Discord is a terrible format IMO. Borderline unreadable and no permanent
record as far as I can tell. But, it seems millennials are not aware of the
concept of history.
Anyway, last email I received on the email list was July 5th, which feels
about right for the level of activity there.
On Fri, Ju
- easy to do. The IFD
> generating was pretty quick, so we did not really have machines waiting to
> render.
>
> On Thu, Aug 20, 2015 at 3:30 PM, Ciaran Moloney
> wrote:
>
>> Pretty sure that applies also to Mantra renders. But, most places have a
>> smaller
Pretty sure that applies also to Mantra renders. But, most places have a
smaller pool of engine licenses and export all frames to .ass or .ifd for
rendering. Since export times are usually shorter than render times, it
works out quite efficiently. But yeah, definitely another expense to
consider.
He's not using the super-secret workflow that makes opencl in Houdini smoke
at least a little worthwhile:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=25234
On Tue, Mar 31, 2015 at 4:15 PM, Ciaran Moloney
wrote:
> 40 frames per minute vs 1
40 frames per minute vs 1.2 frames per second not exactly blowing my
mind.
On Tue, Mar 31, 2015 at 4:07 PM, Cristobal Infante wrote:
> and if you have a nice GPU like a titan X:
>
> https://vimeo.com/123128103
>
> On 31 March 2015 at 16:04, Cristobal Infante wrote:
>
>> This appeared today
I think you're mixing up software again!
On Thu, Mar 19, 2015 at 5:27 PM, Cristobal Infante wrote:
> merge the curves, job done..
>
>
19, 2015 at 1:09 PM, Jordi Bares Dominguez wrote:
> Is this processing time or hardware time? (disks, network, etc..)
>
> Of course saving gigabytes per frame is slow but may be a clever local SSD
> sync to the main server could do the job to make the process faster?
>
> jb
I'm loving working with Houdini, but sometimes it's just frustratingly
slow. Even with the new VDB tools, converting and caching everything out as
volume fields is a real drag.
But then again the caching workflow is super-slick. I shudder at the
thought of all the time lost to the mysteries of ICE
If it must be done, you could always try siOnBeginCommand or soOnEndCommand
and filter for SelectObj.
On Tue, Feb 24, 2015 at 3:26 PM, Oscar Juarez
wrote:
> And according to the docs, the onSelectionChange Event is only available
> inside the Custom Display Host.
>
> On Tue, Feb 24, 2015 at 3:47
Particle ID is unique, but point index is not.
For example, when you delete some particles, their ID is removed from the
set, but the point indices will be shifted. So for any particle ID, its
index could change from one frame to the next.
You might have an occasion when you want to grab an ordered
No problem!
You can display any color attribute by selecting or typing its name in
the *vertex
color display property* of the object's material node.
On Thu, Jan 8, 2015 at 10:08 AM, olivier jeannel
wrote:
> Really excellent ! works superb !
> One question, how do you get the polygon color to
http://i.imgur.com/m0vD28x.jpg
On Wed, Jan 7, 2015 at 4:05 PM, olivier jeannel
wrote:
> I'm sorry, I don't get it.
> How do I snap back on the vertices the averaged array ?
>
>
> Le 07/01/2015 16:16, Stephen Blair a écrit :
>
> this is about weight maps, but it's the same idea (point to poly)
>
You could try loading the scene with geometry operators disabled
(preferences > data > scene debugging).
On Thu, Dec 4, 2014 at 6:01 PM, adrian wyer
wrote:
>it's not, i try and avoid clouds under models as they have caused
> me trouble in the past.
>
>
>
>
>
> a
>
>
> --
Sounds like you need to look into particle runtime expressions. They're
pretty powerful, if you don't mind a bit of basic coding. So, obviously not
as straightforward as something like ICE.
On Tue, Nov 4, 2014 at 4:38 AM, Gerbrand Nel wrote:
> Hey guys. I ask here because this is till where the
Mantra aint too shabby...
On Wed, May 21, 2014 at 3:08 AM, Sylvain Lebeau wrote:
> My God Jordi
>
> I am playing around with Houdini for the render sides of things with
> Arnold these days We already use it for VFX in a somehow encapsulated
> way.
>
> And I just finished reading all of
Any chance you're trying to start 2014 while you already have 2015 open?
On Wed, May 14, 2014 at 4:17 PM, Leendert A. Hartog wrote:
> After a long struggle with the subscription center my new "Maya with
> Softimage" license finally arrived today. So "happy, happy, joy, joy" (Ren
> and Stimpy sty
Nice idea, thanks!
I ended up just parsing all inputports of the scene's expression nodes, but
your technique definitely will be useful to find outputs of any type.
Ciaran
On Fri, Apr 11, 2014 at 5:50 PM, Cesar Saez wrote:
> Hi Ciaran,
> You can parse the connection stack xml to get that in
Hi,
working with a parameter object, is there an obvious way to find if it is
connected as an input to an expression?
I can go the other way e.g. if a param is driven by an expression using
Parameter.Source etc., but, I can't see a way to tell if a param is driving
an expression.
I don't really wan
How about an ICE version that just sets Self.EdgeIsHard?
If you must use selection, it's easy enough to populate an ICE array node
with selected edge indices through Python.
On Thu, Apr 3, 2014 at 5:45 AM, Martin Yara wrote:
> I forgot to mention. As far as I can remember my script doesn't use
On Mon, Mar 17, 2014 at 6:50 PM, Dan Yargici wrote:
> I'm starting to think Houdini-land might be where I build my new home -
> or at least a holiday home...
Come on in, the water's fine!
Yeah, it works fine on Windows. I had it up and running in a small Windows
studio, in no time at all. Getting it to work with Royal Render too was
quite easy. Writing your own ROP node (kind of like a render submission
script) with Python is too easy. Also, quite nice to set things up per
project o
On Fri, Feb 28, 2014 at 10:51 AM, Emilio Hernandez wrote:
>
> Don't stop your R&D and updateds on your wonderful tools for Softimage
> just because ADSK announce that Softimage 2015 will be the last release.
>
I haven't been following very closely, but where is this announcement?
On Thu, Feb 27, 2014 at 5:11 PM, Mirko Jankovic
wrote:
> Kris,
> Dead for certain? Not yet, it is still rumor and hope to stay that way
> only.
>
Nonesense! The hive has spoken!
X3DObject.AddChild()
On Mon, Jan 20, 2014 at 12:36 PM, Peter Agg wrote:
> Is there even an Object Model method for parenting? I thought it was one
> of those areas that was command-only.
>
>
If you can use Houdini, then that would be your best bet.
Nowadays, you could even export the volumes and render them in Softimage,
if you must.
On Sun, Jan 12, 2014 at 9:14 PM, Katie wrote:
> Hey guys,
>
> So I am looking to implement this into my departments pipeline and was
> hoping for some
Maybe we could rename constraints with ICE? Eat it Maya!
On Wed, Jan 8, 2014 at 9:57 PM, Matt Lind wrote:
> Butbut.buteverybody said ICE can do oh so much more. Say it
> ain't so.
>
>
Nice pour!
On Fri, Jan 3, 2014 at 5:34 PM, Emilio Hernandez wrote:
> Hello list I want to share this two shots that we just delivered for a TVC.
>
> They were entirely produced in Softimage.
>
> For the fluid simulation we used Lagoa and the frost is ICE. The mesh was
> generated using EM Poly
AFAIK all the DCCs out there are still on Python 2.6 or 2.7.
Also, this thread is wack.
On Sat, Jan 4, 2014 at 10:49 PM, Christoph Muetze wrote:
> On 04/01/14 23:40, Stephen Blair wrote:
>
>> Softimage doesn't support Python 3.x
>>
>
> ain't that a good sign? :)
>
>
>
This may well me the case, but I can tell you with some certainty that in
multi-thousand object scenes, Softimage handles simple operations like a
total dog compared to some of its competitors. Especialy when there are
tons of operators, Softimage can be absolutely painful to use.
On Fri, Nov 1,
t; though. :p
>
>
>
> On Mon, Oct 21, 2013 at 5:43 PM, Ciaran Moloney
> wrote:
>
>> Oh, are we talking about particles? Never mind then...
>>
>>
>> On Mon, Oct 21, 2013 at 10:40 PM, Rob Chapman wrote:
>>
>>> and about now
Oh, are we talking about particles? Never mind then...
On Mon, Oct 21, 2013 at 10:40 PM, Rob Chapman wrote:
> and about now would be where the partio library compiled for softimage
> would very handy indeed!
>
>
>
>
> On 21 October 2013 22:17, Ciaran Moloney wrote:
>
You can possibly hack your way through it by stamping the attributes into
UVW channels and export to OBJ. I've done that on a few occasions, but of
course you'll run out of channels pretty quickly.
But, do you have access to alembic in XSI?
I remember an icecache to Houdini exporter, but not the o
It's not available.
On Thu, Oct 10, 2013 at 9:45 AM, Christian Freisleder wrote:
> hey list,
>
> does anybody know how to get a custom menu into the box that appears if
> you right click on an empty area in the ice view.
> I can't find a siMenueAnchorPoint only for a click on a node or a port.
I'd be interested if sending the geometry back and forth to CP (Splice, I
guess?) would be any faster than doing the work directly in ICE - assuming
the work can actually be done in ICE.
On Tue, Oct 1, 2013 at 5:10 PM, Mathieu Leclaire wrote:
> It can be very tricky to do.
>
> The easiest way wo
Nothing like a good rumour from an anonymous source to get some undies in a
bunch!
On Tue, Sep 10, 2013 at 10:43 AM, Mirko Jankovic
wrote:
> and after all of this...
>
>
> *autodesk had a meeting with all the studios in london who use xsi and
> said they arent really going to develop it for the
Really solid here on linux, but not doing any rendering.
However, 9 times out of 10 there is a segfault reported at the console upon
quitting the program.
Would trade all my kittens for a good scene graph editor in Soft.
Eric Thivierge mailto:ethivie...@hybride.com>**>
>>> hat am 11. September 2013 um 19:24 geschrieben:
>>>
>>>
>>> I think it's an incorrect observation as the Node Editor (different
>>> than Hypershade and the Hypergraph) allows y
Jeez, Eric! Sort it out!
On Wed, Aug 28, 2013 at 1:55 PM, Eric Thivierge wrote:
>
> The maths I was using were in fact correct but there is a bug in my Python
> classes that was causing the inconsistent results.
>
ith Hybrido nodes/sims) does, Naiad does etc.
>
> Their "first fully scalable" claim would require a long list of notes and
> details.
>
> We've been fully scalable here since 2008, and there are "fully scalable",
> unified domain commercial solutions around
Houdini's had it since 2009, I think...
On Mon, Aug 19, 2013 at 1:51 PM, adrian wyer wrote:
> **
>
> wuh?! distributed fluid solver, for real?!
>
> ** **
>
> holy grail of vfx!!!
>
> ** **
>
> a
>
> **
>
I think that's a better question for his employer.
On Fri, Aug 9, 2013 at 12:58 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:
> That raises an interesting question, which would best be put to a Fabric
> person, but if Guillaume where to create a hair module/instancer engine
> from
GetData : PointPosition.
Depending on the context in which you need to use the data, it may be
useful to use 'Build Array from Set' after getting the attribute.
On Mon, Aug 5, 2013 at 4:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:
> In Soft, when you have a curv
Yes, but the points generally won't be equidistant.
What are you trying to do?
On Fri, Aug 2, 2013 at 2:11 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:
> Is there in any way in Soft to convert a NURBS curve of any shape, to a
> high density linear curve with equidist
For an OOTB solution, did you try resampling your curve onto a very dense
linear curve, followed by a chord length reparameterization of that linear
curve. UV to location on the linear curve should give you a pretty even
point distribution...
Ciaran
On Thu, Aug 1, 2013 at 1:25 AM, Ponthieux, Jo
Likewise, anybody used Katana?
On Tue, Jul 30, 2013 at 11:52 PM, Sebastian Kowalski wrote:
> do I hear fabric engine?
>
>
>
> Am 31.07.2013 um 00:36 schrieb Matt Lind :
>
> I would question whether a one-size fits all application is relevant
> anymore.
>
> The current 3 applications were d
I don't think there should be any debate on this. Job postings are always
welcome!
On Tue, Jul 30, 2013 at 3:15 PM, Simon Reeves wrote:
> Hey everybody,
>
> I recall debates about whether it's appropriate or not for asking on here,
> so I apologise if it's annoying!
>
> But here at Analog we're
Did you try Desktop.RedrawUI() ? Will probably want to have a OGL window
open somewhere...
Ciaran
On Mon, Jul 15, 2013 at 11:54 PM, Vincent Ullmann <
vincent.ullm...@googlemail.com> wrote:
> @Sandy:
> Hmm... i kind a dont like the Mixer... ;-)
> But i will give him a try tomorrow, for the ca
at set.
>>
>> I'm not in front of a computer right now, but I'll have a quick look at
>> it if you don't get it working.
>>
>> Chris
>>
>>
>> --
>> christian keller
>> visual effects|direction
>>
>> m +49 179 69 36
t strands. (Tried both ID to Location & Point Index to Location.)
>
>
>
> On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney
> wrote:
>
>> Point ID to location >> get strand positions >> do stuff >> Set
>> Self.Orientation
>>
>
Point ID to location >> get strand positions >> do stuff >> Set
Self.Orientation
Ciaran
On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman wrote:
> Hey guys,
>
> Scratching my head over this...
>
> So, I have two sets of particles. One is emitted then a second particle is
> born (via Clone Point)
What do you expect it to do?
The end result of using Curve Distance to Curve Location is the setting of
a data attribute (CurveLocation).
The compounds are pointing to Self because you can only set data on Self,
not any other object.
On Wed, Jun 26, 2013 at 2:10 PM, Ponthieux, Joseph G. (LARC-E1
onflict noticed, the windows world would be in very deep
> S*** :)
> Identical GUIDs on one platform should be centuries apart.
>
> It's more likely a case of generation/re-use on Soft's side, either
> intentional for non-obvious reasons or a bug.
>
>
> On Wed, J
ame GUID. Same goes for CLSID.
>
> ** **
>
> Matt
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Cia
ave a
> new ID.
>
> ** **
>
> Matt
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ciaran Moloney
> *Sent:* Tuesday, June 04, 2013 8:52 AM
> *To:* softimage
know ObjectID sometimes changes with
> refmodels. Does this ObjectGUID suffer the same fate?
>
>
>
> On Tue, Jun 4, 2013 at 11:52 AM, Ciaran Moloney
> wrote:
>
>> Hi,
>> did you try XSIUtils.DataRepository.GetIdentifier() passing the
>> siObjectGUID argument?
Hi,
did you try XSIUtils.DataRepository.GetIdentifier() passing the
siObjectGUID argument?
I've used this to keep track of ICE nodes without relying on name strings.
It's persistent between sessions and is preserved when models are exported.
Works like a charm.
The only problem is that it's possibl
On Wed, May 29, 2013 at 4:58 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:
> They offer a free dual-core license too, which I think is pretty cool
> rather than having watermarks or size limitations. (though the wonky
> licensing scheme still seems unnecessary)
>
>
I wouldn't
prised. ;)
>
> --
> Aghiles
> www.3delight.com
>
>
>
> On 2013-05-28, at 12:33 PM, Ciaran Moloney
> wrote:
>
> True, it originated as a REYES renderer, but now it may be better thought
> of as a hybrid renderer taking advantage of both techniques when needed.
>
>
True, it originated as a REYES renderer, but now it may be better thought
of as a hybrid renderer taking advantage of both techniques when needed.
I like working with Arnold too, but I don't think fast renders are one of
its strongest selling points.
Ciaran
On Tue, May 28, 2013 at 4:48 PM, Alan
You can also use the push node.
On Fri, May 24, 2013 at 3:14 PM, Matthew Graves wrote:
> No problem I have included an image of the setup. the scalar number is
> what you are adding and SomeArray is the array you want to put the value
> in. In the setup shown the new value is added to the botto
I'm sorta , kinda sure that's a dead end for a custom node. You might be
better off optimizing your ICE tree. It doesn't sound like such a complex
problem, care to share?
On Wed, May 15, 2013 at 2:41 AM, Matt Lind wrote:
> I’ve been looking at the ICE SDK as a start to the process of writing
>
In ICE, you can pull an attribute from a node context and write it back to
a UV property, but I wouldn't exactly say it's a stable or recommended
workflow. Honestly, updating your exporter would be simpler, but in that
case you almost certainly will encounter the previously mentioned aggresive
ICE
Yeah, in your example scene, you've created a texture projection on your
copy geometry and you're attempting to write the UVs that. Forget about
using standard texture projections with ICE topo - just store UV data in a
custom vector ICE attribute. Of course, you'll have to modify your exporter
to
t; tips on how to build it are appreciated as it may help in future cases.
>
> Cheers,
>
>
> Eric Thivierge
> ===
> Character TD / RnD
> Hybride Technologies
>
>
> On 07/05/2013 7:23 PM, Ciaran Moloney wrote:
>
> IIRC implementing the ray intersect
IIRC implementing the ray intersect technique is problematic in ICE, since
the raycast node only returns the first intersection. You'd have to
manually shoot subsequent rays after every hit.
On Wed, May 8, 2013 at 12:06 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:
> You could wr
On Tue, May 7, 2013 at 8:37 PM, Steven Caron wrote:
> maybe instead of just doing it in houdini he could use SDFs?
>
> http://blog.blackredking.org/?p=47
>
Yeah, that'll also fail on complex shapes...
Often, subdividing the geometry will fix the problem.
Also there's now way to be sure which of the open ICE trees the user wants
to place a new node into. PITA.
On Mon, Apr 8, 2013 at 10:45 AM, Stefan Kubicek wrote:
> also, we can't even get decent SDK functionality for the views so we can
>> create this ourselves.
>>
>
> Right, that's the biggest p
>
> The days of sending your work to the render farm & then playing ping-pong
> for a while are pretty much over.
I too think the new Lagoa tech is really promising, but this is just about
the silliest thing I've heard all day. Still, it's early
I don't think it's all sweetness and light in Houdini land. It's a bug-fest
just like all of these other software. And just like everybody else, users
get cranky about bugs or features that have been on the list for years.
Clearly there's way more positivity to every release than most every other
D
But, the HQV can support any renderer not just MRay, provided there are
shaders available. I don't see how they could reasonably be expected to
have out of the box support for 3rd party shaders that don't come bundled
with the package...
On Wed, Mar 13, 2013 at 12:36 PM, Mirko Jankovic
wrote:
> H
I've yet to work in a studio that had their own sequencer...I guess they
weren't established?
On Thu, Feb 28, 2013 at 6:16 AM, joshxsi wrote:
> Any established studio probably already has one of these, so is this
> Autodesk's attempt to make starting up a new studio easier as previous ones
> clo
The Python OM way of doing this is to use the polygonmesh.Set method, to
which you provide lists of vertices and polygon definitions. IIRC this uses
the same format as the ICE polygon description attribute.
Ciaran
On Wed, Feb 27, 2013 at 8:24 AM, Christian Gotzinger
wrote:
> Hi list,
>
> I am w
Hi,
in emPolygonizer 3 or 4 you can do velocity stretching. Perhaps that could
be trick to experiment with. I can't recall, but you might even be able to
define a custom vector to use instead of velocity
Ciaran
On Tue, Feb 26, 2013 at 2:18 PM, adrian wyer wrote:
> ** ** ** ** **
>
> trying
Looks great! You should be able to drop all of your shader samples
(including AO) right down to 1. Then push up the max samples and quality in
unified sampling. Keeping shader samples at a minimum will allow for more
efficient sampling of the scene, only where it needs to be done.
As much as I like
yeah, it's pretty cool. Might help with sampling the scene more
efficiently, especially all those shader samples.
On Sat, Feb 23, 2013 at 11:38 PM, Tim Leydecker wrote:
>
>
> On 24.02.2013 00:23, Ciaran Moloney wrote:
>
>> You should probably have a look at unified s
You should probably have a look at unified sampling.
On Sat, Feb 23, 2013 at 11:31 AM, Tim Leydecker wrote:
> Hi,
>
>
> On 23.02.2013 03:54, Steven Caron wrote:
> > i dont miss mental ray... :)
>
> Depends a lot on the DOF.
>
> Here愀 the rendering without DOF and glare
> but AA min0 max2 and 0.
On Wed, Feb 20, 2013 at 1:27 AM, Steven Caron wrote:
> its not subjective... octane has access to more hardware. so what i am
> saying is, arnold would preform similarly if it was using a machine with
> 1500 cores. we would set the sampling really high and be done in 10 mins
> and it would be sil
You know the rules, Andreas. Renders or it didn't happen.
On Thu, Feb 14, 2013 at 2:10 AM, Andreas Bystrom
wrote:
> prman can render that classroom in 7.5 minutes with better quality
Yes, very!
I've always looked with deep suspicion upon the dark arts of rigging. Would
be nice to have an insight to that world.
On Wed, Feb 13, 2013 at 6:30 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:
> Heya all,
>
> I'm currently fishing around for interest and feedback on
People got annoyed when moving back and forth between Nuke and Soft.
On Mon, Jan 28, 2013 at 8:55 PM, David Barosin wrote:
> Anyone know if there is a way to turn off the middle mouse for panning in
> the ICE Tree. I *really* miss the old behavior that had middle mouse
> handle branch selectio
How so? I don't know Maya so would be cool to hear what tricks May Alembic
has...
On Mon, Jan 28, 2013 at 3:58 PM, Stefan Andersson wrote:
> So Maya Alembic wins again...
>
>
This has been a commonly requested feature over the years
On Mon, Jan 28, 2013 at 2:29 PM, Stefan Andersson wrote:
> Hello Everyone,
>
> Something that is bothering me, and has been bothering me for a long
> while, is the constant use of binary files in Softimage.
>
> 1.) emdl
> Would it be
I suppose you could probably attach custom float and string data to the
Alembic geometry description. But you'd then need to do some work to tell
the DCC to rebuild an envelope from that.
On Mon, Jan 28, 2013 at 2:07 PM, Stefan Andersson wrote:
> Does anyone here on the list knows if you can en
For a single post, I'd say Andy Jones. But, he would also win for value per
word. His stuff is pure gold.
On Thu, Jan 3, 2013 at 3:05 PM, Dan Yargici wrote:
> I wonder who'd win on post length? I guessing Matt Lind, or Raff...
> hmmm...
>
>
>
>
, I just can not stop myself from
> sharing this : )
>
> Anyway, thank you guys for helping me out, especially Ciaran Moloney.
>
>
> At 2012-12-27 23:51:58,"Ciaran Moloney" wrote:
>
> for bonus points, since you're using Arnold...export your animation cycle
for bonus points, since you're using Arnold...export your animation cycle
to a .ass file sequence and reference that on a stand-in property. Instance
the stand-in on your ICE tree and scene memory should be negligible.
On Thu, Dec 27, 2012 at 2:59 PM, Peter Agg wrote:
> I'd just double what Cia
One way to try to save memory would be to ensure that the instances are
pointing to the deforming polymesh on whole frames only. So, whatever value
you use to drive shapeInstanceTime should be equivalent to a whole frame at
whatever fps you're rendering.
On Thu, Dec 27, 2012 at 1:38 PM, Antonieo
I'd guess 90% of ICE users don't know what goes on under the hood. They do
OK.
On Thu, Dec 20, 2012 at 12:17 AM, Matt Lind wrote:
> The value is understanding how things work under the hood so you know how
> to construct the graphs efficiently to accomplish goals. Having a graph
> interface is j
Haven't we been hearing this for like 4 years? If it happens it happens.
On Wed, Dec 19, 2012 at 2:57 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:
> I always thought the reason ice works so well was its in-depth
> integration, surely if they want to achieve such results in maya
If popen won't cooperate from within your callbacks, why not try the built
in SIUtils
.LaunchProcess method or even the System command?
Ciaran
On Fri, Dec 7, 2012 at 10:34 AM, Gareth Bell <
gareth.b...@primefocusworld.com> wrote:
> Yeah that's right, within a button callback.
>
> I'll have a lo
You could also convert the .csv to .icecache format with python.
On Wed, Dec 5, 2012 at 8:15 PM, Steven Caron wrote:
> reading that thread i am going to agree with luc-eric, create a python
> script/tool which creates ice attributes. the only downside is that if you
> are actively using that at
Oh right, yeah. Hollywood. Forgot about that...
On Wed, Dec 5, 2012 at 7:30 PM, Meng-Yang Lu wrote:
> LA has Sony, Disney, DD, and Rhythm being a huge magnet drawing in Houdini
> people. And then when things shuffle around they're here for the picking.
>
> I've a feeling the ICE boom is coincid
Really..there are more competent Houdini TDs than ICE? Or just an L.A.
thing?
On Wed, Dec 5, 2012 at 6:45 PM, Andy Moorer wrote:
> So if you're in these areas, or if you do remote contracts, contact me,
> please! There's more work here than people available by a wide margin... I
> hate not eve
Sometimes when that happens (the definition mismatch thing), you just need
to reload the scene and it sorts itself out.
On Fri, Nov 23, 2012 at 9:22 AM, Sebastian Kowalski wrote:
>
> Hey list,
>
> i can't read the Lagoa_Density attribute from my cache files, giving me
> this error msg: "The cac
They can't complain about my work if they can't see it!
On Tue, Nov 13, 2012 at 1:25 PM, Guillaume Laforge <
guillaume.laforge...@gmail.com> wrote:
> Thanks for the answers. So it sounds like a good compound for invisible
> effects :D.
>
On Tue, Nov 13, 2012 at 12:22 PM, Andy Nicholas wrote:
> Sure thing. It's attached.
>
> Yep, for some reason the version of the compound included with our current
> install of XSI is broken, but Michal's version works fine.
>
Yes, you're right the factory version is broken (sort of). I was loadi
Used it on a few jobs. It's great! Sorry, that's not helpful at all. Also,
no disconnected nodes here when I do a simple d&d from the preset browser.
2012 or 13?
On Mon, Nov 12, 2012 at 6:26 PM, Andy Nicholas wrote:
> Hi guys,
> Has anyone managed to get the Curl Noise Framework compound workin
Dive inside the turbulence compound and replace any instances of
pointposition with polygonposition. Also, swap polygonindex for point ID.
On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat <
si...@theembassyvfx.com> wrote:
> Hey all,
>
> A while ago I asked how to assign random attributes
Yes. There's also the momentum users google group mailing list.
Ciaran
On Tue, Nov 6, 2012 at 9:56 PM, Nick Angus wrote:
> Do we have any Exocortex Momentum users on the list that might be able
> to offer me some advice on a little simulation problem?
>
> ** **
>
> Cheers, Nick
>
> *
There are swathes of the outer boroughs (staten island, bronx, brooklyn)
who are still blacked out and/or without running water and many not
expecting power until mid-month. But, most importantly Manhattan is OK.
Phew!
If anyone's checking this list then I guess all is OK, but good luck to the
rest
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