No one is going to spend time to develop this in Softimage unfortunately (
unless you really have nothing else to do :D )

2014-11-18 13:47 GMT+01:00 Cristobal Infante <cgc...@gmail.com>:

> Exactly the same with houdini engine, the API is there to make for soft.
>
> Will anyone do it? I doubt it, time to move on if you need this tools
>
> On 18 November 2014 12:44, Francisco Criado <malcriad...@gmail.com> wrote:
>
>> Well, its based on python scripting and they are giving away the code:
>>
>> https://bitbucket.org/m2u/m2u/
>> https://bitbucket.org/m2u/m2uue4plugin
>>
>> F.
>>
>> 2014-11-18 9:36 GMT-03:00 Marco Peixoto <mpe...@gmail.com>:
>>
>> keep dreaming :)
>>>
>>> On Tue, Nov 18, 2014 at 1:03 PM, Francisco Criado <malcriad...@gmail.com
>>> > wrote:
>>>
>>>> Very nice! would be great to have this tool under Softimage hood...
>>>>
>>>> F.
>>>>
>>>>
>>>> 2014-11-17 5:37 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>>>
>>>> I haven't tried it yet, but for Maya users this is pretty cool!
>>>>>
>>>>> Interactive sync - M2UE4
>>>>> <https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4&highlight=maya+to+unreal+engine>
>>>>>
>>>>> 2014-11-06 14:18 GMT+01:00 Cristobal Infante <cgc...@gmail.com>:
>>>>>
>>>>>> Some new interesting tests:
>>>>>>
>>>>>> https://www.youtube.com/watch?v=gC0PdspqNYk
>>>>>>
>>>>>> https://www.youtube.com/watch?v=vfZD22zMnUY
>>>>>>
>>>>>> On 23 August 2014 22:47, Francisco Criado <malcriad...@gmail.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Martin,
>>>>>>> In the unreal forum that was posted earlier in this mail you can
>>>>>>> read that for those movies he only spent 10 minutes aprox for baking 
>>>>>>> lights.
>>>>>>> F.
>>>>>>>  El ago 23, 2014 4:44 PM, "Martin Yara" <furik...@gmail.com>
>>>>>>> escribió:
>>>>>>>
>>>>>>> Outstanding quality !
>>>>>>>>
>>>>>>>> I've never written a shader, and I guess I misunderstood you but
>>>>>>>> are you saying that this quality is achievable in SI with custom 
>>>>>>>> shaders?
>>>>>>>> even with that crappy viewer?
>>>>>>>>
>>>>>>>> BTW, the fact that he is using UE4 doesn't mean the final
>>>>>>>> movie frame rate is real time. I'm guessing it isn't, just like all the
>>>>>>>> cinematics we see in games nowadays, pre-rendered with real time 
>>>>>>>> shaders.
>>>>>>>>
>>>>>>>> Martin
>>>>>>>>
>>>>>>>>
>>>>>>>> On Sat, Aug 23, 2014 at 2:36 PM, Eugene Flormata <
>>>>>>>> eug...@flormata.com> wrote:
>>>>>>>>
>>>>>>>>> https://www.youtube.com/watch?v=rOkJ1-vnh-s
>>>>>>>>> this doesn't really look baked though
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Fri, Aug 22, 2014 at 10:02 PM, Alok Gandhi <
>>>>>>>>> alok.gandhi2...@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> It's all about baking. Recently, I made some arch viz app for
>>>>>>>>>> Andriod and iOS and I was able to achieve good quality. It was for 
>>>>>>>>>> unity
>>>>>>>>>> and I did all the baking in soft.
>>>>>>>>>>
>>>>>>>>>> Sent from my iPhone
>>>>>>>>>>
>>>>>>>>>> On 23-Aug-2014, at 4:06 am, Nicolas Esposito <3dv...@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> Consider that this is a kind of tech demo, means that Unreal
>>>>>>>>>> Engine 4, being a game engine, is built to manage multiple aspect (
>>>>>>>>>> physics, characters movement and logic, enemies logic, particles and 
>>>>>>>>>> so on )
>>>>>>>>>> The video shows how good is UE4 with lighting and "atmosphere",
>>>>>>>>>> but the you actually build your scene as a game you need to do lots 
>>>>>>>>>> of
>>>>>>>>>> compromises...
>>>>>>>>>> Cryengine 2 was used as well for archivz and the results were
>>>>>>>>>> stunning, and lots of companies get a license to develop just that...
>>>>>>>>>>
>>>>>>>>>> The main issue that I found right now is that if you want to
>>>>>>>>>> share or send the work to your client ( as a walkthrough I mean ) 
>>>>>>>>>> you have
>>>>>>>>>> to send ( and install ) a 1-2gb file, which most clients are not so
>>>>>>>>>> comfortable with...otherwise you can just render a video with 
>>>>>>>>>> it...the main
>>>>>>>>>> advantage is that you don't wait 5 minutes per frame, but just a 
>>>>>>>>>> couple of
>>>>>>>>>> seconds.
>>>>>>>>>>
>>>>>>>>>> Anyway this engine looks amazing and the constant updates are
>>>>>>>>>> improving it more and more
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> 2014-08-22 23:18 GMT+02:00 Cristobal Infante <cgc...@gmail.com>:
>>>>>>>>>>
>>>>>>>>>>> Some more in his work in kotaku:
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> http://kotaku.com/next-gen-lighting-is-pushing-the-limits-of-realism-1625324795?utm_campaign=Socialflow_Kotaku_Twitter&utm_source=Kotaku_Twitter&utm_medium=Socialflow
>>>>>>>>>>>
>>>>>>>>>>> And also a while back this Swedish apartment was done in Unreal
>>>>>>>>>>> (previously done in octane). He even offers a download if you want 
>>>>>>>>>>> to test
>>>>>>>>>>> the interactivity.
>>>>>>>>>>>
>>>>>>>>>>> http://vimeo.com/m/98625270
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Friday, 22 August 2014, Matt Lind <ml...@carbinestudios.com>
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Addendum:
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> It’s also part of the reason why 3rd party apps such as Fabric
>>>>>>>>>>>> Engine can render faster than the native viewports – less overhead.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> Matt
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> *From:* Matt Lind
>>>>>>>>>>>> *Sent:* Friday, August 22, 2014 2:11 PM
>>>>>>>>>>>> *To:* softimage@listproc.autodesk.com
>>>>>>>>>>>> *Subject:* RE: ot: unreal engine
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> Not the entire reason, but a big part of it is DCC apps must
>>>>>>>>>>>> spend a lot of time reading and evaluating construction histories 
>>>>>>>>>>>> and other
>>>>>>>>>>>> user interaction whereas the displayed data in a game engine is 
>>>>>>>>>>>> stripped
>>>>>>>>>>>> down to the bare minimum for performance.  Game engines will 
>>>>>>>>>>>> always be
>>>>>>>>>>>> faster than DCC apps in that regard, and by a large factor.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> As for look quality, it’s just a matter of writing the
>>>>>>>>>>>> shaders.  You can do that in Softimage.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> Matt
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> *From:* softimage-boun...@listproc.autodesk.com [
>>>>>>>>>>>> mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
>>>>>>>>>>>> *Jordi
>>>>>>>>>>>> Bares
>>>>>>>>>>>> *Sent:* Friday, August 22, 2014 2:04 PM
>>>>>>>>>>>> *To:* softimage@listproc.autodesk.com
>>>>>>>>>>>> *Subject:* Re: ot: unreal engine
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> I still wonder why the viewport of our 3D apps is not as good
>>>>>>>>>>>> as that… :-P
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> Jordi Bares
>>>>>>>>>>>>
>>>>>>>>>>>> jordiba...@gmail.com
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On 22 Aug 2014, at 21:34, Francisco Criado <
>>>>>>>>>>>> malcriad...@gmail.com> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> it seems to be, it only tales 10 minutes to build the light
>>>>>>>>>>>> mapping.
>>>>>>>>>>>>
>>>>>>>>>>>> details here:
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> 2014-08-22 17:30 GMT-03:00 David Saber <davidsa...@sfr.fr>:
>>>>>>>>>>>>
>>>>>>>>>>>> On 2014-08-22 18:55, Francisco Criado wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> have to share this:
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> UE4 Archviz / Lighting 2
>>>>>>>>>>>> <https://www.youtube.com/watch?v=157P9gXQVWQ&list=UUpL6btTFD1yTtSUeapW3fNA>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> F.
>>>>>>>>>>>>
>>>>>>>>>>>> wowo, this is realtime?
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> Francisco Criado
>>>> visual geek
>>>> DCA Lab
>>>>
>>>
>>>
>>
>>
>> --
>> Francisco Criado
>> visual geek
>> DCA Lab
>>
>
>

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