Thought you might enjoy this one: https://vimeo.com/122130309 - image
processing with Canvas using our GPU compute capability.
In this video we take a look at using Fabric Canvas for image processing.
Since the KL language that underlies Canvas has full GPU support, we
experimented with a
We have been buzzing all week as this is the first time we've been able to
show a 'real world' use case for the GPU compute stuff with a big delta.
Good timing since we are presenting it at GTC next week ;)
On 13 March 2015 at 15:14, Steven Caron car...@gmail.com wrote:
paul, you guys are
paul, you guys are making me so giddy! these are exactly the things i want
to do with fabric
On Fri, Mar 13, 2015 at 12:04 PM, Paul Doyle technove...@gmail.com wrote:
Thought you might enjoy this one: https://vimeo.com/122130309 - image
processing with Canvas using our GPU compute capability.
Agreed. Could you Imagine what they could do without being constrained by
Maya.
On Thu, Mar 12, 2015 at 7:22 PM, Jason S jasonsta...@gmail.com wrote:
No doubt.. really great/awesome things can be done with any package,
I recall hyperealistic face talking done in lightwave that you couldnt
Wow, very .. exciting! love what it’s doing with the image processing and how
it goes that easily into the GPU.
-Draise
PH: +57 313 811 6821
From: Paul Doyle
Sent: Friday, March 13, 2015 14:04:43
To: softimage@listproc.autodesk.com
Thought you might enjoy this
Produced by Softimage in Montréal, 1994-1995, Osmose was an immersive,
virtual environment utilizing 3D computer graphics and interactive 3D
sound, a head-mounted display and real-time motion tracking based on
breathing and balance.
http://wp.me/powV4-3bH
Hey list,
just stumbled upon this. Its' about basic transformations, keying, parenting
and workflow with contraints and such. So maybe useful for a transition from
soft to maya. Im not a maya expert so I don't know if the workflow presented
in the vid is unbiased. One thing I did notice is, in
I think Rob is right on this one - replacing the sprite shader with a
constant should work (crank up the raydepth!) and should not affect the look
of the volume
the reason this happens is that the sprite shader is a bit of a hack: it
resets the raycount when a ray enters it - so you get
Sorry, the vid is very long. It covers other disciplines as well, not just
transformation but modelling and shading/rendering/lighting. From a
beginners POV of course. Very informative nonetheless.
From: softimage-boun...@listproc.autodesk.com
CardOpacity might work better -- instead of the reset raycount, it uses a
property called ray_continue or some such, which has fewer interactions
with other things.
On Fri, Mar 13, 2015 at 3:58 PM, pete...@skynet.be wrote:
I think Rob is right on this one - replacing the sprite shader with a
Hi Byron,
first things first, I think having access to UE4 is awesome and the
chance to dabble with it for free is enough (for me) to invest time in it.
That said, I don´t expect to make money off it any time soon.
I would describe myself as an engine novice and C++ illiterate.
My very
Hans Godard, character TD at Naughty Dog ( you may remember his video on
skinning framework based on delta mush ), released his BRF solver, which
looks pretty cool and usefull.
RBF Solver https://vimeo.com/120117324
oof. which shaders you tried for the sprites? constant shader, sprite
or card/opacity .?
1 of them should work. if you are using physical light or sky for
rendering you may have to crank up some values in the sprite shader to
10k
to get them to work as it should
On 13 March 2015 at 14:50,
hi guys, trying to render a non homogenous fog pass for a shot, that has
sprite shader cut outs of people on particle cards
getting a very odd render result where the people are lighter than the
surrounding fog!
anyone seen this and found a solution?
ideally don't want a solution that
sprite shader on rectangle particles, using original people alphas as
cutouts
works fine in beauty, but not as hold out with the volume
tried different volume shaders (basic fog and such) get the same incorrect
render... put it down to something the sprite shader is doing with
transparency rays
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