casema.nl>; softimage@listproc.autodesk.com 
> <mailto:softimage@listproc.autodesk.com>
> Subject: Re: New render layers in maya
> 
>  
> Seems just like another attempt to push something that is not design with 
> Maya nature at all and crammed it inside...
> 
> Ideas and workflows from Softimage simply doesn't work inside maya because it 
> is wrong environment completely. 
> 
> You can;t get same workflow in something that was sometimes design in 
> completely different logic in mind... and now even worse as it become this 
> huge Frankenstein of misc workflows and ideas from all the purchased software 
> and cramped in it.. pieces that by itself are maybe even good but when 
> crammed together they simply don't talk to each other. 
> 
> Practically you have full house of workers that don;t talk to each other or 
> understand each other and trying to make a building... 
> 
>  
> On Mon, Apr 18, 2016 at 11:25 AM, Rob Wuijster <r...@casema.nl 
> <mailto:r...@casema.nl>> wrote:
> 
> Well, I think we all decided a long time ago Maya will never be as efficient 
> as Softimage. UI wise or workflow wise. ;-)
> Like I said, I glanced over it, will have to do a bit more digging when I 
> have the time.
> 
> cheers!
>  
> Rob
>  
> \/-\/\/
> On 18-4-2016 11:13, Jordi Bares wrote:
> 
> I am afraid it is too much to write on an email, may be when I get a bit of 
> time free I will but invite you to think about it a bit more, just the layout 
> itself is a massive step backwards from a Softimage user perspective.
> 
>  
> jb
> 
>  
> On 18 Apr 2016, at 10:09, Rob Wuijster <r...@casema.nl 
> <mailto:r...@casema.nl>> wrote:
> 
>  
> Just glanced over it yesterday, but it looked a lot better than the current 
> way of working.
> What's bugging you with this approach? Just curious ;-)
> 
> Rob
>  
> \/-\/\/
> On 18-4-2016 10:50, Jordi Bares wrote:
> 
> Oh dear… they got it all wrong…
> 
> jb
> 
>  
>  
> On 18 Apr 2016, at 09:14, Ognjen Vukovic <ognj...@gmail.com 
> <mailto:ognj...@gmail.com>> wrote:
> 
>  
> I presume you guys have all seen this...
> 
>  
> http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
>  
> <http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
> <mailto:softimage-requ...@listproc.autodesk.com> with "unsubscribe" in the 
> subject, and reply to confirm.
> 
>  
> 
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
> <mailto:softimage-requ...@listproc.autodesk.com> with "unsubscribe" in the 
> subject, and reply to confirm.
>  
> Geen virus gevonden in dit bericht.
> Gecontroleerd door AVG - www.avg.com <http://www.avg.com/>
> Versie: 2016.0.7539

Re: New render layers in maya

2016-04-18 Thread Daniel Kim
Strange thing is, I feel like AD make something with their own way, not
based on human interface theory of stuff. Whenever I see their new release,
I feel like 'that's freaking fxxked up interface...

On Mon, Apr 18, 2016 at 12:50 PM Ivan Vasiljevic <klebed...@gmail.com>
wrote:

> S many new windows in Maya.
> Now we have property editor and render passes window. :)
> Guess it just has to go that way, or not?
>
> Cheers.
> Ivan
>
> On Mon, Apr 18, 2016 at 12:36 PM, Mikael Pettersén <
> mikael.petter...@gmail.com> wrote:
>
>> Well, that goes without saying. If you only could hear the amount of
>> cursing I do at work every day... ;)
>>
>>
>>
>> *From: *Mirko Jankovic <mirkoj.anima...@gmail.com>
>> *Sent: *18 April 2016 11:29
>> *To: *softimage@listproc.autodesk.com
>>
>> *Subject: *Re: New render layers in maya
>>
>>
>>
>> Compared to old one yes.. compared to Softimage's.. not so ;)
>>
>>
>>
>> On Mon, Apr 18, 2016 at 12:19 PM, Mikael Pettersén <
>> mikael.petter...@gmail.com> wrote:
>>
>> I’m hardly a Maya fan, but I have to say that this looks like a big
>> improvement to me.
>>
>>
>>
>> Cheers
>>
>> Mikael
>>
>>
>>
>> *From: *Mirko Jankovic <mirkoj.anima...@gmail.com>
>> *Sent: *18 April 2016 10:30
>> *To: *Rob Wuijster <r...@casema.nl>; softimage@listproc.autodesk.com
>> *Subject: *Re: New render layers in maya
>>
>>
>>
>> Seems just like another attempt to push something that is not design with
>> Maya nature at all and crammed it inside...
>>
>> Ideas and workflows from Softimage simply doesn't work inside maya
>> because it is wrong environment completely.
>>
>> You can;t get same workflow in something that was sometimes design in
>> completely different logic in mind... and now even worse as it become this
>> huge Frankenstein of misc workflows and ideas from all the purchased
>> software and cramped in it.. pieces that by itself are maybe even good but
>> when crammed together they simply don't talk to each other.
>>
>> Practically you have full house of workers that don;t talk to each other
>> or understand each other and trying to make a building...
>>
>>
>>
>> On Mon, Apr 18, 2016 at 11:25 AM, Rob Wuijster <r...@casema.nl> wrote:
>>
>> Well, I think we all decided a long time ago Maya will never be as
>> efficient as Softimage. UI wise or workflow wise. ;-)
>> Like I said, I glanced over it, will have to do a bit more digging when I
>> have the time.
>>
>> cheers!
>>
>>
>>
>> Rob
>>
>>
>>
>> \/-\/\/
>>
>> On 18-4-2016 11:13, Jordi Bares wrote:
>>
>> I am afraid it is too much to write on an email, may be when I get a bit
>> of time free I will but invite you to think about it a bit more, just the
>> layout itself is a massive step backwards from a Softimage user perspective.
>>
>>
>>
>> jb
>>
>>
>>
>> On 18 Apr 2016, at 10:09, Rob Wuijster <r...@casema.nl> wrote:
>>
>>
>>
>> Just glanced over it yesterday, but it looked a lot better than the
>> current way of working.
>> What's bugging you with this approach? Just curious ;-)
>>
>> Rob
>>
>>
>>
>> \/-\/\/
>>
>> On 18-4-2016 10:50, Jordi Bares wrote:
>>
>> Oh dear… they got it all wrong…
>>
>> jb
>>
>>
>>
>>
>>
>> On 18 Apr 2016, at 09:14, Ognjen Vukovic <ognj...@gmail.com> wrote:
>>
>>
>>
>> I presume you guys have all seen this...
>>
>>
>>
>>
>> http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>> --
>>
>> Softimage Mailing List.
>>
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
>> "unsubscribe" in the subject, and reply to confirm.
>>
>>
>>
>> Geen virus gevonden in dit bericht.
>> Gecontroleerd door AVG - www.avg.com
>> Versie: 2016.0.7539 / Virusdatabase: 4545/12056 - datum van uitgifte:
>> 04/18/16
>>
>>
>>
>> --
>> Softimage Mailing L

Re: New render layers in maya

2016-04-18 Thread Ivan Vasiljevic
S many new windows in Maya.
Now we have property editor and render passes window. :)
Guess it just has to go that way, or not?

Cheers.
Ivan

On Mon, Apr 18, 2016 at 12:36 PM, Mikael Pettersén <
mikael.petter...@gmail.com> wrote:

> Well, that goes without saying. If you only could hear the amount of
> cursing I do at work every day... ;)
>
>
>
> *From: *Mirko Jankovic <mirkoj.anima...@gmail.com>
> *Sent: *18 April 2016 11:29
> *To: *softimage@listproc.autodesk.com
>
> *Subject: *Re: New render layers in maya
>
>
>
> Compared to old one yes.. compared to Softimage's.. not so ;)
>
>
>
> On Mon, Apr 18, 2016 at 12:19 PM, Mikael Pettersén <
> mikael.petter...@gmail.com> wrote:
>
> I’m hardly a Maya fan, but I have to say that this looks like a big
> improvement to me.
>
>
>
> Cheers
>
> Mikael
>
>
>
> *From: *Mirko Jankovic <mirkoj.anima...@gmail.com>
> *Sent: *18 April 2016 10:30
> *To: *Rob Wuijster <r...@casema.nl>; softimage@listproc.autodesk.com
> *Subject: *Re: New render layers in maya
>
>
>
> Seems just like another attempt to push something that is not design with
> Maya nature at all and crammed it inside...
>
> Ideas and workflows from Softimage simply doesn't work inside maya because
> it is wrong environment completely.
>
> You can;t get same workflow in something that was sometimes design in
> completely different logic in mind... and now even worse as it become this
> huge Frankenstein of misc workflows and ideas from all the purchased
> software and cramped in it.. pieces that by itself are maybe even good but
> when crammed together they simply don't talk to each other.
>
> Practically you have full house of workers that don;t talk to each other
> or understand each other and trying to make a building...
>
>
>
> On Mon, Apr 18, 2016 at 11:25 AM, Rob Wuijster <r...@casema.nl> wrote:
>
> Well, I think we all decided a long time ago Maya will never be as
> efficient as Softimage. UI wise or workflow wise. ;-)
> Like I said, I glanced over it, will have to do a bit more digging when I
> have the time.
>
> cheers!
>
>
>
> Rob
>
>
>
> \/-\/\/
>
> On 18-4-2016 11:13, Jordi Bares wrote:
>
> I am afraid it is too much to write on an email, may be when I get a bit
> of time free I will but invite you to think about it a bit more, just the
> layout itself is a massive step backwards from a Softimage user perspective.
>
>
>
> jb
>
>
>
> On 18 Apr 2016, at 10:09, Rob Wuijster <r...@casema.nl> wrote:
>
>
>
> Just glanced over it yesterday, but it looked a lot better than the
> current way of working.
> What's bugging you with this approach? Just curious ;-)
>
> Rob
>
>
>
> \/-\/\/
>
> On 18-4-2016 10:50, Jordi Bares wrote:
>
> Oh dear… they got it all wrong…
>
> jb
>
>
>
>
>
> On 18 Apr 2016, at 09:14, Ognjen Vukovic <ognj...@gmail.com> wrote:
>
>
>
> I presume you guys have all seen this...
>
>
>
>
> http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> Geen virus gevonden in dit bericht.
> Gecontroleerd door AVG - www.avg.com
> Versie: 2016.0.7539 / Virusdatabase: 4545/12056 - datum van uitgifte:
> 04/18/16
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> Geen virus gevonden in dit bericht.
> Gecontroleerd door AVG - www.avg.com
>
> Versie: 2016.0.7539 / Virusdatabase: 4556/12057 - datum van uitgifte:
> 04/18/16
>
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
>
> --
>
> Mirko Jankovic
>
> *http://www.cgfolio.com/mirko-jankovic
> <http://www.cgfolio.com/mirko-jankovic>*
>
>
>
> Need to find freelancers fast?
>
> www.cgfolio.com
>
>
>
> Need some help with rendering an Redshift project?
>
> http://www.gpuoven.com/
>
>
>
>
> --
> Sof

RE: New render layers in maya

2016-04-18 Thread Mikael Pettersén
Well, that goes without saying. If you only could hear the amount of cursing I 
do at work every day... ;)

From: Mirko Jankovic
Sent: 18 April 2016 11:29
To: softimage@listproc.autodesk.com
Subject: Re: New render layers in maya

Compared to old one yes.. compared to Softimage's.. not so ;)

On Mon, Apr 18, 2016 at 12:19 PM, Mikael Pettersén <mikael.petter...@gmail.com> 
wrote:
I’m hardly a Maya fan, but I have to say that this looks like a big improvement 
to me. 
 
Cheers
Mikael
 
From: Mirko Jankovic
Sent: 18 April 2016 10:30
To: Rob Wuijster; softimage@listproc.autodesk.com
Subject: Re: New render layers in maya
 
Seems just like another attempt to push something that is not design with Maya 
nature at all and crammed it inside...
Ideas and workflows from Softimage simply doesn't work inside maya because it 
is wrong environment completely. 
You can;t get same workflow in something that was sometimes design in 
completely different logic in mind... and now even worse as it become this huge 
Frankenstein of misc workflows and ideas from all the purchased software and 
cramped in it.. pieces that by itself are maybe even good but when crammed 
together they simply don't talk to each other. 
Practically you have full house of workers that don;t talk to each other or 
understand each other and trying to make a building... 
 
On Mon, Apr 18, 2016 at 11:25 AM, Rob Wuijster <r...@casema.nl> wrote:
Well, I think we all decided a long time ago Maya will never be as efficient as 
Softimage. UI wise or workflow wise. ;-)
Like I said, I glanced over it, will have to do a bit more digging when I have 
the time.
cheers!
 
Rob
 
\/-\/\/
On 18-4-2016 11:13, Jordi Bares wrote:
I am afraid it is too much to write on an email, may be when I get a bit of 
time free I will but invite you to think about it a bit more, just the layout 
itself is a massive step backwards from a Softimage user perspective.
 
jb
 
On 18 Apr 2016, at 10:09, Rob Wuijster <r...@casema.nl> wrote:
 
Just glanced over it yesterday, but it looked a lot better than the current way 
of working.
What's bugging you with this approach? Just curious ;-)
Rob
 
\/-\/\/
On 18-4-2016 10:50, Jordi Bares wrote:
Oh dear… they got it all wrong…
jb
 
 
On 18 Apr 2016, at 09:14, Ognjen Vukovic <ognj...@gmail.com> wrote:
 
I presume you guys have all seen this... 
 
http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.
 
Geen virus gevonden in dit bericht.
Gecontroleerd door AVG - www.avg.com
Versie: 2016.0.7539 / Virusdatabase: 4545/12056 - datum van uitgifte: 04/18/16
 
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.
 
Geen virus gevonden in dit bericht.
Gecontroleerd door AVG - www.avg.com
Versie: 2016.0.7539 / Virusdatabase: 4556/12057 - datum van uitgifte: 04/18/16
 

--
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-- 
Mirko Jankovic
http://www.cgfolio.com/mirko-jankovic
 
Need to find freelancers fast?
www.cgfolio.com
 
Need some help with rendering an Redshift project?
http://www.gpuoven.com/
 

--
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"unsubscribe" in the subject, and reply to confirm.




-- 
Mirko Jankovic
http://www.cgfolio.com/mirko-jankovic

Need to find freelancers fast?
www.cgfolio.com

Need some help with rendering an Redshift project?
http://www.gpuoven.com/

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Re: New render layers in maya

2016-04-18 Thread Mirko Jankovic
Compared to old one yes.. compared to Softimage's.. not so ;)

On Mon, Apr 18, 2016 at 12:19 PM, Mikael Pettersén <
mikael.petter...@gmail.com> wrote:

> I’m hardly a Maya fan, but I have to say that this looks like a big
> improvement to me.
>
>
>
> Cheers
>
> Mikael
>
>
>
> *From: *Mirko Jankovic <mirkoj.anima...@gmail.com>
> *Sent: *18 April 2016 10:30
> *To: *Rob Wuijster <r...@casema.nl>; softimage@listproc.autodesk.com
> *Subject: *Re: New render layers in maya
>
>
>
> Seems just like another attempt to push something that is not design with
> Maya nature at all and crammed it inside...
>
> Ideas and workflows from Softimage simply doesn't work inside maya because
> it is wrong environment completely.
>
> You can;t get same workflow in something that was sometimes design in
> completely different logic in mind... and now even worse as it become this
> huge Frankenstein of misc workflows and ideas from all the purchased
> software and cramped in it.. pieces that by itself are maybe even good but
> when crammed together they simply don't talk to each other.
>
> Practically you have full house of workers that don;t talk to each other
> or understand each other and trying to make a building...
>
>
>
> On Mon, Apr 18, 2016 at 11:25 AM, Rob Wuijster <r...@casema.nl> wrote:
>
> Well, I think we all decided a long time ago Maya will never be as
> efficient as Softimage. UI wise or workflow wise. ;-)
> Like I said, I glanced over it, will have to do a bit more digging when I
> have the time.
>
> cheers!
>
>
>
> Rob
>
>
>
> \/-\/\/
>
> On 18-4-2016 11:13, Jordi Bares wrote:
>
> I am afraid it is too much to write on an email, may be when I get a bit
> of time free I will but invite you to think about it a bit more, just the
> layout itself is a massive step backwards from a Softimage user perspective.
>
>
>
> jb
>
>
>
> On 18 Apr 2016, at 10:09, Rob Wuijster <r...@casema.nl> wrote:
>
>
>
> Just glanced over it yesterday, but it looked a lot better than the
> current way of working.
> What's bugging you with this approach? Just curious ;-)
>
> Rob
>
>
>
> \/-\/\/
>
> On 18-4-2016 10:50, Jordi Bares wrote:
>
> Oh dear… they got it all wrong…
>
> jb
>
>
>
>
>
> On 18 Apr 2016, at 09:14, Ognjen Vukovic <ognj...@gmail.com> wrote:
>
>
>
> I presume you guys have all seen this...
>
>
>
>
> http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
>
> Softimage Mailing List.
>
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> Geen virus gevonden in dit bericht.
> Gecontroleerd door AVG - www.avg.com
> Versie: 2016.0.7539 / Virusdatabase: 4545/12056 - datum van uitgifte:
> 04/18/16
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> Geen virus gevonden in dit bericht.
> Gecontroleerd door AVG - www.avg.com
>
> Versie: 2016.0.7539 / Virusdatabase: 4556/12057 - datum van uitgifte:
> 04/18/16
>
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
>
> --
>
> Mirko Jankovic
>
> *http://www.cgfolio.com/mirko-jankovic
> <http://www.cgfolio.com/mirko-jankovic>*
>
>
>
> Need to find freelancers fast?
>
> www.cgfolio.com
>
>
>
> Need some help with rendering an Redshift project?
>
> http://www.gpuoven.com/
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 
Mirko Jankovic
*http://www.cgfolio.com/mirko-jankovic
<http://www.cgfolio.com/mirko-jankovic>*

Need to find freelancers fast?
www.cgfolio.com

Need some help with rendering an Redshift project?
http://www.gpuoven.com/
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"unsubscribe" in the subject, and reply to confirm.

RE: New render layers in maya

2016-04-18 Thread Mikael Pettersén
I’m hardly a Maya fan, but I have to say that this looks like a big improvement 
to me. 

Cheers
Mikael

From: Mirko Jankovic
Sent: 18 April 2016 10:30
To: Rob Wuijster; softimage@listproc.autodesk.com
Subject: Re: New render layers in maya

Seems just like another attempt to push something that is not design with Maya 
nature at all and crammed it inside...
Ideas and workflows from Softimage simply doesn't work inside maya because it 
is wrong environment completely. 
You can;t get same workflow in something that was sometimes design in 
completely different logic in mind... and now even worse as it become this huge 
Frankenstein of misc workflows and ideas from all the purchased software and 
cramped in it.. pieces that by itself are maybe even good but when crammed 
together they simply don't talk to each other. 
Practically you have full house of workers that don;t talk to each other or 
understand each other and trying to make a building... 

On Mon, Apr 18, 2016 at 11:25 AM, Rob Wuijster <r...@casema.nl> wrote:
Well, I think we all decided a long time ago Maya will never be as efficient as 
Softimage. UI wise or workflow wise. ;-)
Like I said, I glanced over it, will have to do a bit more digging when I have 
the time.
cheers!

Rob

\/-\/\/
On 18-4-2016 11:13, Jordi Bares wrote:
I am afraid it is too much to write on an email, may be when I get a bit of 
time free I will but invite you to think about it a bit more, just the layout 
itself is a massive step backwards from a Softimage user perspective.

jb

On 18 Apr 2016, at 10:09, Rob Wuijster <r...@casema.nl> wrote:

Just glanced over it yesterday, but it looked a lot better than the current way 
of working.
What's bugging you with this approach? Just curious ;-)
Rob

\/-\/\/
On 18-4-2016 10:50, Jordi Bares wrote:
Oh dear… they got it all wrong…
jb


On 18 Apr 2016, at 09:14, Ognjen Vukovic <ognj...@gmail.com> wrote:

I presume you guys have all seen this... 

http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.


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"unsubscribe" in the subject, and reply to confirm.

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Versie: 2016.0.7539 / Virusdatabase: 4545/12056 - datum van uitgifte: 04/18/16

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Versie: 2016.0.7539 / Virusdatabase: 4556/12057 - datum van uitgifte: 04/18/16


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-- 
Mirko Jankovic
http://www.cgfolio.com/mirko-jankovic

Need to find freelancers fast?
www.cgfolio.com

Need some help with rendering an Redshift project?
http://www.gpuoven.com/

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Re: New render layers in maya

2016-04-18 Thread Mirko Jankovic
Seems just like another attempt to push something that is not design with
Maya nature at all and crammed it inside...
Ideas and workflows from Softimage simply doesn't work inside maya because
it is wrong environment completely.
You can;t get same workflow in something that was sometimes design in
completely different logic in mind... and now even worse as it become this
huge Frankenstein of misc workflows and ideas from all the purchased
software and cramped in it.. pieces that by itself are maybe even good but
when crammed together they simply don't talk to each other.
Practically you have full house of workers that don;t talk to each other or
understand each other and trying to make a building...

On Mon, Apr 18, 2016 at 11:25 AM, Rob Wuijster  wrote:

> Well, I think we all decided a long time ago Maya will never be as
> efficient as Softimage. UI wise or workflow wise. ;-)
> Like I said, I glanced over it, will have to do a bit more digging when I
> have the time.
>
> cheers!
>
> Rob
>
> \/-\/\/
>
> On 18-4-2016 11:13, Jordi Bares wrote:
>
> I am afraid it is too much to write on an email, may be when I get a bit
> of time free I will but invite you to think about it a bit more, just the
> layout itself is a massive step backwards from a Softimage user perspective.
>
> jb
>
> On 18 Apr 2016, at 10:09, Rob Wuijster < r...@casema.nl>
> wrote:
>
> Just glanced over it yesterday, but it looked a lot better than the
> current way of working.
> What's bugging you with this approach? Just curious ;-)
>
> Rob
>
> \/-\/\/
>
> On 18-4-2016 10:50, Jordi Bares wrote:
>
> Oh dear… they got it all wrong…
> jb
>
>
> On 18 Apr 2016, at 09:14, Ognjen Vukovic  wrote:
>
> I presume you guys have all seen this...
>
>
> http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to 
> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
> subject, and reply to confirm.
>
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> Geen virus gevonden in dit bericht.
> Gecontroleerd door AVG - www.avg.com
> Versie: 2016.0.7539 / Virusdatabase: 4545/12056 - datum van uitgifte:
> 04/18/16
>
>
> --
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Re: New render layers in maya

2016-04-18 Thread Rob Wuijster
Well, I think we all decided a long time ago Maya will never be as 
efficient as Softimage. UI wise or workflow wise. ;-)
Like I said, I glanced over it, will have to do a bit more digging when 
I have the time.


cheers!

Rob

\/-\/\/

On 18-4-2016 11:13, Jordi Bares wrote:
I am afraid it is too much to write on an email, may be when I get a 
bit of time free I will but invite you to think about it a bit more, 
just the layout itself is a massive step backwards from a Softimage 
user perspective.


jb

On 18 Apr 2016, at 10:09, Rob Wuijster > wrote:


Just glanced over it yesterday, but it looked a lot better than the 
current way of working.

What's bugging you with this approach? Just curious ;-)

Rob

\/-\/\/
On 18-4-2016 10:50, Jordi Bares wrote:

Oh dear… they got it all wrong…
jb



On 18 Apr 2016, at 09:14, Ognjen Vukovic  wrote:

I presume you guys have all seen this...

http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
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Re: New render layers in maya

2016-04-18 Thread Jordi Bares
I am afraid it is too much to write on an email, may be when I get a bit of 
time free I will but invite you to think about it a bit more, just the layout 
itself is a massive step backwards from a Softimage user perspective.

jb

> On 18 Apr 2016, at 10:09, Rob Wuijster  wrote:
> 
> Just glanced over it yesterday, but it looked a lot better than the current 
> way of working.
> What's bugging you with this approach? Just curious ;-)
> 
> 
> Rob
> 
> \/-\/\/
> On 18-4-2016 10:50, Jordi Bares wrote:
>> Oh dear… they got it all wrong…
>> jb
>> 
>> 
>>> On 18 Apr 2016, at 09:14, Ognjen Vukovic < 
>>> ognj...@gmail.com > 
>>> wrote:
>>> 
>>> I presume you guys have all seen this...
>>> 
>>> http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
>>>  
>>> 
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
>>>  with "unsubscribe" in the 
>>> subject, and reply to confirm.
>> 
>> 
>> 
>> --
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>> subject, and reply to confirm.
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>> 
>> Geen virus gevonden in dit bericht.
>> Gecontroleerd door AVG - www.avg.com 
>> Versie: 2016.0.7539 / Virusdatabase: 4545/12056 - datum van uitgifte: 
>> 04/18/16
>> 
> 
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Re: New render layers in maya

2016-04-18 Thread Rob Wuijster
Just glanced over it yesterday, but it looked a lot better than the 
current way of working.

What's bugging you with this approach? Just curious ;-)


Rob

\/-\/\/

On 18-4-2016 10:50, Jordi Bares wrote:

Oh dear… they got it all wrong…
jb


On 18 Apr 2016, at 09:14, Ognjen Vukovic > wrote:


I presume you guys have all seen this...

http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
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Re: New render layers in maya

2016-04-18 Thread Nono
That's my feeling too, very old and boring approach too, true modern way is
on Clarisse ;-)

Nono

On Mon, 18 Apr 2016 at 10:51 Jordi Bares  wrote:

> Oh dear… they got it all wrong…
> jb
>
>
> On 18 Apr 2016, at 09:14, Ognjen Vukovic  wrote:
>
> I presume you guys have all seen this...
>
>
> http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
> --
> Softimage Mailing List.
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Re: New render layers in maya

2016-04-18 Thread Jordi Bares
Oh dear… they got it all wrong…
jb


> On 18 Apr 2016, at 09:14, Ognjen Vukovic  wrote:
> 
> I presume you guys have all seen this...
> 
> http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B
>  
> 
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Re: New render layers in maya

2016-04-18 Thread Rob Wuijster

Got that tip from a friend of mine yesterday.
It has a very Passes/Partitions/Overrides feel to it. From the quikc 
glance, it looks like rendering will become a lot easier to handle from 
now on.


Hopefully they tweaked the entire rendering pipeline as well. Batch 
render can still be a pain in the behind at times.


cheers!

Rob Wuijster
E r...@casema.nl

\/-\/\/

On 18-4-2016 10:14, Ognjen Vukovic wrote:

I presume you guys have all seen this...

http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=GUID-9AB65955-9390-42F6-B293-EAF1A0AD0C3B


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Versie: 2016.0.7539 / Virusdatabase: 4545/12056 - datum van uitgifte: 
04/18/16




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