Hi Octavian,
Would you share your RedShift scene ?
Le 03/04/2013 20:59, Octavian Ureche a écrit :
https://dl.dropbox.com/u/2109634/classroom_sunsky_animation.mov
So here's another test with that classroom scene.
This time without dof and moblur but with an abruptly animated
physical sun.
Look
Thanks Rob, seems to work fine when I go out via Alembic, maybe the ‘send to’
function ignores subframes?
Or it could just be something I am doing wrong, which is just as likely….
N
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob C
It really rocks on a dell T5500 with a quadro4000 card in it. That gets blown
away by the mac book pro with the 650m on it. It really has the potential to be
a total game changer for a lot of folks. You can get virtually finished look
and feel at slightly above what you would currently get for a
is there not a tick box in the cache manager options somewhere to cache
subframes also..?
On 4 April 2013 02:27, Nick Angus wrote:
> Does anyone know if this is possible, I know Soft doesn’t support
> subframes, but ICE does. When I cache out particles to Maya to drive a
> fluid sim I want to
hey Guys, I'm new to this topic, I read a bit of this conversation, This
Redshift GPU renderer look really awesome!
I wanted to know if Redshift use the mantal ray's materials and lights or
did he have his own materials and lights set up, like Arnold?
And as a student, can I be an "alpha" tester?
Ahhh the renderers.
Cristobal Infante
Wednesday, April
03, 2013 7:37 PM
I just started
playing with Redshift and have to say I am really impressed. Playing
with on my laptop, with a GT 425M, and It still does the trick!. The
combo GI and progressive rendering really is
And by the way, as I said earlier, if you make a custom freeze button that
will only freeze the stack and not the projection,
the factory swim feature will preserve the UVs.
---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
Does anyone know if this is possible, I know Soft doesn't support subframes,
but ICE does. When I cache out particles to Maya to drive a fluid sim I want
to get subframes for a smoother emission.
But I seem to only get hard frames, no inbetween sub samples.
Any techniques or workarounds greatly
I just started playing with Redshift and have to say I am really impressed.
Playing with on my laptop, with a GT 425M, and It still does the trick!.
The combo GI and progressive rendering really is a nice combo.
Can't wait to try this on a real workstation, with a full on GPU!
On 3 April 2013 2
Or the environment is not the same and XSI is scanning the whole network
for workgroups (I've seen it happened). You can verify that by running an
strace on your pid.
Cheers
On Thu, Apr 4, 2013 at 3:08 AM, Angus Davidson wrote:
> Hi Alan
>
> We had a similar problem a while ago. Linux Mint se
I would think it's worth clarifying, because some people seems to be
interpreting the wrong way what it actually is.
On Thu, Apr 4, 2013 at 8:09 AM, Alan Fregtman wrote:
> Even a "simple" service like Dropbox needs legal BS like that just so they
> can legally produce a thumbnail of a picture in
Sorry I mixed it up with the pin feature...
Anyway what would be a fair price for a preserve UV feature ?
2013/4/4 Matt Lind
> No it isn’t. We just had that discussion.
>
>
>
Ah, I see the problem. You're storing the explicit strings/indices of the
subcomponents which are selected, modifying the mesh, then restoring selection
on the assumption the subcomponent indices haven't changed. You cannot make
that assumption. You have to view the problem in relative terms.
Even a "simple" service like Dropbox needs legal BS like that just so they
can legally produce a thumbnail of a picture in your folders in the web
view. They got in trouble a while back when someone saw their wording, but
they clarified it later. (Lagoa should probably clarify their stance also.)
interesting conversation.
Is the XSICollection not a linked list and could linked list operations be
used on the Collection?
What is Softimage based on: DCEL, Wing-edge or Half-Edge structure?
On Wed, Apr 3, 2013 at 3:14 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:
Haha, we have the exact same video card.
To be honest, if things keep going like this, i'll be getting another one
used and put in sli.
Multi-gpu support is on its way.
On Wed, Apr 3, 2013 at 10:30 PM, Tim Crowson wrote:
> I feel the same way! The only other place I've had this much fun lightin
I feel the same way! The only other place I've had this much fun
lighting and rendering is with modo (Preview is awesome!). To be able to
iterate over high-quality renders in a matter of minutes with RS is just
liberating. And I'm using a lowly GTX 470!
-Tim
On 4/3/2013 1:59 PM, Octavian Ur
That's an interesting idea. Maybe.
Thanks
--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent
Create a cluster of the selected components, do your stuff, then get the
components back from the cluster and remove it?
Eric Thivierge
http://www.ethivierge.com
On Wed, Apr 3, 2013 at 3:02 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa
I'm creating a poly modeling tool
I have a polymesh object.
I may or may not have edge components on the mesh selected.
If I have a group of components arbitrarily selected I save them then deselect
them.
Then I execute the tool.
I make changes to the mesh, as a result some components will be
https://dl.dropbox.com/u/2109634/classroom_sunsky_animation.mov
So here's another test with that classroom scene.
This time without dof and moblur but with an abruptly animated physical sun.
Looking at the overall render, i think it looks good. I know some will jump
and say it's too fast, which is
This doesn't sound right. What are you attempting to do that requires this
particular workflow?
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph
G. (LARC-E1A)[LITES]
Sent: Wednesday, April 03, 2013 11:39 AM
Right, but even the component collection index changes if you delete an
arbitrary edge from the mesh.
--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated he
Steve,
The problem it turns out is not LAST. Both your and Matt's examples worked
helped answer my original question and I can get the explicit index precisely.
The problem is that the explicit index for LAST physically changes if some
other component is removed from the topology.
It's somethi
When you're looking at a string like "grid.edge[LAST]" or "grid.pnt[*]"
that's CollectionItem.Value, and CollectionItem.Value is just the string
representation of the selection.
Your actual selection is in the ComponentCollection.
On 03/04/2013 2:21 PM, Steven Caron wrote:
ya, don't save 'e
Any time you use CopyPaste() (or any other command for that matter), you're
going to trigger events which incur additional processing cost. CopyPaste()
usually invokes validation routines before Softimage returns control to the
user as it needs to ensure no illegal scenarios have been created.
ya, don't save 'edge[LAST]' get your selection as a subcomponent and get
the index, both that link and matt's example code should get you up to
speed with this part of the API
On Wed, Apr 3, 2013 at 11:12 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:
> Hmmm.
>
> *
Hmmm.
I think the problem I have is more complicated than I realized.
edge[LAST] is in my saved pre-selection
If I delete an arbitrary edge, say edge[64]
edge[LAST], or 120, then becomes edge[64]
edge["whatever"], probably 119, becomes edge [LAST]
assuming I add more edges, reselecting the
It's not necessary to use an XSICollection. Just pull from the selection, or
push as input to your command.
When selecting subcomponents (points, edges, polygons, samples...) on objects
in the scene, Softimage sorts and packages these selections into
'CollectionItem' objects. Each scene objec
use a SubComponent, get the ComponentCollection and then the Component
(vertex,edge,polygon) will have an Index property.
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/SubComponent.html,topicNumber=si_om_SubComponent_html
On Wed, Apr 3, 2013 at 10:27
Hello,
If grid.edge[LAST], is actually grid.edge[120], I want to explicitly capture
grid.edge[120] in a collection and not grid.edge[LAST]. Is that possible?
I'm using jscript and the syntax is:
var captureSelection = XSIFactory.CreateActiveXObject("XSI.Collection");
captureSelection.AddItems(S
Luc-Eric Rousseau wrote:
I'd said HQV and DX11 have quite different purpose. You'd make a
DX11
viewport for game development so artists can see their assets using
custom DX11 shaders, so you don't actually need a high level of
sophistication in the display in the bundle
Hi Alan
We had a similar problem a while ago. Linux Mint setup. In our case it was
because sometimes our client machine was unable for some unknown reason to find
the license server. Eventually hard coding the ip address by way of putting it
in the /etc/hosts file fixed it up..
Unfortunately
I experience hangs on start up with Softimage if it didn't close regularly.
It seems that the problem is with the MW stuff somewhere. I didn't find the
exact cause of it though. The solution to it is to call the mwcleanup
utility to cleanup the dog shit lying all over the place. here is how I do
it
Hey guys,
Does anyone know if anything changed in 2013 from 2012 that would cause
ridiculous startup slowdowns?
At work we have CentOS 6.3. In my particular box 2012 starts relatively
fast, but 2013 hangs for a very VERY long time (20 minutes to several hours
sometimes) before showing me a workin
Hmmm... from my end it's higher resolution (ours are 1280x720) and you
added another light (rim). Not exactly the best comparison imo.
On Wed, Apr 3, 2013 at 2:19 AM, Arvid Björn wrote:
>
> Just for the sake of comparison, Mental Ray 26.89s, about 11s is the
> initial tesselation, the rest is r
i feel that they are pushing people towards sculpt modelling with mudbox.
mudbox is fine, (well 2013 was laggy as fuck) it still isn't an excuse not
to have an up to date modelling/topology tool set.
On 3 April 2013 14:56, Tim Leydecker wrote:
> Hi Luc-Eric,
>
> it would be a big step forward
Hi Luc-Eric,
it would be a big step forward to have viewport support for
UVs outside the 0-1 range, e.g. multiple textures assigned
to the UVs.
Regardless if you use the Ptex or the Mudbox way of having
multiple textures covering seperate UV ranges, 0-1, 1-2, etc,
the viewport only displays the
I like working in the current hq viewport... 16x aa and really nice per
pixel shading / texture display... But only if I don't have to duplicate or
delete geometry.. There is a very annoying pause everytime. Really kills
the mood... And switching passes with hq enabled is a party pooper too...
Hop
On Wed, Apr 3, 2013 at 3:39 AM, Ahmidou Lyazidi wrote:
> Also about HQV/Dx11 it's kind of having double development for the same
> visual result.
> Shouldn't they focus on one?
I'd said HQV and DX11 have quite different purpose. You'd make a DX11
viewport for game development so artists can see t
On Wed, Apr 3, 2013 at 2:42 AM, Angus Davidson wrote:
> One thing to query through going back through this thread is that
> the reason they are not putting much emphasis on fixing the very ancient and
> outdated UV editor
> is that the plan might be to move to something similar to ptex, or actua
Sorted thanks.
The Link in the unsubscribe mail doesn't work either. Have to do it all
via email ;)
Kind regards
Angus
On 2013/04/03 1:39 PM, "Luc-Eric Rousseau" wrote:
>To unsubscribe:
>Send an email to softimage-requ...@listproc.autodesk.com
>subject: unsubscribe
>Then reply to the confirm
To unsubscribe:
Send an email to softimage-requ...@listproc.autodesk.com
subject: unsubscribe
Then reply to the confirmation email that is sent back to you.
On Wed, Apr 3, 2013 at 5:13 AM, Angus Davidson wrote:
> Hi all
>
> Busy switching my subscription to my main email. But when I click on the
Just for the sake of comparison, Mental Ray 26.89s, about 11s is the
initial tesselation, the rest is rendering : http://i.imgur.com/e2ZJLQ3.png
On Tue, Apr 2, 2013 at 11:13 PM, Vladimir Jankijevic <
vladi...@elefantstudios.ch> wrote:
> here are some of my tests just for comparison:
> http://x
Morning all,
Just a quick shout out to see if anyone has come across this before. I'm sort
of re-hashing a previous thread I started some time ago but this time I rewrote
the whole script in Python.
To give you a little context we work on enormous scenes (1gb+) with hundreds of
passes/partit
Hi all
Busy switching my subscription to my main email. But when I click on the
link from the intro email it comes up with a page not found.
Any idea on the new link?
Angus
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