testing

2015-03-24 Thread Alok Gandhi
Anyone got this? --

Re: testing

2015-03-24 Thread peter_b
yep From: Alok Gandhi Sent: Tuesday, March 24, 2015 8:26 AM To: softimage@listproc.autodesk.com Subject: testing Anyone got this? --

Re: Renderman

2015-03-24 Thread Cristobal Infante
Also, you will need a commercial Houdini license (not indie) if you want to play with it :( On Monday, 23 March 2015, Andreas Bystrom wrote: > for playing around with it, sure, but if you use softimage I don't think > prman is a serious alternative for commercial projects these days. 3delight >

Re: Renderman

2015-03-24 Thread Morten Bartholdy
+ seeing as 3Delight is free for eight core use for one user, why bother with a free non-commercial PrMan... Morten Den 23. marts 2015 kl. 23:24 skrev Andreas Bystrom : > for playing around with it, sure, but if you use softimage I don't think > prman is a serious alternative for commercial p

How to fix degenerate polygons?

2015-03-24 Thread Morten Bartholdy
I have a scene which crashes more or less randomly and Arnold prints an error that there are degenerate polygons in the scene. The geometry consist of 3600 simple cubes which are imported from an alembic file generated in Cinema4D, so manually examining every object is not really an option. So my q

Re: testing

2015-03-24 Thread Morten Bartholdy
yep Den 24. marts 2015 kl. 08:26 skrev Alok Gandhi : > Anyone got this? > > --

Re: How to fix degenerate polygons?

2015-03-24 Thread Oscar Juarez
As the blog post says, degenerate polygons most of the time are zero area polys, a filter points with a very small distance have solved this kind of issues for me on the past, but since your geometry is deformed you have to check if it doesn't break your plotted shape or if it doesn't break other t

Re: How to fix degenerate polygons?

2015-03-24 Thread Oscar Juarez
this should fix the script, it will select all the polygons that are wrong si = Application epsilon = 0.1 # Get PolygonArea DataArray (which is a tuple) sel = si.Selection(0) attr = sel.ActivePrimitive.GetICEAttributeFromName( "PolygonArea" ) areaData = attr.DataArray # # Find the indices of

Re: How to fix degenerate polygons?

2015-03-24 Thread Morten Bartholdy
Thanks a lot Oscar - I will give both methods a shot and see what happens. Morten Den 24. marts 2015 kl. 10:45 skrev Oscar Juarez : > this should fix the script, it will select all the polygons that are wrong > > si = Application > epsilon = 0.1 > > # Get PolygonArea DataArray (which is

Re: How to fix degenerate polygons?

2015-03-24 Thread Oscar Juarez
The script only selects the bad polygons, also the one on the blog, they don't do anything else, this will let you identify the polygons that are the problem, but then you have to decide what to do. If the issue comes from overlapping points maybe even a very small smooth might move them apart and

Re: How to fix degenerate polygons?

2015-03-24 Thread julien carmagnac
Morten, I already got Vray render error due to geometry import problem. In my case, I have floating points without any polygon. To quick check it manually you can : - select all objects to check - select all polygon - select all adjacent points - and finally, Invert selection If it select po

Re: Renderman

2015-03-24 Thread Daniel Brassard
Thanks Andreas, I forgot about affogato. Probably much more trouble that I can spare at the moment anyway, and I can use Maya to render ... the new RIS mode is useful and a nice addition, got a couple of crashes from Maya as usual. Having Mental Ray, Renderman and 3Delight for rendering is q

Re: How to fix degenerate polygons?

2015-03-24 Thread Morten Bartholdy
Thanks for the input. Filter points with a small value fixed it for me - happy camper now. MB Den 24. marts 2015 kl. 12:34 skrev julien carmagnac : > Morten, > I already got Vray render error due to geometry import problem. > In my case, I have floating points without any polygon. > To quick

Re: Renderman

2015-03-24 Thread Mirko Jankovic
Or you get Redshift.. one renderer to rule them all ;) On Tue, Mar 24, 2015 at 1:01 PM, Daniel Brassard wrote: > Thanks Andreas, I forgot about affogato. > > Probably much more trouble that I can spare at the moment anyway, and I > can use Maya to render ... the new RIS mode is useful and a nic

Re: Renderman

2015-03-24 Thread Pierre Schiller
Redshift is a bullet. Just sayin ' That video with a gazillion hairs on that deer. Just blew my mind. El mar 24, 2015 7:46 a.m., "Mirko Jankovic" escribió: > Or you get Redshift.. one renderer to rule them all ;) > > On Tue, Mar 24, 2015 at 1:01 PM, Daniel Brassard > wrote: > >> Thanks Andreas,

Re: Renderman

2015-03-24 Thread Angus Davidson
Redshift is very nice. I am however heavily investing in Octane currently. While there are plugins to work with most applications at the moment. I really prefer separating my workflow. i.e. bringing in the Alembics, quickly assigning the materials from my local Library, and Vrooosh ;) If you do

RE: testing

2015-03-24 Thread gareth bell
nope ;) Date: Tue, 24 Mar 2015 09:50:50 +0100 From: x...@colorshopvfx.dk To: softimage@listproc.autodesk.com Subject: Re: testing yep Den 24. marts 2015 kl. 08:26 skrev Alok Gandhi : Anyone got this?

RE: Will there be an SP2 for Softimage 2015?

2015-03-24 Thread Maurice Patel
HI Eric, I am not sure about the status of the bug you reported, you had best contact support for that while still on Subscription. Your current license for Softimage is perpetual so you can continue to use it even if you do not renew subscription. If service packs are issued they are made avail

cartoon eye rig

2015-03-24 Thread Kris Rivel
Rigging question...have a cartoony character and giving him the ability to have his eye stretch if you pull his eyelid/brow area up or down. It working great and looks nice..until I rotate the head and I get a double deform thing going on. I've tried changing the order of operators but nothing work

Re: cartoon eye rig

2015-03-24 Thread Oscar Juarez
Just a quick shot in the dark, constrain the lattice or parent to whatever is driving your head position, this will offset the lattice deformations to be relative to the head even if your lattice is being deformed too. On Tue, Mar 24, 2015 at 3:43 PM, Kris Rivel wrote: > Rigging question...have

Re: cartoon eye rig

2015-03-24 Thread Kris Rivel
Doh! Knew it was something simple...that seems to have done the trick!! Thanks Oscar! Kris On Tue, Mar 24, 2015 at 10:48 AM, Oscar Juarez wrote: > Just a quick shot in the dark, constrain the lattice or parent to whatever > is driving your head position, this will offset the lattice deformation

Re: Renderman

2015-03-24 Thread si
> ... the new RIS mode is useful and a nice addition, got a couple of crashes > from Maya as usual. Both Maya ports of 3Delight and Renderman are not very stable, I got frequent crashes from them in the past too. Other than that 3Delight is the bomb, it's been featuring dual path tracing

Retro reflective Materials?

2015-03-24 Thread Patrick Neese
I'm looking for something like cat eyes or road signs. Where the reflection of the light source is affected by angle between the light to surface to camera. It should also take into account the light color. If a cat turns it's eyes away the intensity/reflection changes and/or if the camera shift

Re: Retro reflective Materials?

2015-03-24 Thread peter_b
perhaps not very helpful, but have you tried plugging the incidence into a mixer_gradient? experiment with the different types of incidence - there's a 360 degree incidence based on light - in combination with the gradient you get more control than from a simple incidence. also - there is mor

Re: Will there be an SP2 for Softimage 2015?

2015-03-24 Thread Tenshi S.
Hi Maurice., Can you confirm if there will be an SP2 for Softimage 2015? Most of the times the SP2 are the best out there to work in production. On Tue, Mar 24, 2015 at 9:18 AM, Maurice Patel wrote: > HI Eric, > I am not sure about the status of the bug you reported, you had best > contact supp

Re: Retro reflective Materials?

2015-03-24 Thread Matt Lind
You just need to pull the right vectors from mental ray and do the computation yourself, which isn't hard. You need 3 pieces of data to perform the computation: - intersection point (state->pnt) - light position - camera position (state->org) The intersection point is the point on the

Re: Retro reflective Materials?

2015-03-24 Thread Patrick Neese
Matt thank you so much. I'll give this a try soon! On Tue, Mar 24, 2015 at 2:50 PM, Matt Lind wrote: > You just need to pull the right vectors from mental ray and do the > computation yourself, which isn't hard. > > You need 3 pieces of data to perform the computation: >- intersection point

Re: Retro reflective Materials?

2015-03-24 Thread Patrick Neese
Peter- Great find. Thanks! I've tried a few things with the incidence nodes hooking up to another incidence node to drive the gain and bias and then mixing some constant colors to fake the look. It worked okay. I've also tried a few variations of mia_material with an actual reflector layer/surfa