Re: Reminiscing

2016-08-09 Thread Olivier Jeannel
 rather than rote rules.  Keep in mind, we
>> have yet to determine ‘C’, but when we do, the equations will be rearranged
>> and proven equivalent even if the final form is different.  That’s the fun
>> of calculus.
>>
>> The above example is trivial, but real life can be quite messy,
>> complicated, and not always solvable.  Take course(s) in calculus to learn
>> more.  the concepts appear frequently in many areas of 3D animation
>> including curves, surfaces, rendering, simulations, and more.
>>
>>
>> A simple application of such information is computing paths of
>> projectiles.  The original equation defines the path of the projectile over
>> time.  The slope equation indicates the direction of travel at a given
>> point on the path.  The concavity equation can tell you which direction the
>> subject is rising (or falling) and/or which way gravity and other forces
>> are applied to the projectile.  Minima and maxima can tell you the maximum
>> or minimum height the projectile will reach.  Derivatives and integrals can
>> also tell you the velocity and acceleration of the projectile at specific
>> points in time.  And so on.  A course in calculus will teach you the
>> fundamentals of how to compute derivatives and integrals in various
>> contexts, and a few use cases.  But physics and the sciences will push you
>> to use those tools in context of something useful.
>>
>>
>> Matt
>>
>>
>>
>>
>>
>> Date: Tue, 9 Aug 2016 21:26:49 +0200
>> From: Olivier Jeannel <facialdel...@gmail.com>
>> Subject: Re: Reminiscing
>> To: "softimage@listproc autodesk. com"
>>
>>
>> Would love some clearer info though. I don't know what's a derivative for
>> a
>> vector and how to compute some. There must be tons of applications and
>> uses
>> for such knowledge for sure.
>>
>> Le 9 ao?t 2016 18:17, "Andy Nicholas" <a...@andynicholas.com> a ?crit :
>>
>>
>> --
>> 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: Reminiscing

2016-08-09 Thread Sebastien Sterling
cation of such information is computing paths of
> projectiles.  The original equation defines the path of the projectile over
> time.  The slope equation indicates the direction of travel at a given
> point on the path.  The concavity equation can tell you which direction the
> subject is rising (or falling) and/or which way gravity and other forces
> are applied to the projectile.  Minima and maxima can tell you the maximum
> or minimum height the projectile will reach.  Derivatives and integrals can
> also tell you the velocity and acceleration of the projectile at specific
> points in time.  And so on.  A course in calculus will teach you the
> fundamentals of how to compute derivatives and integrals in various
> contexts, and a few use cases.  But physics and the sciences will push you
> to use those tools in context of something useful.
>
>
> Matt
>
>
>
>
>
> Date: Tue, 9 Aug 2016 21:26:49 +0200
> From: Olivier Jeannel <facialdel...@gmail.com>
> Subject: Re: Reminiscing
> To: "softimage@listproc autodesk. com"
>
>
> Would love some clearer info though. I don't know what's a derivative for a
> vector and how to compute some. There must be tons of applications and uses
> for such knowledge for sure.
>
> Le 9 ao?t 2016 18:17, "Andy Nicholas" <a...@andynicholas.com> a ?crit :
>
>
> --
> 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 
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Re: Reminiscing

2016-08-09 Thread Sebastien Sterling
Well I'm sure Fabric will grow up into a lovely DCC and snap maya's neck :3

On 9 August 2016 at 21:26, Olivier Jeannel  wrote:

> Would love some clearer info though. I don't know what's a derivative for
> a vector and how to compute some. There must be tons of applications and
> uses for such knowledge for sure.
>
> Le 9 août 2016 18:17, "Andy Nicholas"  a écrit :
>
>> Yeah, reading through that I didn't envy you ;)
>>
>> On 09/08/2016 16:41, Olivier Jeannel wrote:
>>
>> Deritave and inverse ray casting, in fact it's a super complex problem,
>> at least for me :/
>>
>> On Tue, Aug 9, 2016 at 5:01 PM, Ahmidou Lyazidi 
>> wrote:
>>
>>> Haha thanks, I should have been a detective instead :P
>>> Le 9 août 2016 10:52 AM, "Andy Nicholas"  a
>>> écrit :
>>>
 Impressive Google-fu skills ;)

 On 09/08/2016 15:48, Ahmidou Lyazidi wrote:

 Hi Andy,
 I knew that Jérôme worked on the closest location and Ray cast system
 (as he did in Fabric Engine) , I just search for his name in the Google
 patent search.
 Le 9 août 2016 10:38 AM, "Andy Nicholas"  a
 écrit :

> Interesting! (although, personally I can't stand things like this get
> patented)
>
> Ahmidou, how did you find that or become aware that that even existed
> in the patent database?
>
>
> On 09/08/2016 15:15, Ahmidou Lyazidi wrote:
>
> A bit more than that,  here's the patent:
> https://www.google.ch/patents/US20070024632?dq=ininventor:"J
> erome+Couture-Gagnon"=en=X=0ahUKEwi4orePwrTOAhWIdh
> 4KHZgwDLQQ6AEINzAE
>
> It's in 'patent' language but the concept is there :)
> Le 9 août 2016 10:01 AM, "Olivier Jeannel"  a
> écrit :
>
>> Hey Ahmidou !
>> Getting some neighbors and averaging ?
>>
>> On Tue, Aug 9, 2016 at 3:46 PM, Ahmidou Lyazidi <
>> ahmidou@gmail.com> wrote:
>>
>>> Yes exactly,  but it's patented by AD,  so you'll need to roll you
>>> own
>>> Le 9 août 2016 9:12 AM, "Olivier Jeannel" 
>>> a écrit :
>>>
 Makes sense ! That's what the "smoothed surface" button compensate
 for in XSI ?

 On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas <
 a...@andynicholas.com> wrote:

> Hmm, I think that's to be expected. The edges and points are
> generally closer to the grid than the faces. Think of it as you've 
> started
> with a perfect sphere made of wood, and you just sanded it down to get
> those flat triangles. The edges and points represent the places that
> haven't been sanded down, so therefore, generally, they're closer to 
> the
> grid than the flat surfaces.
>
>
>
> On 09/08/2016 11:31, Olivier Jeannel wrote:
>
> The Attribute Transfer is nice to prototype an idea, but it's
> rather slow (unless they rebuild it since I used it) compared to the
> execution speed of a Vop Sop.
> In Vop Sop, I use the PcOpen + Pc Filter to mimic the Attribute
> Transfer at God speed :)
>
> While we're speaking of the xyz+PrimUV, I found it has a weird
> behaviour compared to the ClosestLocation of ice.
> Here's a screen shot of what I have :
> https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc
>
> Basicaly a Grid emit some particles with a Pop solver, I build a
> PopVop to create a Velocity(v) that make the particles going from 
> their
> position toward the closest UV location on the Sphere.
> If you look at the screenshot you can see that the location has
> some preferences for the points and edges rather than the polygons 
> area.
>
> Have I missed something ?
>
>
>
>
> On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas <
> a...@andynicholas.com> wrote:
>
>> Take a look at the "primuv" and "xyzdist" VEX functions. They
>> allow you to get near identical behaviour to closest point look ups. 
>> It's
>> not too much work to wrap them up into reusable HDAs. (In fact, I'd
>> recommend doing it as a good way to start getting your head around 
>> HDA
>> creation as a process.)
>>
>>
>>
>> On 07/08/2016 21:55, Andy Chlupka wrote:
>>
>>
>> On Aug 06, 2016, at 11:17, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>> In Houdini they tend to transform every thing in VDB or fill
>> volumes with nuts number of points just to transfer datas...
>>
>>
>> Strange thing you describe here. I’ve found that most advice
>> 

Re: Reminiscing

2016-08-09 Thread Andy Nicholas

Yeah, reading through that I didn't envy you ;)

On 09/08/2016 16:41, Olivier Jeannel wrote:
Deritave and inverse ray casting, in fact it's a super complex 
problem, at least for me :/


On Tue, Aug 9, 2016 at 5:01 PM, Ahmidou Lyazidi > wrote:


Haha thanks, I should have been a detective instead :P

Le 9 août 2016 10:52 AM, "Andy Nicholas" > a écrit :

Impressive Google-fu skills ;)

On 09/08/2016 15:48, Ahmidou Lyazidi wrote:


Hi Andy,
I knew that Jérôme worked on the closest location and Ray
cast system (as he did in Fabric Engine) , I just search for
his name in the Google patent search.

Le 9 août 2016 10:38 AM, "Andy Nicholas"
> a écrit :

Interesting! (although, personally I can't stand things
like this get patented)

Ahmidou, how did you find that or become aware that that
even existed in the patent database?


On 09/08/2016 15:15, Ahmidou Lyazidi wrote:


A bit more than that, here's the patent:
https://www.google.ch/patents/US20070024632?dq=ininventor

:"Jerome+Couture-Gagnon"=en=X=0ahUKEwi4orePwrTOAhWIdh4KHZgwDLQQ6AEINzAE

It's in 'patent' language but the concept is there :)

Le 9 août 2016 10:01 AM, "Olivier Jeannel"
>
a écrit :

Hey Ahmidou !
Getting some neighbors and averaging ?

On Tue, Aug 9, 2016 at 3:46 PM, Ahmidou Lyazidi
> wrote:

Yes exactly,  but it's patented by AD,  so
you'll need to roll you own

Le 9 août 2016 9:12 AM, "Olivier Jeannel"
> a écrit :

Makes sense ! That's what the "smoothed
surface" button compensate for in XSI ?

On Tue, Aug 9, 2016 at 1:51 PM, Andy
Nicholas > wrote:

Hmm, I think that's to be expected. The
edges and points are generally closer to
the grid than the faces. Think of it as
you've started with a perfect sphere
made of wood, and you just sanded it
down to get those flat triangles. The
edges and points represent the places
that haven't been sanded down, so
therefore, generally, they're closer to
the grid than the flat surfaces.



On 09/08/2016 11:31, Olivier Jeannel wrote:

The Attribute Transfer is nice to
prototype an idea, but it's rather slow
(unless they rebuild it since I used
it) compared to the execution speed of
a Vop Sop.
In Vop Sop, I use the PcOpen + Pc
Filter to mimic the Attribute Transfer
at God speed :)

While we're speaking of the xyz+PrimUV,
I found it has a weird behaviour
compared to the ClosestLocation of ice.
Here's a screen shot of what I have :

https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc



Basicaly a Grid emit some particles
with a Pop solver, I build a PopVop to
create a Velocity(v) that make the
particles going from their position
toward the closest UV location on the
Sphere.
If you look at the screenshot you can
see that the location has some
preferences for the points and edges
rather than the polygons area.

Have I missed something ?




On Tue, Aug 9, 2016 at 11:01 AM, Andy
Nicholas 

Re: Reminiscing

2016-08-09 Thread Olivier Jeannel
Deritave and inverse ray casting, in fact it's a super complex problem, at
least for me :/

On Tue, Aug 9, 2016 at 5:01 PM, Ahmidou Lyazidi 
wrote:

> Haha thanks, I should have been a detective instead :P
> Le 9 août 2016 10:52 AM, "Andy Nicholas"  a écrit :
>
>> Impressive Google-fu skills ;)
>>
>> On 09/08/2016 15:48, Ahmidou Lyazidi wrote:
>>
>> Hi Andy,
>> I knew that Jérôme worked on the closest location and Ray cast system (as
>> he did in Fabric Engine) , I just search for his name in the Google patent
>> search.
>> Le 9 août 2016 10:38 AM, "Andy Nicholas"  a
>> écrit :
>>
>>> Interesting! (although, personally I can't stand things like this get
>>> patented)
>>>
>>> Ahmidou, how did you find that or become aware that that even existed in
>>> the patent database?
>>>
>>>
>>> On 09/08/2016 15:15, Ahmidou Lyazidi wrote:
>>>
>>> A bit more than that,  here's the patent:
>>> https://www.google.ch/patents/US20070024632?dq=ininventor:"J
>>> erome+Couture-Gagnon"=en=X=0ahUKEwi4orePwrTOAhWIdh
>>> 4KHZgwDLQQ6AEINzAE
>>>
>>> It's in 'patent' language but the concept is there :)
>>> Le 9 août 2016 10:01 AM, "Olivier Jeannel"  a
>>> écrit :
>>>
 Hey Ahmidou !
 Getting some neighbors and averaging ?

 On Tue, Aug 9, 2016 at 3:46 PM, Ahmidou Lyazidi 
 wrote:

> Yes exactly,  but it's patented by AD,  so you'll need to roll you own
> Le 9 août 2016 9:12 AM, "Olivier Jeannel"  a
> écrit :
>
>> Makes sense ! That's what the "smoothed surface" button compensate
>> for in XSI ?
>>
>> On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas 
>> wrote:
>>
>>> Hmm, I think that's to be expected. The edges and points are
>>> generally closer to the grid than the faces. Think of it as you've 
>>> started
>>> with a perfect sphere made of wood, and you just sanded it down to get
>>> those flat triangles. The edges and points represent the places that
>>> haven't been sanded down, so therefore, generally, they're closer to the
>>> grid than the flat surfaces.
>>>
>>>
>>>
>>> On 09/08/2016 11:31, Olivier Jeannel wrote:
>>>
>>> The Attribute Transfer is nice to prototype an idea, but it's rather
>>> slow (unless they rebuild it since I used it) compared to the execution
>>> speed of a Vop Sop.
>>> In Vop Sop, I use the PcOpen + Pc Filter to mimic the Attribute
>>> Transfer at God speed :)
>>>
>>> While we're speaking of the xyz+PrimUV, I found it has a weird
>>> behaviour compared to the ClosestLocation of ice.
>>> Here's a screen shot of what I have :
>>> https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc
>>>
>>> Basicaly a Grid emit some particles with a Pop solver, I build a
>>> PopVop to create a Velocity(v) that make the particles going from their
>>> position toward the closest UV location on the Sphere.
>>> If you look at the screenshot you can see that the location has some
>>> preferences for the points and edges rather than the polygons area.
>>>
>>> Have I missed something ?
>>>
>>>
>>>
>>>
>>> On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas <
>>> a...@andynicholas.com> wrote:
>>>
 Take a look at the "primuv" and "xyzdist" VEX functions. They allow
 you to get near identical behaviour to closest point look ups. It's 
 not too
 much work to wrap them up into reusable HDAs. (In fact, I'd recommend 
 doing
 it as a good way to start getting your head around HDA creation as a
 process.)



 On 07/08/2016 21:55, Andy Chlupka wrote:


 On Aug 06, 2016, at 11:17, Olivier Jeannel 
 wrote:

 In Houdini they tend to transform every thing in VDB or fill
 volumes with nuts number of points just to transfer datas...


 Strange thing you describe here. I’ve found that most advice comes
 in the from of using the Attribute Transfer SOP.



 --
 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.
>>>
>>> --
>>> 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 

Re: Reminiscing

2016-08-09 Thread Ahmidou Lyazidi
Haha thanks, I should have been a detective instead :P
Le 9 août 2016 10:52 AM, "Andy Nicholas"  a écrit :

> Impressive Google-fu skills ;)
>
> On 09/08/2016 15:48, Ahmidou Lyazidi wrote:
>
> Hi Andy,
> I knew that Jérôme worked on the closest location and Ray cast system (as
> he did in Fabric Engine) , I just search for his name in the Google patent
> search.
> Le 9 août 2016 10:38 AM, "Andy Nicholas"  a écrit :
>
>> Interesting! (although, personally I can't stand things like this get
>> patented)
>>
>> Ahmidou, how did you find that or become aware that that even existed in
>> the patent database?
>>
>>
>> On 09/08/2016 15:15, Ahmidou Lyazidi wrote:
>>
>> A bit more than that,  here's the patent:
>> https://www.google.ch/patents/US20070024632?dq=ininventor:"J
>> erome+Couture-Gagnon"=en=X=0ahUKEwi4orePwrTOAhWIdh
>> 4KHZgwDLQQ6AEINzAE
>>
>> It's in 'patent' language but the concept is there :)
>> Le 9 août 2016 10:01 AM, "Olivier Jeannel"  a
>> écrit :
>>
>>> Hey Ahmidou !
>>> Getting some neighbors and averaging ?
>>>
>>> On Tue, Aug 9, 2016 at 3:46 PM, Ahmidou Lyazidi 
>>> wrote:
>>>
 Yes exactly,  but it's patented by AD,  so you'll need to roll you own
 Le 9 août 2016 9:12 AM, "Olivier Jeannel"  a
 écrit :

> Makes sense ! That's what the "smoothed surface" button compensate for
> in XSI ?
>
> On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas 
> wrote:
>
>> Hmm, I think that's to be expected. The edges and points are
>> generally closer to the grid than the faces. Think of it as you've 
>> started
>> with a perfect sphere made of wood, and you just sanded it down to get
>> those flat triangles. The edges and points represent the places that
>> haven't been sanded down, so therefore, generally, they're closer to the
>> grid than the flat surfaces.
>>
>>
>>
>> On 09/08/2016 11:31, Olivier Jeannel wrote:
>>
>> The Attribute Transfer is nice to prototype an idea, but it's rather
>> slow (unless they rebuild it since I used it) compared to the execution
>> speed of a Vop Sop.
>> In Vop Sop, I use the PcOpen + Pc Filter to mimic the Attribute
>> Transfer at God speed :)
>>
>> While we're speaking of the xyz+PrimUV, I found it has a weird
>> behaviour compared to the ClosestLocation of ice.
>> Here's a screen shot of what I have :
>> https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc
>>
>> Basicaly a Grid emit some particles with a Pop solver, I build a
>> PopVop to create a Velocity(v) that make the particles going from their
>> position toward the closest UV location on the Sphere.
>> If you look at the screenshot you can see that the location has some
>> preferences for the points and edges rather than the polygons area.
>>
>> Have I missed something ?
>>
>>
>>
>>
>> On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas > > wrote:
>>
>>> Take a look at the "primuv" and "xyzdist" VEX functions. They allow
>>> you to get near identical behaviour to closest point look ups. It's not 
>>> too
>>> much work to wrap them up into reusable HDAs. (In fact, I'd recommend 
>>> doing
>>> it as a good way to start getting your head around HDA creation as a
>>> process.)
>>>
>>>
>>>
>>> On 07/08/2016 21:55, Andy Chlupka wrote:
>>>
>>>
>>> On Aug 06, 2016, at 11:17, Olivier Jeannel 
>>> wrote:
>>>
>>> In Houdini they tend to transform every thing in VDB or fill volumes
>>> with nuts number of points just to transfer datas...
>>>
>>>
>>> Strange thing you describe here. I’ve found that most advice comes
>>> in the from of using the Attribute Transfer SOP.
>>>
>>>
>>>
>>> --
>>> 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.
>>
>> --
>> 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.
>
> -- 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 

Re: Reminiscing

2016-08-09 Thread Andy Nicholas

Impressive Google-fu skills ;)

On 09/08/2016 15:48, Ahmidou Lyazidi wrote:


Hi Andy,
I knew that Jérôme worked on the closest location and Ray cast system 
(as he did in Fabric Engine) , I just search for his name in the 
Google patent search.


Le 9 août 2016 10:38 AM, "Andy Nicholas" > a écrit :


Interesting! (although, personally I can't stand things like this
get patented)

Ahmidou, how did you find that or become aware that that even
existed in the patent database?


On 09/08/2016 15:15, Ahmidou Lyazidi wrote:


A bit more than that,  here's the patent:
https://www.google.ch/patents/US20070024632?dq=ininventor

:"Jerome+Couture-Gagnon"=en=X=0ahUKEwi4orePwrTOAhWIdh4KHZgwDLQQ6AEINzAE

It's in 'patent' language but the concept is there :)

Le 9 août 2016 10:01 AM, "Olivier Jeannel"
> a écrit :

Hey Ahmidou !
Getting some neighbors and averaging ?

On Tue, Aug 9, 2016 at 3:46 PM, Ahmidou Lyazidi
> wrote:

Yes exactly,  but it's patented by AD,  so you'll need to
roll you own

Le 9 août 2016 9:12 AM, "Olivier Jeannel"
>
a écrit :

Makes sense ! That's what the "smoothed surface"
button compensate for in XSI ?

On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas
> wrote:

Hmm, I think that's to be expected. The edges and
points are generally closer to the grid than the
faces. Think of it as you've started with a
perfect sphere made of wood, and you just sanded
it down to get those flat triangles. The edges
and points represent the places that haven't been
sanded down, so therefore, generally, they're
closer to the grid than the flat surfaces.



On 09/08/2016 11:31, Olivier Jeannel wrote:

The Attribute Transfer is nice to prototype an
idea, but it's rather slow (unless they rebuild
it since I used it) compared to the execution
speed of a Vop Sop.
In Vop Sop, I use the PcOpen + Pc Filter to
mimic the Attribute Transfer at God speed :)

While we're speaking of the xyz+PrimUV, I found
it has a weird behaviour compared to the
ClosestLocation of ice.
Here's a screen shot of what I have :

https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc



Basicaly a Grid emit some particles with a Pop
solver, I build a PopVop to create a Velocity(v)
that make the particles going from their
position toward the closest UV location on the
Sphere.
If you look at the screenshot you can see that
the location has some preferences for the points
and edges rather than the polygons area.

Have I missed something ?




On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas
> wrote:

Take a look at the "primuv" and "xyzdist"
VEX functions. They allow you to get near
identical behaviour to closest point look
ups. It's not too much work to wrap them up
into reusable HDAs. (In fact, I'd recommend
doing it as a good way to start getting your
head around HDA creation as a process.)



On 07/08/2016 21:55, Andy Chlupka wrote:



On Aug 06, 2016, at 11:17, Olivier Jeannel
> wrote:

In Houdini they tend to transform every
thing in VDB or fill volumes with nuts
number of points just to transfer datas...


Strange thing you describe here. I’ve found
that most advice comes in the from of using
the Attribute Transfer SOP.



--
Softimage Mailing 

Re: Reminiscing

2016-08-09 Thread Ahmidou Lyazidi
Hi Andy,
I knew that Jérôme worked on the closest location and Ray cast system (as
he did in Fabric Engine) , I just search for his name in the Google patent
search.
Le 9 août 2016 10:38 AM, "Andy Nicholas"  a écrit :

> Interesting! (although, personally I can't stand things like this get
> patented)
>
> Ahmidou, how did you find that or become aware that that even existed in
> the patent database?
>
>
> On 09/08/2016 15:15, Ahmidou Lyazidi wrote:
>
> A bit more than that,  here's the patent:
> https://www.google.ch/patents/US20070024632?dq=ininventor:;
> Jerome+Couture-Gagnon"=en=X=0ahUKEwi4orePwrTOAhWIdh4KHZgwD
> LQQ6AEINzAE
>
> It's in 'patent' language but the concept is there :)
> Le 9 août 2016 10:01 AM, "Olivier Jeannel"  a
> écrit :
>
>> Hey Ahmidou !
>> Getting some neighbors and averaging ?
>>
>> On Tue, Aug 9, 2016 at 3:46 PM, Ahmidou Lyazidi 
>> wrote:
>>
>>> Yes exactly,  but it's patented by AD,  so you'll need to roll you own
>>> Le 9 août 2016 9:12 AM, "Olivier Jeannel"  a
>>> écrit :
>>>
 Makes sense ! That's what the "smoothed surface" button compensate for
 in XSI ?

 On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas 
 wrote:

> Hmm, I think that's to be expected. The edges and points are generally
> closer to the grid than the faces. Think of it as you've started with a
> perfect sphere made of wood, and you just sanded it down to get those flat
> triangles. The edges and points represent the places that haven't been
> sanded down, so therefore, generally, they're closer to the grid than the
> flat surfaces.
>
>
>
> On 09/08/2016 11:31, Olivier Jeannel wrote:
>
> The Attribute Transfer is nice to prototype an idea, but it's rather
> slow (unless they rebuild it since I used it) compared to the execution
> speed of a Vop Sop.
> In Vop Sop, I use the PcOpen + Pc Filter to mimic the Attribute
> Transfer at God speed :)
>
> While we're speaking of the xyz+PrimUV, I found it has a weird
> behaviour compared to the ClosestLocation of ice.
> Here's a screen shot of what I have :
> https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc
>
> Basicaly a Grid emit some particles with a Pop solver, I build a
> PopVop to create a Velocity(v) that make the particles going from their
> position toward the closest UV location on the Sphere.
> If you look at the screenshot you can see that the location has some
> preferences for the points and edges rather than the polygons area.
>
> Have I missed something ?
>
>
>
>
> On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas 
> wrote:
>
>> Take a look at the "primuv" and "xyzdist" VEX functions. They allow
>> you to get near identical behaviour to closest point look ups. It's not 
>> too
>> much work to wrap them up into reusable HDAs. (In fact, I'd recommend 
>> doing
>> it as a good way to start getting your head around HDA creation as a
>> process.)
>>
>>
>>
>> On 07/08/2016 21:55, Andy Chlupka wrote:
>>
>>
>> On Aug 06, 2016, at 11:17, Olivier Jeannel 
>> wrote:
>>
>> In Houdini they tend to transform every thing in VDB or fill volumes
>> with nuts number of points just to transfer datas...
>>
>>
>> Strange thing you describe here. I’ve found that most advice comes in
>> the from of using the Attribute Transfer SOP.
>>
>>
>>
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Re: Reminiscing

2016-08-09 Thread Andy Nicholas
Interesting! (although, personally I can't stand things like this get 
patented)


Ahmidou, how did you find that or become aware that that even existed in 
the patent database?



On 09/08/2016 15:15, Ahmidou Lyazidi wrote:


A bit more than that,  here's the patent:
https://www.google.ch/patents/US20070024632?dq=ininventor:"Jerome+Couture-Gagnon"=en=X=0ahUKEwi4orePwrTOAhWIdh4KHZgwDLQQ6AEINzAE

It's in 'patent' language but the concept is there :)

Le 9 août 2016 10:01 AM, "Olivier Jeannel" > a écrit :


Hey Ahmidou !
Getting some neighbors and averaging ?

On Tue, Aug 9, 2016 at 3:46 PM, Ahmidou Lyazidi
> wrote:

Yes exactly,  but it's patented by AD,  so you'll need to roll
you own

Le 9 août 2016 9:12 AM, "Olivier Jeannel"
> a écrit :

Makes sense ! That's what the "smoothed surface" button
compensate for in XSI ?

On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas
> wrote:

Hmm, I think that's to be expected. The edges and
points are generally closer to the grid than the
faces. Think of it as you've started with a perfect
sphere made of wood, and you just sanded it down to
get those flat triangles. The edges and points
represent the places that haven't been sanded down, so
therefore, generally, they're closer to the grid than
the flat surfaces.



On 09/08/2016 11:31, Olivier Jeannel wrote:

The Attribute Transfer is nice to prototype an idea,
but it's rather slow (unless they rebuild it since I
used it) compared to the execution speed of a Vop Sop.
In Vop Sop, I use the PcOpen + Pc Filter to mimic the
Attribute Transfer at God speed :)

While we're speaking of the xyz+PrimUV, I found it
has a weird behaviour compared to the ClosestLocation
of ice.
Here's a screen shot of what I have :
https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc


Basicaly a Grid emit some particles with a Pop
solver, I build a PopVop to create a Velocity(v) that
make the particles going from their position toward
the closest UV location on the Sphere.
If you look at the screenshot you can see that the
location has some preferences for the points and
edges rather than the polygons area.

Have I missed something ?




On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas
> wrote:

Take a look at the "primuv" and "xyzdist" VEX
functions. They allow you to get near identical
behaviour to closest point look ups. It's not too
much work to wrap them up into reusable HDAs. (In
fact, I'd recommend doing it as a good way to
start getting your head around HDA creation as a
process.)



On 07/08/2016 21:55, Andy Chlupka wrote:



On Aug 06, 2016, at 11:17, Olivier Jeannel
> wrote:

In Houdini they tend to transform every thing
in VDB or fill volumes with nuts number of
points just to transfer datas...


Strange thing you describe here. I’ve found that
most advice comes in the from of using the
Attribute Transfer SOP.



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Re: Reminiscing

2016-08-09 Thread Ahmidou Lyazidi
Yes exactly,  but it's patented by AD,  so you'll need to roll you own
Le 9 août 2016 9:12 AM, "Olivier Jeannel"  a écrit :

> Makes sense ! That's what the "smoothed surface" button compensate for in
> XSI ?
>
> On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas 
> wrote:
>
>> Hmm, I think that's to be expected. The edges and points are generally
>> closer to the grid than the faces. Think of it as you've started with a
>> perfect sphere made of wood, and you just sanded it down to get those flat
>> triangles. The edges and points represent the places that haven't been
>> sanded down, so therefore, generally, they're closer to the grid than the
>> flat surfaces.
>>
>>
>>
>> On 09/08/2016 11:31, Olivier Jeannel wrote:
>>
>> The Attribute Transfer is nice to prototype an idea, but it's rather slow
>> (unless they rebuild it since I used it) compared to the execution speed of
>> a Vop Sop.
>> In Vop Sop, I use the PcOpen + Pc Filter to mimic the Attribute Transfer
>> at God speed :)
>>
>> While we're speaking of the xyz+PrimUV, I found it has a weird behaviour
>> compared to the ClosestLocation of ice.
>> Here's a screen shot of what I have :
>> https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc
>>
>> Basicaly a Grid emit some particles with a Pop solver, I build a PopVop
>> to create a Velocity(v) that make the particles going from their position
>> toward the closest UV location on the Sphere.
>> If you look at the screenshot you can see that the location has some
>> preferences for the points and edges rather than the polygons area.
>>
>> Have I missed something ?
>>
>>
>>
>>
>> On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas 
>> wrote:
>>
>>> Take a look at the "primuv" and "xyzdist" VEX functions. They allow you
>>> to get near identical behaviour to closest point look ups. It's not too
>>> much work to wrap them up into reusable HDAs. (In fact, I'd recommend doing
>>> it as a good way to start getting your head around HDA creation as a
>>> process.)
>>>
>>>
>>>
>>> On 07/08/2016 21:55, Andy Chlupka wrote:
>>>
>>>
>>> On Aug 06, 2016, at 11:17, Olivier Jeannel 
>>> wrote:
>>>
>>> In Houdini they tend to transform every thing in VDB or fill volumes
>>> with nuts number of points just to transfer datas...
>>>
>>>
>>> Strange thing you describe here. I’ve found that most advice comes in
>>> the from of using the Attribute Transfer SOP.
>>>
>>>
>>>
>>> --
>>> 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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>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> subject, and reply to confirm.
>>
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Re: Reminiscing

2016-08-09 Thread Olivier Jeannel
Makes sense ! That's what the "smoothed surface" button compensate for in
XSI ?

On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicholas  wrote:

> Hmm, I think that's to be expected. The edges and points are generally
> closer to the grid than the faces. Think of it as you've started with a
> perfect sphere made of wood, and you just sanded it down to get those flat
> triangles. The edges and points represent the places that haven't been
> sanded down, so therefore, generally, they're closer to the grid than the
> flat surfaces.
>
>
>
> On 09/08/2016 11:31, Olivier Jeannel wrote:
>
> The Attribute Transfer is nice to prototype an idea, but it's rather slow
> (unless they rebuild it since I used it) compared to the execution speed of
> a Vop Sop.
> In Vop Sop, I use the PcOpen + Pc Filter to mimic the Attribute Transfer
> at God speed :)
>
> While we're speaking of the xyz+PrimUV, I found it has a weird behaviour
> compared to the ClosestLocation of ice.
> Here's a screen shot of what I have :
> https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc
>
> Basicaly a Grid emit some particles with a Pop solver, I build a PopVop to
> create a Velocity(v) that make the particles going from their position
> toward the closest UV location on the Sphere.
> If you look at the screenshot you can see that the location has some
> preferences for the points and edges rather than the polygons area.
>
> Have I missed something ?
>
>
>
>
> On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas 
> wrote:
>
>> Take a look at the "primuv" and "xyzdist" VEX functions. They allow you
>> to get near identical behaviour to closest point look ups. It's not too
>> much work to wrap them up into reusable HDAs. (In fact, I'd recommend doing
>> it as a good way to start getting your head around HDA creation as a
>> process.)
>>
>>
>>
>> On 07/08/2016 21:55, Andy Chlupka wrote:
>>
>>
>> On Aug 06, 2016, at 11:17, Olivier Jeannel 
>> wrote:
>>
>> In Houdini they tend to transform every thing in VDB or fill volumes with
>> nuts number of points just to transfer datas...
>>
>>
>> Strange thing you describe here. I’ve found that most advice comes in the
>> from of using the Attribute Transfer SOP.
>>
>>
>>
>> --
>> 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.
>
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Re: Reminiscing

2016-08-09 Thread Andy Nicholas
Hmm, I think that's to be expected. The edges and points are generally 
closer to the grid than the faces. Think of it as you've started with a 
perfect sphere made of wood, and you just sanded it down to get those 
flat triangles. The edges and points represent the places that haven't 
been sanded down, so therefore, generally, they're closer to the grid 
than the flat surfaces.



On 09/08/2016 11:31, Olivier Jeannel wrote:
The Attribute Transfer is nice to prototype an idea, but it's rather 
slow (unless they rebuild it since I used it) compared to the 
execution speed of a Vop Sop.
In Vop Sop, I use the PcOpen + Pc Filter to mimic the Attribute 
Transfer at God speed :)


While we're speaking of the xyz+PrimUV, I found it has a weird 
behaviour compared to the ClosestLocation of ice.

Here's a screen shot of what I have :
https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc

Basicaly a Grid emit some particles with a Pop solver, I build a 
PopVop to create a Velocity(v) that make the particles going from 
their position toward the closest UV location on the Sphere.
If you look at the screenshot you can see that the location has some 
preferences for the points and edges rather than the polygons area.


Have I missed something ?




On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas > wrote:


Take a look at the "primuv" and "xyzdist" VEX functions. They
allow you to get near identical behaviour to closest point look
ups. It's not too much work to wrap them up into reusable HDAs.
(In fact, I'd recommend doing it as a good way to start getting
your head around HDA creation as a process.)



On 07/08/2016 21:55, Andy Chlupka wrote:



On Aug 06, 2016, at 11:17, Olivier Jeannel
> wrote:

In Houdini they tend to transform every thing in VDB or fill
volumes with nuts number of points just to transfer datas...


Strange thing you describe here. I’ve found that most advice
comes in the from of using the Attribute Transfer SOP.



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Re: Reminiscing

2016-08-09 Thread Olivier Jeannel
The Attribute Transfer is nice to prototype an idea, but it's rather slow
(unless they rebuild it since I used it) compared to the execution speed of
a Vop Sop.
In Vop Sop, I use the PcOpen + Pc Filter to mimic the Attribute Transfer at
God speed :)

While we're speaking of the xyz+PrimUV, I found it has a weird behaviour
compared to the ClosestLocation of ice.
Here's a screen shot of what I have :
https://drive.google.com/open?id=0B1QqhXD7Y15qU3BKY0ZmdktNSWc

Basicaly a Grid emit some particles with a Pop solver, I build a PopVop to
create a Velocity(v) that make the particles going from their position
toward the closest UV location on the Sphere.
If you look at the screenshot you can see that the location has some
preferences for the points and edges rather than the polygons area.

Have I missed something ?




On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas 
wrote:

> Take a look at the "primuv" and "xyzdist" VEX functions. They allow you to
> get near identical behaviour to closest point look ups. It's not too much
> work to wrap them up into reusable HDAs. (In fact, I'd recommend doing it
> as a good way to start getting your head around HDA creation as a process.)
>
>
>
> On 07/08/2016 21:55, Andy Chlupka wrote:
>
>
> On Aug 06, 2016, at 11:17, Olivier Jeannel  wrote:
>
> In Houdini they tend to transform every thing in VDB or fill volumes with
> nuts number of points just to transfer datas...
>
>
> Strange thing you describe here. I’ve found that most advice comes in the
> from of using the Attribute Transfer SOP.
>
>
>
> --
> 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: Reminiscing

2016-08-09 Thread Andy Nicholas
Take a look at the "primuv" and "xyzdist" VEX functions. They allow you 
to get near identical behaviour to closest point look ups. It's not too 
much work to wrap them up into reusable HDAs. (In fact, I'd recommend 
doing it as a good way to start getting your head around HDA creation as 
a process.)



On 07/08/2016 21:55, Andy Chlupka wrote:


On Aug 06, 2016, at 11:17, Olivier Jeannel > wrote:


In Houdini they tend to transform every thing in VDB or fill volumes 
with nuts number of points just to transfer datas...


Strange thing you describe here. I’ve found that most advice comes in 
the from of using the Attribute Transfer SOP.




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Re: Reminiscing

2016-08-08 Thread Bradley Gabe
Hi Dave!
Of course I'm still following the list. You can take the TD out of CG but
you can't take CG out of the TD.

I'm glad to hear Houdini is tickling the creative juices in a satisfying
fashion. I was starting to worry with the fading of Soft and ICE that daily
production work was going to end up being a total grind for everyone. But
I've also got some new ideas for future projects that will require the kind
of creative problem solving we used to enjoy, and need a sense of where
folks will be hanging out in the upcoming years.



On Mon, Aug 8, 2016 at 11:11 AM, David Barosin  wrote:

> Brad!   Glad you're still checking the list.  Houdini is feeling fun. In
> many respects it's way more than I've had before in Soft.
>
> The option to use code (vex) or ice like nodes (vops) interchangeably
> makes handling arrays and other loops/flow control much easier.  Also the
> presence of volume/vdb objects and a robust dynamics framework is a huge
> bonus.   The list goes on but overall I'm getting that feeling ICE gave
> us and then some.
>
>
>
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Reminiscing

2016-08-08 Thread David Barosin
Brad!   Glad you're still checking the list.  Houdini is feeling fun. In
many respects it's way more than I've had before in Soft.

The option to use code (vex) or ice like nodes (vops) interchangeably makes
handling arrays and other loops/flow control much easier.  Also the
presence of volume/vdb objects and a robust dynamics framework is a huge
bonus.   The list goes on but overall I'm getting that feeling ICE gave us
and then some.




On Friday, August 5, 2016, Bradley Gabe  wrote:

> Hi list! We haven't chatted in ages, and I wanted to see who I could dig
> up out of the caves with a little reminiscence about the good old days.
>
> I found this thread
>  from the
> Friday Flashback archives and it reminded me of a time when an XSI TD had
> amazing power for creative problem solving at his fingertips. Even the
> drudge work of shot tech support had, for a time, become fun again, when
> you could cook up something clever through sheer experimentation (and a
> spoonful of stubbornness).
>
> Having been out of the loop long enough now, just curious where everyone
> has gone to find that same kind of satisfaction? What goodies has the
> industry offered to empower the user?
>
>
>
> -B
>
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Re: Reminiscing

2016-08-07 Thread Andy Chlupka

> On Aug 06, 2016, at 11:17, Olivier Jeannel  wrote:
> 
> In Houdini they tend to transform every thing in VDB or fill volumes with 
> nuts number of points just to transfer datas...

Strange thing you describe here. I’ve found that most advice comes in the from 
of using the Attribute Transfer SOP.

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Re: Reminiscing

2016-08-07 Thread Olivier Jeannel
I take my chance with Houdini : there are more chances for AD to buy FE
than Houdini, no ?

...Just kidding :)

On Sat, Aug 6, 2016 at 9:15 PM, Eric Thivierge  wrote:

> Depends on what you mean by pointcloud based stuff. Particle simulations?
> Nothing out of the box but a few users have posted their WIP systems on our
> forums.
>
> Instancing and other things commonly done with pointclouds in ICE that
> don't really require point clouds? Sure. There are instancing and
> scattering presets built in.
>
> 
> Eric Thivierge
> http://www.ethivierge.com
>
> On Sat, Aug 6, 2016 at 2:13 PM, Phil Harbath 
> wrote:
>
>> Does it do pointcloud based stuff.  I use those ice features alot.
>> Mostly non simulated.
>>
>
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Re: Reminiscing

2016-08-06 Thread Eric Thivierge
Depends on what you mean by pointcloud based stuff. Particle simulations?
Nothing out of the box but a few users have posted their WIP systems on our
forums.

Instancing and other things commonly done with pointclouds in ICE that
don't really require point clouds? Sure. There are instancing and
scattering presets built in.


Eric Thivierge
http://www.ethivierge.com

On Sat, Aug 6, 2016 at 2:13 PM, Phil Harbath 
wrote:

> Does it do pointcloud based stuff.  I use those ice features alot.  Mostly
> non simulated.
>
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Re: Reminiscing

2016-08-06 Thread Eric Thivierge
I'm a bit biased these days but Fabric Engine Canvas is ICE on steroids. :)


Eric Thivierge
http://www.ethivierge.com

On Sat, Aug 6, 2016 at 5:17 AM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Yeah any non AD product !
> Btw testing RS + Houdini here and so far they did an excellent work, and
> it's only an alpha.
> Other than that I spend my time making HDAs that reproduce ICE. Modulate
> by volume, flow on surface, goal system, point/primitive/intrinsic
> manipulators etc...
> All the things we brilliantly had working with point+polygon geometry. In
> Houdini they tend to transform every thing in VDB or fill volumes with nuts
> number of points just to transfer datas...
>
> Le 6 août 2016 10:46, "Pierre Schiller" <activemotionpictu...@gmail.com>
> a écrit :
>
>> Matt nailed right off: "Any non AD package would do". Yes, totally agree.
>>
>> But to answer the direct question: 3dcoat has given me free creativity.
>> Also substance designer and procedural shaders with real pump to tweak
>> settings on end user (once you've deployed your shader).
>>
>> Yes, there are things out there for software users that still tickles for
>> creativity.
>>
>> On Aug 5, 2016 5:51 PM, "Artur W" <artur.w...@gmail.com> wrote:
>>
>>> Maya still sucks balls. I can't even cry anymore.
>>>
>>> Houdini rocks.
>>>
>>> ARtur
>>>
>>> 2016-08-06 0:16 GMT+02:00 Matt Lind <speye...@hotmail.com>:
>>>
>>>> Basically any non-Autodesk product will do.
>>>>
>>>> I'm looking into Houdini right now as they've made a ton of
>>>> improvements in
>>>> the past couple of releases.  I gave Fabric Engine a short run a while
>>>> back,
>>>> but due to it's lack of maturity and lack of features relevant to my
>>>> work, I
>>>> had to let it go.  I may revisit it in the future.
>>>>
>>>> In big picture terms, I'm focused more on writing code than using 3D
>>>> apps
>>>> these days.  Node interfaces have their advantages in production work,
>>>> but I
>>>> tend to find myself in situations where I need new functionality of the
>>>> application as a whole, not just new exposed features within it's
>>>> already
>>>> defined framework.
>>>>
>>>> Matt
>>>>
>>>>
>>>>
>>>> Date: Fri, 5 Aug 2016 15:39:05 -0500
>>>> From: Bradley Gabe <witha...@gmail.com>
>>>> Subject: Reminiscing
>>>> To: "softimage@listproc.autodesk.com"
>>>>
>>>> Hi list! We haven't chatted in ages, and I wanted to see who I could
>>>> dig up
>>>> out of the caves with a little reminiscence about the good old days.
>>>>
>>>> I found this thread
>>>> <https://groups.google.com/forum/#!topic/xsi_list/nmus1TnkON8> from the
>>>> Friday Flashback archives and it reminded me of a time when an XSI TD
>>>> had
>>>> amazing power for creative problem solving at his fingertips. Even the
>>>> drudge work of shot tech support had, for a time, become fun again, when
>>>> you could cook up something clever through sheer experimentation (and a
>>>> spoonful of stubbornness).
>>>>
>>>> Having been out of the loop long enough now, just curious where everyone
>>>> has gone to find that same kind of satisfaction? What goodies has the
>>>> industry offered to empower the user?
>>>>
>>>>
>>>>
>>>> -B
>>>>
>>>> --
>>>> 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.
>>>
>>
>> --
>> 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: Reminiscing

2016-08-06 Thread Pierre Schiller
Matt nailed right off: "Any non AD package would do". Yes, totally agree.

But to answer the direct question: 3dcoat has given me free creativity.
Also substance designer and procedural shaders with real pump to tweak
settings on end user (once you've deployed your shader).

Yes, there are things out there for software users that still tickles for
creativity.

On Aug 5, 2016 5:51 PM, "Artur W" <artur.w...@gmail.com> wrote:

> Maya still sucks balls. I can't even cry anymore.
>
> Houdini rocks.
>
> ARtur
>
> 2016-08-06 0:16 GMT+02:00 Matt Lind <speye...@hotmail.com>:
>
>> Basically any non-Autodesk product will do.
>>
>> I'm looking into Houdini right now as they've made a ton of improvements
>> in
>> the past couple of releases.  I gave Fabric Engine a short run a while
>> back,
>> but due to it's lack of maturity and lack of features relevant to my
>> work, I
>> had to let it go.  I may revisit it in the future.
>>
>> In big picture terms, I'm focused more on writing code than using 3D apps
>> these days.  Node interfaces have their advantages in production work,
>> but I
>> tend to find myself in situations where I need new functionality of the
>> application as a whole, not just new exposed features within it's already
>> defined framework.
>>
>> Matt
>>
>>
>>
>> Date: Fri, 5 Aug 2016 15:39:05 -0500
>> From: Bradley Gabe <witha...@gmail.com>
>> Subject: Reminiscing
>> To: "softimage@listproc.autodesk.com"
>>
>> Hi list! We haven't chatted in ages, and I wanted to see who I could dig
>> up
>> out of the caves with a little reminiscence about the good old days.
>>
>> I found this thread
>> <https://groups.google.com/forum/#!topic/xsi_list/nmus1TnkON8> from the
>> Friday Flashback archives and it reminded me of a time when an XSI TD had
>> amazing power for creative problem solving at his fingertips. Even the
>> drudge work of shot tech support had, for a time, become fun again, when
>> you could cook up something clever through sheer experimentation (and a
>> spoonful of stubbornness).
>>
>> Having been out of the loop long enough now, just curious where everyone
>> has gone to find that same kind of satisfaction? What goodies has the
>> industry offered to empower the user?
>>
>>
>>
>> -B
>>
>> --
>> 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: Reminiscing

2016-08-05 Thread Artur W
Maya still sucks balls. I can't even cry anymore.

Houdini rocks.

ARtur

2016-08-06 0:16 GMT+02:00 Matt Lind <speye...@hotmail.com>:

> Basically any non-Autodesk product will do.
>
> I'm looking into Houdini right now as they've made a ton of improvements in
> the past couple of releases.  I gave Fabric Engine a short run a while
> back,
> but due to it's lack of maturity and lack of features relevant to my work,
> I
> had to let it go.  I may revisit it in the future.
>
> In big picture terms, I'm focused more on writing code than using 3D apps
> these days.  Node interfaces have their advantages in production work, but
> I
> tend to find myself in situations where I need new functionality of the
> application as a whole, not just new exposed features within it's already
> defined framework.
>
> Matt
>
>
>
> Date: Fri, 5 Aug 2016 15:39:05 -0500
> From: Bradley Gabe <witha...@gmail.com>
> Subject: Reminiscing
> To: "softimage@listproc.autodesk.com"
>
> Hi list! We haven't chatted in ages, and I wanted to see who I could dig up
> out of the caves with a little reminiscence about the good old days.
>
> I found this thread
> <https://groups.google.com/forum/#!topic/xsi_list/nmus1TnkON8> from the
> Friday Flashback archives and it reminded me of a time when an XSI TD had
> amazing power for creative problem solving at his fingertips. Even the
> drudge work of shot tech support had, for a time, become fun again, when
> you could cook up something clever through sheer experimentation (and a
> spoonful of stubbornness).
>
> Having been out of the loop long enough now, just curious where everyone
> has gone to find that same kind of satisfaction? What goodies has the
> industry offered to empower the user?
>
>
>
> -B
>
> --
> 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: Reminiscing

2016-08-05 Thread Matt Lind
Basically any non-Autodesk product will do.

I'm looking into Houdini right now as they've made a ton of improvements in 
the past couple of releases.  I gave Fabric Engine a short run a while back, 
but due to it's lack of maturity and lack of features relevant to my work, I 
had to let it go.  I may revisit it in the future.

In big picture terms, I'm focused more on writing code than using 3D apps 
these days.  Node interfaces have their advantages in production work, but I 
tend to find myself in situations where I need new functionality of the 
application as a whole, not just new exposed features within it's already 
defined framework.

Matt



Date: Fri, 5 Aug 2016 15:39:05 -0500
From: Bradley Gabe <witha...@gmail.com>
Subject: Reminiscing
To: "softimage@listproc.autodesk.com"

Hi list! We haven't chatted in ages, and I wanted to see who I could dig up
out of the caves with a little reminiscence about the good old days.

I found this thread
<https://groups.google.com/forum/#!topic/xsi_list/nmus1TnkON8> from the
Friday Flashback archives and it reminded me of a time when an XSI TD had
amazing power for creative problem solving at his fingertips. Even the
drudge work of shot tech support had, for a time, become fun again, when
you could cook up something clever through sheer experimentation (and a
spoonful of stubbornness).

Having been out of the loop long enough now, just curious where everyone
has gone to find that same kind of satisfaction? What goodies has the
industry offered to empower the user?



-B 

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Re: Reminiscing

2016-08-05 Thread Olivier Jeannel
Houdini is amazing, harder, but bigger.


On Fri, Aug 5, 2016 at 10:39 PM, Bradley Gabe  wrote:

> Hi list! We haven't chatted in ages, and I wanted to see who I could dig
> up out of the caves with a little reminiscence about the good old days.
>
> I found this thread
>  from the
> Friday Flashback archives and it reminded me of a time when an XSI TD had
> amazing power for creative problem solving at his fingertips. Even the
> drudge work of shot tech support had, for a time, become fun again, when
> you could cook up something clever through sheer experimentation (and a
> spoonful of stubbornness).
>
> Having been out of the loop long enough now, just curious where everyone
> has gone to find that same kind of satisfaction? What goodies has the
> industry offered to empower the user?
>
>
>
> -B
>
> --
> 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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Reminiscing

2016-08-05 Thread Bradley Gabe
Hi list! We haven't chatted in ages, and I wanted to see who I could dig up
out of the caves with a little reminiscence about the good old days.

I found this thread
 from the
Friday Flashback archives and it reminded me of a time when an XSI TD had
amazing power for creative problem solving at his fingertips. Even the
drudge work of shot tech support had, for a time, become fun again, when
you could cook up something clever through sheer experimentation (and a
spoonful of stubbornness).

Having been out of the loop long enough now, just curious where everyone
has gone to find that same kind of satisfaction? What goodies has the
industry offered to empower the user?



-B
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To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.