RE: HQV Causing Major Slowness with File Save and Reference Model Updates

2014-04-23 Thread John Voltaire Tensuan
Hi, Is the viewport in HQV mode when the reference model is being updated? If this is the case then HQV could indeed be slow as it may need to recompile hardware shaders for the models. If the viewport is not set to HQV and it is still slow then it could be another problem. Assuming Windows, a

RE: SDK: port groups in custom operators

2014-04-27 Thread John Voltaire Tensuan
My advice is to do the deformation and the push operation on a temporary array first for performance reasons, this will reduce the amount of the data copying in and out from the mesh which is slow. The only downside is probably the fact that you will need to re-calculate the post deformation nor

RE: Real time shaders on OpenGL and DirectX9 - Softimage 2012 a la Modo?

2014-05-28 Thread John Voltaire Tensuan
That OGL workflow has been deprecated and has been replaced by direct GLSL/CgFX/HLSL shaders. You can find these shaders under the Realtime category, a similar shader with a similar effect with what the turorial is using is Realtime->CgFX->metal. I've also attached a modified version of it that

RE: Toon lens broken on softimage 2014?

2014-07-15 Thread John Voltaire Tensuan
Hi, We also did a quick test on 2014sp and 2015 and it was working as expected. Can you provide us with a test scene that shows the problem? Also could you give us the exact version of Softimage 2014 that you are using? (Go to Help->About Autodesk Softimage and look at the Build Version) Thank

RE: No anti aliasing while navigating?

2013-06-18 Thread John Voltaire Tensuan
In 2014, the built-in AA is disabled by default when you are interacting with the viewport and unfortunately there is no option to revert to the old behavior. If you are on Windows with an NVidia/ATI card and fairly recent drivers, you should be able to get around this forcing the driver to enab

RE: Open GL High Quality ?

2013-12-06 Thread John Voltaire Tensuan
What I would do is to make an ICE tree that writes the fog color based from the distance of the camera to the current vertex and write it to a CAV. The render tree can then read the CAV and multiply it to the final color. This is my suggestion because HQV doesn't support all the MR nodes and fro

RE: rendering multiple cameras not working?

2013-12-06 Thread John Voltaire Tensuan
Hi, Are you rendering using Mental Ray or a third party renderer? Thanks -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares Sent: Friday, December 06, 2013 8:14 AM To: softimage@listproc.autodesk.com

RE: rendering multiple cameras not working?

2013-12-08 Thread John Voltaire Tensuan
r 06, 2013 6:38 PM To: softimage@listproc.autodesk.com Subject: Re: rendering multiple cameras not working? Hi, thanks for replying! Redshift it is... Am 06.12.2013 11:08, schrieb John Voltaire Tensuan: > Hi, > > Are you rendering using Mental Ray or a third party renderer? > > Tha

RE: SDK: OGLLight

2013-02-06 Thread John Voltaire Tensuan
Hi Matt, Coordinates returned by OGLLight should all be in global space. Are you seeing any weird behavior with it? Thanks, John From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok Sent: Thursday, February 07, 2013 7:37 AM To: softim

RE: SDK: OGLLight

2013-02-06 Thread John Voltaire Tensuan
Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Voltaire Tensuan Sent: Wednesday, February 06, 2013 6:46 PM To: softimage@listproc.autodesk.com Subject: RE: SDK: OGLLight Hi Matt, Coordinates returned by OGLLight should all be i

RE: [C++] Store a structure of vector in a UserData

2013-06-13 Thread John Voltaire Tensuan
I'd recommend going with Guillaume's suggestion with a bit of modifications. Currently it won't work because the vectors would be freed when "Foo Test" gets out of scope because of automatic destruction. Making the allocation and de-allocation of the vector manual should do the trick: struct Fo