Re: White House Down

2013-07-05 Thread Guillaume Laforge
Btw, CP Flora has been used for some shots done in the trailer :). But as Mathieu said, we finally switch to a 100% ICE based system that could give more realistic results on the shape of the trees. It could generate a simulated tree from a polygon mesh model, so the control on the look could be to

Re: Requesting advice about light object

2013-07-05 Thread Nancy Jacobs
I'm wondering about the suggested use of the rayswitch node for this. Especially Matt and Ahmidou suggested it. Do you mean the mip_rayswitch_advanced? And would I use it to split up the shader influences on one sphere instead of making the two spheres as in Matt's suggestion? Because in your

Re: White House Down

2013-07-05 Thread Mathieu Leclaire
Both are 100% ICE based systems and it's not Hybride's policy to go public with our tools. We did collaborate with Fabric Engine on CP Flora. We wanted to use it on this project and we had a huge input into it's design, but because of time constraints and lack of familiarity with their code to

Re: OT rayfire voxels

2013-07-05 Thread Steven Caron
i agree entirely, i actually removed my 'grass is always greener' comment before posting. after this new rayfire plugin gets released we might be seeing a slew of new voxelization effects on tv and web ;) On Fri, Jul 5, 2013 at 1:14 PM, Francois Lord wrote: > Besides, doing voxels that move an

Re: OT rayfire voxels

2013-07-05 Thread Francois Lord
Besides, doing voxels that move and scale using different variables is definitely not something I want to do with the push of a button. I want full procedurability for this kind of stuff. Yes it takes longer to setup, but I can do exactly what I want. I can even do what the client wants. ;) O

Re: OT rayfire voxels

2013-07-05 Thread Steven Caron
empolygonizer does this as a 'push button' solution... http://www.mootzoid.com/wb/pages/documentation/empolygonizer4.php#ThePPGSimple s On Fri, Jul 5, 2013 at 2:23 AM, adrian wyer wrote: > ** ** ** ** ** > > most of this easily done in ICE, but, as usual, max guys get an 'out of > the box' pus

Re: Honda 'Hands' Commercial

2013-07-05 Thread Steven Caron
great work, I love the Isle of Man TT and John McGuiness reference. On Fri, Jul 5, 2013 at 9:05 AM, Simon Reeves wrote: > Hey everyone, > > Here at Analog we've just finished up working on a commercial directed by > Smith & Foulkes with Nexus for Honda, and I convinced the guys here to give > S

Re: Friday Flashback #127

2013-07-05 Thread Alan Fregtman
So ragdolls are patented since '98? http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=6067096.PN.&OS=PN/6067096&RS=PN/6067096 Is that why we haven't seen many dedicated ragdoll simulators besides NaturalMotion's Euphoria

Re: Honda 'Hands' Commercial

2013-07-05 Thread Alan Fregtman
Great work, Simon and friends! That was a treat to the eyes. :) On Fri, Jul 5, 2013 at 12:05 PM, Simon Reeves wrote: > Hey everyone, > > Here at Analog we've just finished up working on a commercial directed by > Smith & Foulkes with Nexus for Honda, and I convinced the guys here to give > Sof

Re: Honda 'Hands' Commercial

2013-07-05 Thread Sebastien Sterling
ow and props, that was a treat for the eyes i wish there where more magic tricky stuff done in cg. On 5 July 2013 19:32, Sebastien Sterling wrote: > Do you reckon they will work with you again using a softimage pipe ? > > > On 5 July 2013 18:40, olivier jeannel wrote: > >> Genial ! >> >> Le 05

Re: Honda 'Hands' Commercial

2013-07-05 Thread Sebastien Sterling
Do you reckon they will work with you again using a softimage pipe ? On 5 July 2013 18:40, olivier jeannel wrote: > Genial ! > > Le 05/07/2013 18:05, Simon Reeves a écrit : > > Hey everyone, > > Here at Analog we've just finished up working on a commercial directed > by Smith & Foulkes with N

Friday Flashback #127

2013-07-05 Thread Stephen Blair
Friday Flashback #127 Falling Bodies #Softimage|3D plugin for creating your own fall stunts http://wp.me/powV4-2Ma

Re: Honda 'Hands' Commercial

2013-07-05 Thread olivier jeannel
Genial ! Le 05/07/2013 18:05, Simon Reeves a écrit : Hey everyone, Here at Analog we've just finished up working on a commercial directed by Smith & Foulkes with Nexus for Honda, and I convinced the guys here to give Softimage a go ;) http://www.analogstudio.co.uk/work/honda quoting from th

Re: Honda 'Hands' Commercial

2013-07-05 Thread Christopher
I like the Analog Reel where the basketball player shoes are trailing behind him, clever. ::Christopher:: > Hey everyone, > > Here at Analog we've just finished up working on a commercial directed > by Smith & Foulkes with Nexus for Honda, and I convinced the guys here > to give Softimage a go ;)

Re: Honda 'Hands' Commercial

2013-07-05 Thread Jeremy Smith
Great stuff.. very good work. Congrats guys! :) On Fri, Jul 5, 2013 at 5:19 PM, adrian wyer wrote: > ** ** ** > > great work guys! > > ** ** > > a > > ** ** > -- > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodes

RE: Honda 'Hands' Commercial

2013-07-05 Thread adrian wyer
great work guys! a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves Sent: 05 July 2013 17:06 To: softimage@listproc.autodesk.com Subject: Honda 'Hands' Commercial Hey everyone, Here at Analog we've ju

Honda 'Hands' Commercial

2013-07-05 Thread Simon Reeves
Hey everyone, Here at Analog we've just finished up working on a commercial directed by Smith & Foulkes with Nexus for Honda, and I convinced the guys here to give Softimage a go ;) http://www.analogstudio.co.uk/work/honda quoting from the link above (because it is true): *'We were responsible o

RE: OT rayfire voxels

2013-07-05 Thread adrian wyer
the problem i had is that the fractals are set up as a matte in the beauty pass, which is rendered in arnold, when you rendermap the fractals in mental ray, they don't match! much better all round if we could pipe rendertree nodes into ice! a _ From: softimage-boun...@listproc.

RE: 2014-2013

2013-07-05 Thread Manny Papamanos
Converting a scene is wasted time imo and may yield bad results at render due to passes and data that doesn’t port over. Personally, I would override the render manager and just render with xsibatch –render [“scenepath”] –skip in a command prompt. You can run on 5 separate terminals to one SI lice

Re: OT rayfire voxels

2013-07-05 Thread Alan Fregtman
Yes, but you can render/bake a procedural to an image file (or sequence) but I agree with you that it'd be sweet if you could use them directly. On Fri, Jul 5, 2013 at 10:07 AM, adrian wyer wrote: > ** ** ** ** ** > > but that's a texture map, an image (or sequence of images) NOT a > procedura

Re: Gear IK chain seems to be scaled

2013-07-05 Thread Edy Susanto
Hi, Having a quick look at this, and I manage to repro it here. What causes the deformer to move when doing fk-ik blend is the expression that is driving the position of (chain_C0_1_loc etc.. assuming that the bone will translate) is blending between the local position of ik bone that has no n

RE: Child objects not following animation (GEAR?)

2013-07-05 Thread Manny Papamanos
I can't say I've ever had issues with this and I have quite an elaborate rig added to a GEAR rig. The schematic helps me to quickly discover unusual problems like.. enveloped deformers.. or something... In the Shematic, enable Show>'Operator links' and 'Associated Model links' and perhaps disabl

Re: OT rayfire voxels

2013-07-05 Thread Gustavo Eggert Boehs
In max any procedural texture can be used in all the builtin modifiers that support mapping and stuff (as input or as mask), which is very nice. dont know if that applies to custom built procedural textures... that is not the same things as viewing procedural textures in the viewport (rendering),

RE: OT rayfire voxels

2013-07-05 Thread adrian wyer
but that's a texture map, an image (or sequence of images) NOT a procedural texture a _ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman Sent: 05 July 2013 15:00 To: XSI Mailing List Subject: Re: OT rayfire vo

Re: OT rayfire voxels

2013-07-05 Thread Alan Fregtman
*>> What's really nice is the procedural texture support in realtime (at least I'm under the impression it's not only render time) in the viewport though, not sure if that's possible with SI atm.* That's easier than the voxels actually. Set a texturemap on the object then "Get Closest Location" -

RE: Gear IK chain seems to be scaled

2013-07-05 Thread Szabolcs Matefy
Anyone uses Gear here? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Friday, July 05, 2013 11:22 AM To: softimage@listproc.autodesk.com Subject: RE: Gear IK chain seems to be scaled OK, now it seems to be a

Re: 2014-2013

2013-07-05 Thread Rob Chapman
or try an earlier .xsi version export of the scene made into a model...? On 5 July 2013 12:41, Sandy Sutherland wrote: > Well you could write out caches - then export obj of geometry - go into > the previous Softimage, import the obj - load the cache onto it and redo > the texture - UV should g

RE: 2014-2013

2013-07-05 Thread Jeremy Smith
Hello, Sandy's cache suggestion will work; unfortunately there is no "save as" option to save the scene as a older version of Soft. We sometimes need to cache geo/animation from one version of software to another and this works for us! Hopefully you can get your renderfarm updated to 2014 shor

Re: 2014-2013

2013-07-05 Thread Sandy Sutherland
Well you could write out caches - then export obj of geometry - go into the previous Softimage, import the obj - load the cache onto it and redo the texture - UV should go with the obj - camera you could try fbx. S. On 2013/07/05 12:38 PM, Pingo van der Brinkloev wrote: I don't evern have ca

Re: 2014-2013

2013-07-05 Thread Mirko Jankovic
If scene is so simple how much render nodes do you need to render it out? maybe better to spend weekend rendering instead of converting? just a wild guess.. brute force :) On Fri, Jul 5, 2013 at 12:38 PM, Pingo van der Brinkloev wrote: > I don't evern have caches. This scene is so simple. I'm u

Re: 2014-2013

2013-07-05 Thread Pingo van der Brinkloev
I don't evern have caches. This scene is so simple. I'm using 2 texture maps and everything else is super simple animation and geo. Isn't there a cheat? Somehow to get soft to think it's a 2013 scene? P On 05/07/2013, at 12.33, Sandy Sutherland wrote: > It would be easy to get the caches back

Re: 2014-2013

2013-07-05 Thread Sandy Sutherland
It would be easy to get the caches back - just use MDD I should think - the only problem is getting textured geometry back - otherwise use obj and then redo texturing in the earlier version - or try .xsi/crosswalk - whichever - somehow think it will be difficult that side. S. On 2013/07/05 12

Re: 2014-2013

2013-07-05 Thread Mirko Jankovic
and if you have animated characters situation gets even worse :( not sure if anyone tried to create geometry cache in 2014 and then get that cache into meshes in 2013? I guess it is easy to check that fast just to get some time :) On Fri, Jul 5, 2013 at 12:26 PM, Matt Morris wrote: > You would

Re: Visual feedback from batch rendering.. What's that thing called??

2013-07-05 Thread Pingo van der Brinkloev
Ys imfdisp! Beers are on me! P On 04/07/2013, at 14.47, Sandy Sutherland wrote: > Is imf_disp what you are looking for? As far as I remember you can use it to > display images such as exr files as they are being rendered. > > S. > > On 2013/07/04 2:08 PM, pingo van der brinkloev wrote:

Re: 2014-2013

2013-07-05 Thread Matt Morris
You would need to export your scenes to some kind of universal format (early fbx, obj etc) and then re-import to 2013. No easy solution unfortunately. On 5 July 2013 11:19, Pingo van der Brinkloev wrote: > Hey, > > I'm running into some problems with render farm services that hasn't > upgrade

2014-2013

2013-07-05 Thread Pingo van der Brinkloev
Hey, I'm running into some problems with render farm services that hasn't upgraded to soft 2014 yet (which I'm running - yay me) Can I somehow convert my scenes back to 2013? They're very simple... Sorry if this has been discussed before. Cheers Pingo

Re: OT rayfire voxels

2013-07-05 Thread Stefan Kubicek
I totally second that. With 2014 at least it's possible to see procedural textures in Realtime in the HQ vewport, but still opening up ICE to scene texture reading/writing is one of it's main missing features (that, and the lack for NURBS geometry support). this is one of my biggest complaints

RE: OT rayfire voxels

2013-07-05 Thread adrian wyer
this is one of my biggest complaints with Soft in maya you can get a fractal texture and drive anything with it, and see it in the viewport so, for example you can drive the emission rate of particles or their size i know you can use turbulize, but you can't see the turbulence, unless you al

Re: OT rayfire voxels

2013-07-05 Thread Mirko Jankovic
Max guys have lost ability to do anything that is not 1 button press away for long time now :) As long as I remember Max guys since 10-15 years ago it was always, this plugin that plugin... But on the side note... it wold be good to have shortcuts within ICE that could create fast starting ICE tr

Re: OT rayfire voxels

2013-07-05 Thread Stefan Kubicek
Not much in there that cannot be done with ICE, there are plenty of ready-made compounds being shared by others for this kind of stuff. What's really nice is the procedural texture support in realtime (at least I'm under the impression it's not only render time) in the viewport though, not sure

OT rayfire voxels

2013-07-05 Thread adrian wyer
most of this easily done in ICE, but, as usual, max guys get an 'out of the box' push button solution http://www.youtube.com/watch?v=hak829qxBLc &feature=player_embedded#at=16 Adrian Wyer Fluid Pictures 75-

RE: Gear IK chain seems to be scaled

2013-07-05 Thread Szabolcs Matefy
OK, now it seems to be an issue with the chain itself. In a brand new scene I created a chain with 3 guide elements. I unhide the deformers group to see the deformers, and when I play with IK/FK blend value, the deformer seems to move along its local X axis. At blending of 1 the deformer is doub

Gear IK chain seems to be scaled

2013-07-05 Thread Szabolcs Matefy
I'm creating a rig with Gear, but when I use Chain (simple), the compiled rig has a strange IK behavior. It looks like that the IK chain is scaled compared to the FK. It is visible when I switch the blending to IK and the deformers start to offset from their original position... Cheers

Re: White House Down

2013-07-05 Thread Eugen Sares
Thanks for elaborating, Mathieu! Another interesting point would be the city generator and your tree system. Did you build everything in Softimage from the ground up, or is there a mixed pipeline behind all the assets you needed? Do you plan to ever go public with those systems? Am 03.07.2013