Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-13 Thread Paul Doyle
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

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-13 Thread Paul Doyle
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

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-13 Thread Steven Caron
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.

Re: OT Some great Maya work

2015-03-13 Thread John Richard Sanchez
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

Re: Introducing Canvas - visual programming for Fabric Engine 2.0

2015-03-13 Thread Andres Stephens
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

Friday Flashback #215

2015-03-13 Thread Stephen Blair
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

Softimage/Maya workflow

2015-03-13 Thread Sven Constable
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

Re: baVolume fog pass with sprites

2015-03-13 Thread peter_b
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

RE: Softimage/Maya workflow

2015-03-13 Thread Sven Constable
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

Re: baVolume fog pass with sprites

2015-03-13 Thread Ed Manning
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

Re: OT: Epic going completely crazy

2015-03-13 Thread Tim Leydecker
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

RBF Solver for Maya

2015-03-13 Thread Nicolas Esposito
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

Re: baVolume fog pass with sprites

2015-03-13 Thread Rob Chapman
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,

baVolume fog pass with sprites

2015-03-13 Thread adrian wyer
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

RE: baVolume fog pass with sprites

2015-03-13 Thread adrian wyer
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