Ya Vancouver is quite small so laying fiber was, I think, much easier and
cost effective than in other cities. How you are physically connected to
the data center will drastically change how you approach cloud rendering.
We're waiting for a new center to come online closer to us, even with the
PoP
Fiber should be pretty cheap in most major cities by now, if not it will be
soon. I think the most difficult part of cloud rendering is that unless
you're on a service like Zync you really need a couple of pipeline/IT guys
to work out your imaging, mounting and data transfer tech and strategies.
T
Thanks! Sadly this was our last full project in Softimage and
Arnold/sitoa. We've moved over to a mixed alembic pipeline of Maya for
anim and any manual scene construction and Houdini/Arnold/Mantra for
everything else.
We're actually doing our first full commercial with this pipeline right now
a
I would try and contact sesi support, they are super responsive.
On Thu, Jun 25, 2015 at 2:33 PM, Gerbrand Nel wrote:
> Hey guys
> I'm in deep shit right now.
>
Sorry for the hit and run post.
Messed with this stuff a little more and there really does seem to be a
combo of problems with deltas and something related to the scene.
I localized the parent model and removed all the deltas and it appeared
that I was then able to repath the nested reference mod
We've got a weird issue with some nested models (yes they are bad I know).
I am unable to change the reference model path of a bunch of ref models
that were embedded under another ref model. Manually changing the path in
the scene simply snaps back to the original path and also result in
instabili
We had the same problem and found out the font that Soft was searching for,
it was something odd. I'll find out what it was on Monday and let you know
how we fixed it. In fact I don't think we ever got a check but instead it
was some odd looking shape.
The other massive annoyance was how Soft wa
Ya I've had some oddities on Windows when it comes to dual monitors i.e.
the mplay window keeps popping over to the wrong screen and I've had the
cursor one as well. I think the worst is the crashing I've been having
with GL volumes but this is on v12.
I'm holding off on being too critical until
I've found that Mantra is a little slower than Arnold overall but is faster
in some cases and is infinitely more flexible due to its tight integration
with the rest of the package. Keep in mind that Mantra is many things at
once, a traditional reyes rendeerer or full blown PBR, take your pick.
Ma
I don't know about everyone else but I've been learning Houdini for a
couple months now and I am totally awestruck by it despite some weak areas
that it looks like it's improving on.The flow of data through the program
is wonderful and far better than Soft. I got comfortable quite quickly
with it.
But still distributing one frame across two cards right?
On Fri, Oct 3, 2014 at 12:46 PM, Ed Manning wrote:
>
>
> Actually, SLI doesn't enter into it -- Redshift doesn't use it, and if
> your cards are wired up with an SLI bridge, you need to disable it in the
> nVidia settings.
>
>
>
With Modo we almost always ended up using brute force because the IC
methods were just far to skittish no matter how much you dialed things up.
I think since then they've implemented some hybrid approach as well.
I still think the future is bidirectional with beastly hardware dealing
with any nois
Ya sorry I totally derailed this thread... the work was amazing!!!
On Fri, Oct 3, 2014 at 12:07 PM, Steven Caron wrote:
>
>
> back to how awesome redshift is and how much talent glassworks' has...
>
>
I suppose there's also no density processing tax that Intel likes to levy
on the xeon silicone along with the shitty extra dollars for ecc ram and
server class motherboards. They really aren't growing any positive karma
with that.
On Fri, Oct 3, 2014 at 12:07 PM, Tim Crowson wrote:
> What's re
So SLI seems to be the most cost efficient method i.e. double the power per
physical box... nice thing is you can probably upgrade those GPU's across
a few generations without upgrading the rest of the system since the PCI
specs don't change much and power draw tends to decrease with newer cards.
At the cost of a smaller fast memory pool? From what I understand Redshift
slows down significantly when it starts using off board RAM? I know this
is one of the main reasons many other renderers haven't gone to the GPU yet
since cards with decent amounts of memory are still priced far too high.
Why is that? I didn't see anything in that spot any renderer couldn't
handle without issue. Was there some specific reason redshift excelled
beyond some extra gpu power?
On Fri, Oct 3, 2014 at 3:34 AM, Florian Juri
wrote:
> oh and I forgot to mention: without Redshift we'd be still rendering
Would be neat to see Houdini get some loving. How do you find it for
development? We've been using it for fx work for years now and have a
small but capable team of guys. Looks like we'll be moving lighting over
there as well. Losing ICE will suck and Houdini is really the only thing
that comes
I agree Eric, 100%
As of now we're probably shifting lighting, shading and scene setup in
Houdini instead of Maya now that HtoA is in play. It's much closer to Soft
in terms of usability and UI maturity. We primarily use Arnold but Mantra
is a fantastic sidekick and when you combine them you end
I've used both in production and Arnold's ceiling is exponentially higher
than Modos. I find a lot of people say all renderers are similar before
ever really testing them in a heavy production.
I love Modo but it is not capable of lifting anything close to what Arnold
can. Arnold is also far mor
Is it possible to globally disable tooltips?
It's mapping from Alexa logC to the viewing space which is rec709 srgb.
On Tue, Mar 25, 2014 at 8:32 AM, Andy Jones wrote:
> Some thoughts/guesses:
>
> From the command line you posted, it seems like the lut you have is trying
> to go from linear to your viewing space, correct?
>
> Is it possib
h the .3dl ?"
On Mon, Mar 24, 2014 at 10:52 AM, Andy Jones wrote:
> Maybe you need to add a shaperspace?
>
> ociobakelut.exe --iconfig --format cinespace
> --inputspace shaperspace lg10 --outputspace
> --looks
>
>
> On Mon, Mar 24, 2014 at 8:58 AM, Simon van de L
2013 w the sp
On Monday, March 24, 2014, Jens Lindgren
wrote:
> What version of Softimage are you using?
>
> /Jens
>
>
> On Sat, Mar 22, 2014 at 12:11 AM, Simon van de Lagemaat <
> si...@theembassyvfx.com
> > wrote:
>
>> Trying to get a show lut going
Trying to get a show lut going in the region render and we're getting
consistent clipping in the highlights no matter what type of lut (csp and
cube) we try and no amount of preconditioning is helping... is this just a
case of the region render not being fp? Is there a possible fix for this
I'm no
e not intersecting?
>
>
>
>
> On 18 March 2014 22:39, Jason S wrote:
>
>> Actually refreshing to see a bit of "normal" content =)
>>
>>
>> On 03/18/14 17:28, Simon van de Lagemaat wrote:
>>
>> There's nothing the matter with it.
der to better help (It's so noisy these days) Can you post a screen
> grab of what you want ? What's the matter with deleting particles ?
>
>
> Le 18/03/2014 20:06, Simon van de Lagemaat a écrit :
>
> Hey guys,
>>
>> I'm trying to do something simple, just
Hey guys,
I'm trying to do something simple, just emitting a flat grid on a uneven
surface that can have it's heading changed. Currently I'm just creating a
grid in a point cloud and raycasting it down on to my surface but I'm
having to kill off the particles outside the surface which is a pita.
I think that combo made/makes for the greatest package for generalists that
has ever existed. Small teams can accomplish so much with those three
tools.
On Wed, Mar 5, 2014 at 4:07 PM, Steven Caron wrote:
> that subaru project is one of my all time favorites... it was at the
> pivotal point..
On Wed, Mar 5, 2014 at 11:10 AM, Steven Caron wrote:
> autodesk might have to consider extra security...
Well if they ever travel to Montreal they'll need to hire Blackwater ops
and drive around in armored vehicles like it's Fallujah.
Okay success! Need to duplicate UV's IN THE EDITOR... works with multiple
UV's and is reasonably fast.
On Thu, Feb 27, 2014 at 2:50 PM, Simon van de Lagemaat <
si...@theembassyvfx.com> wrote:
> Nope can't multi copy paste... bah!
>
>
> On Thu, Feb 27, 2014
What's the proper method for duplicating a UV set?
Right now it appears that when I duplicate the UV 'cluster' it's only
referencing the original root UV set. So when you go and rename the new
instance the original is renamed as well, not good.
Ideas?
That would be nice but I've got a LOT of em.. is copy pasting UV's doable
with multi selections??
On Thu, Feb 27, 2014 at 2:28 PM, Tim Crowson wrote:
> You could always just create a new UV set, then copy-paste from one set
> to the other...
>
> -Tim
>
>
>
>
Nope can't multi copy paste... bah!
On Thu, Feb 27, 2014 at 2:32 PM, Simon van de Lagemaat <
si...@theembassyvfx.com> wrote:
> That would be nice but I've got a LOT of em.. is copy pasting UV's doable
> with multi selections??
>
>
> On Thu, Feb 27, 2014
"i don't know who it was, but whoever trimmed either email... thank you!"
On Thu, Feb 27, 2014 at 11:42 AM, Tony Naqvi wrote:
> Anyone remember thins ;)
>
>
>
> http://www.youtube.com/watch?v=WRd5uaM18Qg
>
>
>
>
>
So pretty!!
On Thu, Dec 5, 2013 at 6:23 AM, Eric Mootz wrote:
> Hey gang,
>
> Tim Borgmann just released a short video on Vimeo with some of his latest
> tests and experiments with emTopolizer2. It is, in my opinion, a great
> collection of examples of how emTopolizer2's new feature (the conve
for a custom tool plugin like piotrek's mesh paint
> plugin but for our pipeline.
>
>
>
> On Fri, Nov 22, 2013 at 11:15 AM, Simon van de Lagemaat <
> si...@theembassyvfx.com> wrote:
>
>>
>> I love how when you drop a ref model down on the ground it's just a
>> select and click to drop, sweet.
>>
>>
This is awesome. It's funny how Arnold has changed our pipeline, we're no
where near what you guys have but the entire Model > reference > ass
switching workflow is what we've implemented already i.e. the ability to
swap between all three at any time, make changes to the source in the
lighting sce
It's their in house volume renderer and from what I've read on another list
they don't plan on releasing it, I think?
On Wed, Nov 6, 2013 at 12:57 PM, olivier jeannel wrote:
> That's looking really great, no ?
> https://vimeo.com/channels/tempestrender/page:2
>
This is a chicken/egg thing imo.
I'd agree with you if for a second I thought that subscriptions fell off
before development did but I really doubt that's the case here. Instead I
bet there's a pretty solid correlation between AD purchasing Softimage and
a erosion of the user base due to reduced
How can I specify which clipss on a surface appear in GL viewports?
Currently it seems like Soft is picking up whatever clip I have loaded
last. If I change the clip in the UV editor it changes but the moment I
close it it resets back.
Changing the clips to not use auto also resets after closing
lay tab... various
> options.
>
>
> On Thu, Sep 19, 2013 at 3:03 PM, Simon van de Lagemaat <
> si...@theembassyvfx.com> wrote:
>
>> How can I specify which clipss on a surface appear in GL viewports?
>> Currently it seems like Soft is picking up whatever clip
Holger provides super fast support. I suggest hitting up their system if
you can't get any results here.
http://www.royalrender.de/support/
On Fri, Sep 13, 2013 at 12:59 PM, Eric Lampi wrote:
> Anyone have this set up? We're getting errors saying that certain plugins
> etc are not installed,
You rolled up his rim didn't you.
On Mon, Sep 2, 2013 at 2:53 PM, Guillaume Laforge <
guillaume.laforge...@gmail.com> wrote:
> So did the Autodesk big boss...
>
> :)
>
>
> On Mon, Sep 2, 2013 at 5:26 PM, Eric Thivierge wrote:
>
>> Don't let Guillaume fool you. I fired him the other day when he d
ing it in detail
>
> https://vimeo.com/20240568
>
>
>
> On 22 August 2013 00:15, Simon van de Lagemaat
> wrote:
> > Anyone know of any examples for driving a weight map via particle
> distances?
> > I need to use a particle field distributed on a mesh to paint the w
Anyone know of any examples for driving a weight map via particle
distances? I need to use a particle field distributed on a mesh to paint
the weight map, basically a splatter map of sorts. I can find a bunch of
examples of proximity based effects for geometry but nothing for point
clouds.
ks.
>
> --
>
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of Simon van de
> Lagemaat [si...@theembassyvfx.com]
> *Sent:* 13 June 2013 18:11
> *To:* softimage@listproc.autodesk.com
> *Sub
Does this drive anyone else up the damn wall? You have an object selected
and when you hit F to find it in the partitions in explorer it takes you to
an inactive partition?
Sorry for the rant.
There is a network install option so all you have to do is run a batch file
once on a machine and it silently installs with all your licensing options
that you set the first time.
On Thu, May 16, 2013 at 11:21 AM, Mirko Jankovic
wrote:
> Now thinking about it... wouldn't it be good and even nee
ebec) CANADA J7E 3J1
>
> Follow us on
> Facebook <http://www.facebook.com/ModusFX>
>
> &
> Twitter <https://twitter.com/Modusfx>
> *
> On 10/05/2013 3:16 PM, Simon van de Lagemaat wrote:
>
> \Data\Preferences\ColorManagement
>
> But not sure if
gt; Facebook <http://www.facebook.com/ModusFX>
>
> &
> Twitter <https://twitter.com/Modusfx>
> *
> On 10/05/2013 3:16 PM, Simon van de Lagemaat wrote:
>
> \Data\Preferences\ColorManagement
>
> But not sure if that shows up in your preferences... it shoul
\Data\Preferences\ColorManagement
But not sure if that shows up in your preferences... it should right?
On Fri, May 10, 2013 at 12:09 PM, Alok wrote:
> Hi,
>
> Anyone knows where to put the LUT files in a user defined workgroup so it
> is available on the display tab in the prefenrence.
>
> -
Image Engine was the primary on Elysium and did the majority of the work.
There were other shops involved of course but this was really IE's gig,
they supervised it.
On Wed, Apr 10, 2013 at 5:56 AM, Octavian Ureche wrote:
> Here is the official trailer:
> http://www.youtube.com/watch?v=EJ-bYOy
Thanks for the nice comments guys!
We used Softimage and Arnold for the suit, Houdini for any FX work, mostly
smoke, debris thrusters. We love this combo, I highly recommend it. The
pipeline in the past between the two was a little jinky but we're rolling
our own alembic solution and soon hope t
What are you going to be rendering?
On Fri, Mar 15, 2013 at 1:41 PM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:
> Good evening/day everyone !
>
>
> The people i am working for are currently debating whether or not to take
> on Arnold, as their official renderer on their next featu
Dude, that's attached to a 24.5hz string.
On Thu, Mar 14, 2013 at 2:01 PM, Alan Fregtman wrote:
> Also same magic behind this seemingly static flying helicopter:
> http://www.youtube.com/watch?v=VfihH-O_0eg
>
>
>
> On Thu, Mar 14, 2013 at 8:09 AM, Adam Seeley wrote:
>
>> Probably not,
>>
>> If y
How long do you think people should go before using the last resort? One
year? Two? Ten? I think AD has had a very long grace period since they
bought Softimage and people have been patient enough.
They also aren't the only game in town, in fact they own some of the other
games.
On Thu, Mar 1
On Thu, Mar 14, 2013 at 11:58 AM, Matt Lind wrote:
> If fewer customers pay for support, how much developer time do you think
> is going to be put into the product? In other words, by not paying you are
> effectively killing the product.
Wait, what? This is a chicken before the egg scenario. P
In a nutshell... Modo has a great renderer and Allen Hastings is the heart
and soul of Luxology. That said it's not a great heavy lifter , it doesn't
handle large and complex scenes well and lacks a lot of the
refining/optimization tools that it should have at this point.
I tried to use it in pro
But AD opens themselves up to these attacks frequently. If they'd just
release all the information at once people wouldn't engage in rampant
speculation, instead someone thinks it's a great 'marketing' idea to string
people along.I get why AD thinks it's a neat idea, it lets them show
things N
He'll just subdivide everything ;-)
On Wed, Feb 13, 2013 at 4:31 PM, Toonafish wrote:
> yes, better start preparing for somehumiliation ! ;-)
>
> - Ronald
>
>
> On 2/14/2013 1:22, Gene Crucean wrote:
>
> One down one to go. NEXT!!! aaarrghahrahgh!!!
>
> ...hehe. Ok I'll stop now.
>
>
>
>
My experience was that it took a lng time to reduce fine noise. It got
to the level you have fairly speedily but after that the curve really began
to flatten out. Maybe it was just my vanilla 500 series nvidia card was
too slow, not sure.
On Wed, Feb 13, 2013 at 10:41 AM, Toonafish wrote:
Our pipeline guy Ran Sariel wants to get in to this thread but he just
joined the list and needs an email from this thread to get started. So
ignore this... apparently the google group is just an archive and can't be
used for replies.
On Fri, Jan 18, 2013 at 1:55 PM, Steven Caron wrote:
> i wo
Do you need bgeo content to test or are you all good?
On Fri, Jan 11, 2013 at 6:49 PM, Schoenberger wrote:
> **
> > Houdini bgeo? Not sure if it can spit out any other formats,
> > apparently openVDB is on the way but not sure.
> "OpenVDB will be fully integrated into the next major release of
Houdini bgeo? Not sure if it can spit out any other formats, apparently
openVDB is on the way but not sure.
On Fri, Jan 11, 2013 at 4:29 AM, Schoenberger wrote:
> **
> Hi Everyone
>
> I am currently updating my fluid shader for mentalRay and Arnold (probably
> VRay if the others are working).
Lol! You just made our pipeline guy a happy camper now that he knows
what was randomly crashing soft out when processing assets.
On Fri, Nov 16, 2012 at 6:53 AM, Jonathan Laborde
wrote:
> We run Softimage In linux (centos 6) here, and we have discovered that Tiff
> files with a certain compressi
What do people here use as a standard format? I always thought tiff
was the least offensive format but after running into some issues with
the byte order bs we're wondering if png's might be better?
On Thu, Nov 15, 2012 at 5:58 PM, Gene Crucean
wrote:
> .tif's = the devil
>
>
>
> ... that is al
I've had success with 16bpp greyscale tiffs (heightmaps mostly) but
generally I use exr if I'm going above 8bpp, just a much more
predictable format when extra depth is required.
On Thu, Nov 15, 2012 at 3:06 PM, Steven Caron wrote:
> no compression... i am converting them to an optimal rendering
specific position in space to properly sample its
>> noise. Might try that later.
>>
>> Hope this helps a bit.
>>
>>
>> On Mon, Nov 12, 2012 at 3:15 PM, Simon van de Lagemaat <
>> si...@theembassyvfx.com> wrote:
>>
>>> Thanks Matt,
>>
Alan that works brilliantly! I plugged it into my gradient et voila!
Sometimes I keep forgetting how I can hack into the compounds to expose
parameters.
Thank you very much everyone for the help. Hopefully others will be able
to use these techniques as well.
On Mon, Nov 12, 2012 at 3:11 PM, Al
---
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] On Behalf Of Simon van de
> Lagemaat [si...@theembassyvfx.com]
> *Sent:* Saturday, November 10, 2012 8:57 PM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: polygon
zer has this functionality and much more for those of us who like
> things gift wrapped.
>
> *From:* Simon van de Lagemaat
> *Sent:* Saturday, November 10, 2012 11:57 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: polygon island attributes
>
> Ya I'm lo
quite tricky to get via ICE alone without scripted help.
>
> On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney
> wrote:
> > Dive inside the turbulence compound and replace any instances of
> > pointposition with polygonposition. Also, swap polygonindex for point ID.
&g
Hey all,
A while ago I asked how to assign random attributes to polygon islands and
I've recently revisited that task and used a couple of methods using the
get array minimum technique.
Currently I'm just assigning purely random values using a random value node
which has my custom poly island ind
My pipeline guy has a question for the list regarding workgroups and
xsibatch. Thinking maybe someone here has some info that could help us.
"we have a set of workgroups for si,
when launching an interactive si session
we use xsi -w "worgroups" -run
and all works as expected.
now when I try t
hat's my opinion based on limited experience with Arnold.
>
> I know that you're in a unique position of having experience with both, so
> can you elaborate on the differences you see between the Arnold and modo
> renderers?
>
> -Tim
>
>
> On 9/25/2012 11:13 AM,
Modo is a fantastic app and it has a fantastic render engine for the type
of end user they are focusing on. But as good as it is it's no Arnold and
has a ways to go before it is.
That said, it's a great match for the Foundry who now have the ability to
create content across the entire pipeline wh
We've got the oddest error msg that occurs when using Softs file browser but
ONLY when Soft is set to use one specific project, if that project is not set
then the browser works fine.
dsbrws - the parameter is incorrect
Anyone seen this before?
the input.
[cid:image001.gif@01CD869E.C1CD89C0]
On 30/08/2012 1:45 PM, Simon Van de Lagemaat wrote:
We've had an issue with 2012 sap where some of our scenes are resetting all of
our ICE node values to zero. Has anyone ever had this problem?
No virus found in this message.
Checked by AVG - w
We've had an issue with 2012 sap where some of our scenes are resetting all of
our ICE node values to zero. Has anyone ever had this problem?
"FYI" don't know why that made it in there.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de
Lagemaat
Sent: July-20-12 2:25 PM
To: softimage@listproc.autodesk.com; Adam Seeley
Subject: RE: clumping hai
FYI Is there a good primer anywhere for an ICE based strand workflow for hair?
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de
Lagemaat
Sent: July-20-12 2:11 PM
To: Adam Seeley; softimage@listproc.autodesk.com
Subject: RE
n non uniformly distributed geo
Hi,
Depends on the complexity of the mesh, but maybe using Polygonizer & shrink
wrapping to closest surface might help get you a step closer.
Adam.
____
From: Simon Van de Lagemaat
mailto:si...@theembassyvfx.com>>
Anyone know a workaround for the problem of XSI hair guides clumping up in
areas with higher density geo on the base mesh?
hed this should work fine.
Also, is there a way to bevel vertices in ICE?
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de
Lagemaat
Sent: July-12-12 10:00 AM
To: softimage@listproc.autodesk.
components, inverting selection sometimes,
>> extruding again with Merge off, etc.)
>>
>> On Wed, Jul 11, 2012 at 8:29 PM, Alan Fregtman
>> mailto:alan.fregt...@gmail.com>> wrote:
>> You guys should try extruding while selecting all edges. Cool
>> fl
I'm looking to create a specif type of geodesic sphere like the one in this pic.
http://upload.wikimedia.org/wikipedia/commons/e/e7/G%C3%A9ode_V_3_1_duale.gif
Basicall as many hexagons as I can muster :-) Anyone got some idea on ways to
do this in Soft or even in a 3rd party program?
Cheers
I love Modo but it is in NO way ready for even moderate production loads. I
know because I've tried to implement it here for commercial production and
there are quite a few roadblocks that hold it back. That's not to say it isn't
capable on smaller jobs, it most certainly is.
As it stands now
un 6, 2012 at 7:12 PM, Simon Van de Lagemaat
mailto:si...@theembassyvfx.com>> wrote:
Is this feasible? I'm trying to assign random color values to points based on
their connectivity i.e. fractured mesh where each chunk has a random value or
color. The mesh isn't light so I'
Is this feasible? I'm trying to assign random color values to points based on
their connectivity i.e. fractured mesh where each chunk has a random value or
color. The mesh isn't light so I'm wondering if this is going to be a slow
process or if it's even possible.
Cheers
l.pos by the inverse of sphere.kine.global, then you
can get rid of all the other coversions.
gray
From:
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de
Lagemaat
Sent: Thur
com>
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de
Lagemaat
Sent: Thursday, April 26, 2012 07:33 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: RE: Evaluating ice weight map gen per frame
That did the trick good sir!
From:
so
...@listproc.autodesk.com] On Behalf Of Simon Van de
Lagemaat
Sent: Thursday, April 26, 2012 06:39 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: RE: Evaluating ice weight map gen per frame
I kludged this together from wathcing a tutorial on something
todesk.com<mailto:softimage-boun...@listproc.autodesk.com>
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de
Lagemaat
Sent: Thursday, April 26, 2012 05:27 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Evaluating ice we
I'm generating a weight map on a mesh using a simple dot product of a null and
the surface points on the sphere. When I animate the sphere the weight map
generation is ignoring the transforms and acting as if the mesh is in a rest
state.
How can I get the weight map tree to eval the mesh and i
We're trying to run a couple of python procedures when Softimage starts up.
Where should we be placing these functions? Is there a place where Softimage
would evaluate python on application load?
Cheers
"Multivac, what will happen to Softimage"
"THERE IS INSUFFICIENT DATA FOR A MEANINGFUL ANSWER."
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: April-20-12 11:42 AM
To: softimage@listproc.autodesk.com
Subject: Re: I
We're a soft/Houdini house that has done plenty of film and commercial work and
I've never encountered a producer or even a sup that cared one bit about the
software we used. I'm not doubting they exist nor am I doubting your
experiences but I've personally never seen it happen.
From: softimag
What's the final word here on job postings, I don't wanna piss anyone off
before making one. Seems like it ended up with most people saying they just
didn't want recruiters spamming the list with daily postings?
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