Softimage 2014

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Luc-Eric Rousseau

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Mar 25, 2013, 11:04:21 PM3/25/13
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Ahmidou Lyazidi

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Mar 25, 2013, 11:45:41 PM3/25/13
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The custom primitives are missing from the new feature list...
-----------------------------------------------
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


2013/3/26 Luc-Eric Rousseau <luce...@gmail.com>:
> http://www.autodesk.com/products/autodesk-softimage/overview

Raffaele Fragapane

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Mar 26, 2013, 12:03:44 AM3/26/13
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It's funny, one of the most relevant ones that got quite a few TDs excited is probably going to fly miles under the radar :)
--
Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!

Ahmidou Lyazidi

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Mar 26, 2013, 2:10:26 AM3/26/13
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Also, the HQV demo is kind of a fail, the ambient occlusion is full of
artifacts, and you can see how slow it is to refresh at the end when
he move the PPG...


-----------------------------------------------
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


2013/3/26 Raffaele Fragapane <raffsx...@googlemail.com>:

Juhani Karlsson

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Mar 26, 2013, 2:55:20 AM3/26/13
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This makes interesting contrast with the latest Modo release. : )
- J
--
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
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juhani....@talvi.fi
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Stefan Andersson

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Mar 26, 2013, 3:29:24 AM3/26/13
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Is there a list somewhere for all the new features?
Or was the wiki page correct?

Regards
Stefan


-- Sent from a phone booth in purgatory

On Mar 26, 2013, at 4:04, Luc-Eric Rousseau <luce...@gmail.com> wrote:

Eugen Sares

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Mar 26, 2013, 3:37:35 AM3/26/13
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Worth mentioning is also that more than 200 bugs have been fixed.

Mirko Jankovic

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Mar 26, 2013, 4:04:21 AM3/26/13
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Is there complete release notes with all bug fixes as well?

olivier jeannel

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Mar 26, 2013, 4:14:34 AM3/26/13
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With Syflex is there something else than the "map" entry ?
I mean, is it possible to plug custom forces, like goals (per points) forces ? Is it really per point, or is it only weightmaps ?

Eugen Sares

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Mar 26, 2013, 4:24:10 AM3/26/13
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For now, it's only in the beta forum, as it looks.
216 is the exact count, so the "new guys" did a mighty good job, no matter what new features anybody is still going to miss, and the wheel will keep on turning for another while...

Mirko Jankovic

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Mar 26, 2013, 4:26:04 AM3/26/13
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It would be good to see that list as well, maybe that would help out easy bashing all around. people are pretty much disappointed and if new features are only thing that they actually see.. it is understandable that everyone is asking what has bin done in the last full year and that this should be maybe .5 release instead :)

Piotrek Marczak

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Mar 26, 2013, 4:36:49 AM3/26/13
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I dont see it in SDK, how do actually customize the way primitive is drawn in viewport (like implicit rings etc)..

2013/3/26 Mirko Jankovic <mirkoj....@gmail.com>

Szabolcs Matefy

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Mar 26, 2013, 4:42:05 AM3/26/13
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There are few mistakes on the website

 

1.       FCUrve Editor and Deopesheet has a thumbnail of the UV Editor

2.       Enhanced FBX indicates a video, but there’s only a screenshot

And I treat as an insult that Softimage is not in the direct product list after few years under the Autodesk flag…

Ahmidou.xsi

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Mar 26, 2013, 4:46:56 AM3/26/13
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It's a c++ plugin in which you draw openGL like the custom tools, but it's hosted by an object. You also have a callback to define what to do when concerting to real geometry.

Piotrek Marczak

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Mar 26, 2013, 4:49:07 AM3/26/13
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Thanks, that's cool :)

2013/3/26 Ahmidou.xsi <ahmid...@gmail.com>

Doeke Wartena

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Mar 26, 2013, 4:57:25 AM3/26/13
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"And I treat as an insult that Softimage is not in the direct product list after few years under the Autodesk flag…"

+1 for that

2013/3/26 Piotrek Marczak <piotrek...@gmail.com>

Mirko Jankovic

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Mar 26, 2013, 4:59:31 AM3/26/13
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not cool.. not cool at all...

Eugen Sares

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Mar 26, 2013, 5:00:02 AM3/26/13
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Should make the "quick primitive" guy happy... looking forward to what you will come up with that.
Stupid that Softimage still lacks that feature ootb.
Did you ask to get into the beta?

Stefan Kubicek

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Mar 26, 2013, 5:00:37 AM3/26/13
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And so are GPU-accelerated Bullet RBDs in ICE and SDK enhancements to the
grid widget.

It's kinda strange to not hear Chinnys voice over these demo videos
anymore. I've gotten so used to it....
--
Using Opera's mail client: http://www.opera.com/mail/

Rob Chapman

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Mar 26, 2013, 5:01:31 AM3/26/13
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there once was an ugly duckling..

Stephen Blair

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Mar 26, 2013, 5:57:54 AM3/26/13
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That's never going to happen, so best get over it.

Python v2.7.3 for Linux!


On 26/03/2013 4:59 AM, Mirko Jankovic wrote:
not cool.. not cool at all...
On Tue, Mar 26, 2013 at 9:57 AM, Doeke Wartena <clank...@gmail.com> wrote:
"And I treat as an insult that Softimage is not in the direct product list after few years under the Autodesk flag�"

+1 for that

2013/3/26 Piotrek Marczak <piotrek...@gmail.com>
Thanks, that's cool :)

2013/3/26 Ahmidou.xsi <ahmid...@gmail.com>

It's a c++ plugin in which you draw openGL like the custom tools, but it's hosted by an object. You also have a callback to define what to do when concerting to real geometry.

Le 26 mars 2013 � 19:36, Piotrek Marczak <piotrek...@gmail.com> a �crit�:

I dont see it in SDK, how do actually customize the way primitive is drawn in viewport (like implicit rings etc)..

2013/3/26 Mirko Jankovic <mirkoj....@gmail.com>
It would be good to see that list as well, maybe that would help out easy bashing all around. people are pretty much�disappointed�and if new features are only thing that they�actually�see.. it is�understandable�that everyone is asking what has bin done in the last full year and that this should be maybe .5 release instead :)


On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares <soft...@keyvis.at> wrote:
For now, it's only in the beta forum, as it looks.
216 is the exact count, so the "new guys" did a mighty good job, no matter what new features anybody is still going to miss, and the wheel will keep on turning for another while...


Am 26.03.2013 09:04, schrieb Mirko Jankovic:
Is there�complete�release notes with all bug fixes as well?


--�

Tim Leydecker

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Mar 26, 2013, 6:08:36 AM3/26/13
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Autodesk Homepage got redesigned. Nice. New Autodesk logo. Nice.

Back in my graphics design university days, that�s what our teachers
always got off on. Reinvent yourself, get yourself a new look and people
will perceive you and your business from a fresh perspective.

The amount of money spent on such a rebranding is easily justified by
any number of positive benefits, including an increase in moral and general
demand for one of those new coffee mugs. I would love to have one, too. Really.

I also like this:

http://labs.autodesk.com/technologies/pinocchio

http://www.autodesk.com/content/dam/autodesk/www/products/autodesk-3dsmax/videos/populate-crowd-animation-video-1152x648.flv

http://www.autodesk.com/content/dam/autodesk/www/products/autodesk-3dsmax/images/screenshots/dx-11-viewport-rendering-large-1152x692.jpg

And how close Nitrious and ActiveShade in 3dsMax get to make it wysiswyg.

If I look into youtube for rendering with mR, it�s most often 3dsMax.

It is so simple in 3dsMax...


Maybe it�s time to say goodbye to the one app does everything approach and embrace
the possibilities of having to pick from the whole range of solutions more.

The grain of salt is, it�s less effective to keep the exponentially bigger amount
of options in mind and also invest the time to find a workflow that actually works.

It�s like building a PC from scratch instead of getting a tested workstation from a vendor.
It may be cheaper to roll your own but it�s more work to do all the development and R&D yourself.

Therefor, the Autodesk suites should actually be cheaper than buying any one of the 3d apps,
since it actually takes the whole suite to get something done you would initially expect
to work straight out of one box...


Cheers,

tim




On 26.03.2013 04:04, Luc-Eric Rousseau wrote:
> http://www.autodesk.com/products/autodesk-softimage/overview
>

Mirko Jankovic

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Mar 26, 2013, 6:14:42 AM3/26/13
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As much as single things in max works fine, whole application is completely out of logic for a lot of people and simply don't work.
And suite is actually pushing people to learn 3 different tools, to switch daily to 3 different workflows and logic to achieve what actually can be done in single application. 
Every single switch from application to application in a day is taking time and slowing workflow. Not only time to switch but time to switch mentally to new shortcuts, UI, workflow...
Idea to specialize max, maya and Softimage and then to use each in only couple areas is pure and simple idiotic and just an attempt to get more money selling 3 applications instead of one. Simple as that. 
No one can give good argument that constantly going to different applications can be faster than sticking inside your main application and pushing project.

Stefan Kubicek

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Mar 26, 2013, 6:19:57 AM3/26/13
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What you say is true when you rule out

- Time needed to learn a second (or nth ) app.
- Time needed to maintain a second (or nth app (i.e. learn how to
work/code around bugs any app has)
- Non-waterproof data exchange between n apps.

I see this working for special purposes though, like doing dynamics in
Houdini, the rest in Soft, or Fluids in Naiad or Realflow, the rest in
Maya, or like Blur: everything Max except character Rigging and animation,
more or less at least. Spreading the butter too thin across many different
packages just causes a lot of overhead imho, so even while you _can_ use a
different app for every step of the way, chances are good you don't want
to once you start looking at total cost of operation.





> Maybe it´s time to say goodbye to the one app does everything approach
> and embrace
> the possibilities of having to pick from the whole range of solutions
> more.
>
> The grain of salt is, it´s less effective to keep the exponentially
> bigger amount
> of options in mind and also invest the time to find a workflow that
> actually works.
>
> It´s like building a PC from scratch instead of getting a tested
> workstation from a vendor.
> It may be cheaper to roll your own but it´s more work to do all the
> development and R&D yourself.
>
> Therefor, the Autodesk suites should actually be cheaper than buying any
> one of the 3d apps,
> since it actually takes the whole suite to get something done you would
> initially expect
> to work straight out of one box...
>
>
> Cheers,
>
> tim
>
>
>
>
> On 26.03.2013 04:04, Luc-Eric Rousseau wrote:
>> http://www.autodesk.com/products/autodesk-softimage/overview
>>


--
-------------------------------------------
Stefan Kubicek
-------------------------------------------
keyvis digital imagery
Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
Phone: +43/699/12614231
www.keyvis.at ste...@keyvis.at
-- This email and its attachments are --
--confidential and for the recipient only--

Mirko Jankovic

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Mar 26, 2013, 6:23:45 AM3/26/13
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You are right. I was a bit too exclusive. Ofc that if you have tool that do one thing really faster and better then there is reason to implement it in pipeline. 
But Having 1 application for modeling, another one for texturing, completely different one for rig and animation and count goes on and on.... 5 or more applications to balance with....
Even if you assemble team of 5 people each to work in single one there are a lot more problems in keeping workflow fluid. 

Tim Leydecker

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Mar 26, 2013, 6:31:47 AM3/26/13
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That�s my point.

>> Therefor, the Autodesk suites should actually be cheaper than buying any
>> one of the 3d apps,


It is a pain in the arse constantly having to verify all possibilities
for a practical workflow and this pain in the arse also expresses itself
in an increased amount of time spent on project management and data processing.

If you add to that a competitive environment you easily end up
having to justify a few day�s work against a guy doing it
in a youtube video in 20 minutes, including sending the *.jpg.

It�s frustrating having to bring in bigger and bigger investments
just to do it quicker but not better.

Limbo was supposed to be fun. Not to be confused with bending forward...

Cheers,

tim
>> http://labs.autodesk.com/**technologies/pinocchio<http://labs.autodesk.com/technologies/pinocchio>
>>
>> http://www.autodesk.com/**content/dam/autodesk/www/**
>> products/autodesk-3dsmax/**videos/populate-crowd-**
>> animation-video-1152x648.flv<http://www.autodesk.com/content/dam/autodesk/www/products/autodesk-3dsmax/videos/populate-crowd-animation-video-1152x648.flv>
>>
>> http://www.autodesk.com/**content/dam/autodesk/www/**
>> products/autodesk-3dsmax/**images/screenshots/dx-11-**
>> viewport-rendering-large-**1152x692.jpg<http://www.autodesk.com/content/dam/autodesk/www/products/autodesk-3dsmax/images/screenshots/dx-11-viewport-rendering-large-1152x692.jpg>
>>
>> And how close Nitrious and ActiveShade in 3dsMax get to make it wysiswyg.
>>
>> If I look into youtube for rendering with mR, it�s most often 3dsMax.
>>
>> It is so simple in 3dsMax...
>>
>>
>> Maybe it�s time to say goodbye to the one app does everything approach and
>> embrace
>> the possibilities of having to pick from the whole range of solutions more.
>>
>> The grain of salt is, it�s less effective to keep the exponentially bigger
>> amount
>> of options in mind and also invest the time to find a workflow that
>> actually works.
>>
>> It�s like building a PC from scratch instead of getting a tested
>> workstation from a vendor.
>> It may be cheaper to roll your own but it�s more work to do all the
>> development and R&D yourself.
>>
>> Therefor, the Autodesk suites should actually be cheaper than buying any
>> one of the 3d apps,
>> since it actually takes the whole suite to get something done you would
>> initially expect
>> to work straight out of one box...
>>
>>
>> Cheers,
>>
>> tim
>>
>>
>>
>>
>> On 26.03.2013 04:04, Luc-Eric Rousseau wrote:
>>
>>> http://www.autodesk.com/**products/autodesk-softimage/**overview<http://www.autodesk.com/products/autodesk-softimage/overview>
>>>
>>>
>

Eugen Sares

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Mar 26, 2013, 7:03:13 AM3/26/13
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We are still living in Babylon here, due to the relative young age of the 3D industry.
Many more standards are needed, just like in every other industry - architecture, electronics, etc.
Scene data exchange and user experience (UI - even naviation shortcuts are different everywhere) would be much simpler based on that.
Those standards should also be open source. For a start there's OpenEXR, OpenSubdivs, Alembic, etc.
What about particles, voxels, rigging, shaders, nurbs, ... FBX is still far from being where it should be, even after years.

Tim Leydecker

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Mar 26, 2013, 7:15:48 AM3/26/13
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And just to remember the fun in Limbo. I really like

http://labs.autodesk.com/technologies/pinocchio

In cases as such, I can justify the time to learn and play
through the approach simply because it has the potential
to bring a benefit to the either the level of output or
even the initial content I can create from that.

It�s the hassle with grossly varying qualities of implementation
and support of features with something like mental ray in the
three content creation packages that cost me time and inflicts
frustration because I have to find&support the quickest and most
reliable solution myself just to stay competitive but not for
the benefit of earning more money but for making less due to
quicker turnaround and a bigger investment to have all the tools.

I have to follow lowering the bar, not raise it.

That can only lead to a degraded quality and stress that
prevents precious ressources to be spent on actually
adding quality to the output but instead those precious
iterations get eaten up by data handling and processing.

I see more and more half-arsed solutions and projects than 10 years ago.

It seems there�s no time to left to think.

People resort to saving to the desktop and getting away with it...

Francois Lord

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Mar 26, 2013, 9:29:12 AM3/26/13
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Usually, a complete new features list is released with the software.
Which should happen, what... within 4 days (before the end of the quarter)?

Luc-Eric Rousseau

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Mar 26, 2013, 9:35:01 AM3/26/13
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The full documentation and the release notes are already online
www.autodesk.com/softimage-documentation

Christopher

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Mar 26, 2013, 9:38:26 AM3/26/13
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Softimage is Origami now, finally I can learn how to make Origami.

Christopher

Tuesday, March 26, 2013 9:35 AM
The full documentation and the release notes are already online
www.autodesk.com/softimage-documentation
Tuesday, March 26, 2013 9:29 AM
Usually, a complete new features list is released with the software.
Which should happen, what... within 4 days (before the end of the quarter)?

On 26/03/2013 03:29, Stefan Andersson wrote:

Tuesday, March 26, 2013 3:29 AM
Is there a list somewhere for all the new features?
Or was the wiki page correct?

Regards
Stefan


-- Sent from a phone booth in purgatory

On Mar 26, 2013, at 4:04, Luc-Eric Rousseau <luce...@gmail.com> wrote:

Doeke Wartena

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Mar 26, 2013, 10:08:19 AM3/26/13
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Ponthieux, Joseph G. (LARC-E1A)[LITES]

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Mar 26, 2013, 10:15:25 AM3/26/13
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Interesting. So did anyone notice this?

 

http://www.autodesk.com/products

 

 

--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

NASA Langley Research Center

__________________________________________________

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.

 

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: Tuesday, March 26, 2013 5:58 AM
To: soft...@listproc.autodesk.com
Subject: Re: Softimage 2014

 

That's never going to happen, so best get over it.



Python v2.7.3 for Linux!

On 26/03/2013 4:59 AM, Mirko Jankovic wrote:

not cool.. not cool at all...

On Tue, Mar 26, 2013 at 9:57 AM, Doeke Wartena <clank...@gmail.com> wrote:

"And I treat as an insult that Softimage is not in the direct product list after few years under the Autodesk flag…"

 

+1 for that

 

2013/3/26 Piotrek Marczak <piotrek...@gmail.com>

Thanks, that's cool :)

2013/3/26 Ahmidou.xsi <ahmid...@gmail.com>

 

It's a c++ plugin in which you draw openGL like the custom tools, but it's hosted by an object. You also have a callback to define what to do when concerting to real geometry.

Le 26 mars 2013 à 19:36, Piotrek Marczak <piotrek...@gmail.com> a écrit :

I dont see it in SDK, how do actually customize the way primitive is drawn in viewport (like implicit rings etc)..

2013/3/26 Mirko Jankovic <mirkoj....@gmail.com>

It would be good to see that list as well, maybe that would help out easy bashing all around. people are pretty much disappointed and if new features are only thing that they actually see.. it is understandable that everyone is asking what has bin done in the last full year and that this should be maybe .5 release instead :)

 

On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares <soft...@keyvis.at> wrote:

For now, it's only in the beta forum, as it looks.
216 is the exact count, so the "new guys" did a mighty good job, no matter what new features anybody is still going to miss, and the wheel will keep on turning for another while...


Am 26.03.2013 09:04, schrieb Mirko Jankovic:

Is there complete release notes with all bug fixes as well?

 

-- 

Juhani Karlsson

Eric Thivierge

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Mar 26, 2013, 10:17:46 AM3/26/13
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Nice!

--------------------------------------------
Eric Thivierge
http://www.ethivierge.com

Stefan Kubicek

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Mar 26, 2013, 5:10:12 AM3/26/13
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It should also make it easier (and more robust) to implement arbitrary
file referencing and have that data visuaized in the viewport as long as
the data can be represented as 3D polygonal data.


so it should appeal to
> Should make the "quick primitive" guy happy... looking forward to what
> you will come up with that.
> Stupid that Softimage still lacks that feature ootb.
> Did you ask to get into the beta?
>
> Am 26.03.2013 09:49, schrieb Piotrek Marczak:
>> Thanks, that's cool :)
>>
>> 2013/3/26 Ahmidou.xsi <ahmid...@gmail.com
>> <mailto:ahmid...@gmail.com>>
>>
>> It's a c++ plugin in which you draw openGL like the custom tools,
>> but it's hosted by an object. You also have a callback to define
>> what to do when concerting to real geometry.
>>
>> Le 26 mars 2013 ᅵ 19:36, Piotrek Marczak
>> <piotrek...@gmail.com <mailto:piotrek...@gmail.com>> a
>> ᅵcrit :
>>
>>> I dont see it in SDK, how do actually customize the way primitive
>>> is drawn in viewport (like implicit rings etc)..
>>>
>>> 2013/3/26 Mirko Jankovic <mirkoj....@gmail.com
>>> <mailto:mirkoj....@gmail.com>>
>>>
>>> It would be good to see that list as well, maybe that would
>>> help out easy bashing all around. people are pretty
>>> much disappointed and if new features are only thing that
>>> they actually see.. it is understandable that everyone is
>>> asking what has bin done in the last full year and that this
>>> should be maybe .5 release instead :)
>>>
>>>
>>> On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares
>>> <soft...@keyvis.at <mailto:soft...@keyvis.at>> wrote:
>>>
>>> For now, it's only in the beta forum, as it looks.
>>> 216 is the exact count, so the "new guys" did a mighty
>>> good job, no matter what new features anybody is still
>>> going to miss, and the wheel will keep on turning for
>>> another while...
>>>
>>>
>>> Am 26.03.2013 09 <tel:26.03.2013%2009>:04, schrieb Mirko
>>> Jankovic:
>>>> Is there complete release notes with all bug fixes as
>>>> well?
>>>>
>>>>
>>>> On Tue, Mar 26, 2013 at 8:37 AM, Eugen Sares
>>>> <soft...@keyvis.at <mailto:soft...@keyvis.at>> wrote:
>>>>
>>>> Worth mentioning is also that more than 200 bugs
>>>> have been fixed.
>>>>
>>>>
>>>> Am 26.03.2013 07 <tel:26.03.2013%2007>:55, schrieb
>>>> Juhani Karlsson:
>>>>> This makes interesting contrast with the latest
>>>>> Modo release. : )
>>>>> - J
>>>>>
>>>>> On 26 March 2013 08:10, Ahmidou Lyazidi
>>>>> <ahmid...@gmail.com
>>>>> <mailto:ahmid...@gmail.com>> wrote:
>>>>>
>>>>> Also, the HQV demo is kind of a fail, the
>>>>> ambient occlusion is full of
>>>>> artifacts, and you can see how slow it is to
>>>>> refresh at the end when
>>>>> he move the PPG...
>>>>>
>>>>>
>>>>> -----------------------------------------------
>>>>> Ahmidou Lyazidi
>>>>> Director | TD | CG artist
>>>>> http://vimeo.com/ahmidou/videos
>>>>>
>>>>>
>>>>> 2013/3/26 Raffaele Fragapane
>>>>> <raffsx...@googlemail.com
>>>>> <mailto:raffsx...@googlemail.com>>:
>>>>> > It's funny, one of the most relevant ones
>>>>> that got quite a few TDs excited
>>>>> > is probably going to fly miles under the radar
>>>>> :)
>>>>> >
>>>>> >
>>>>> > On Tue, Mar 26, 2013 at 2:45 PM, Ahmidou
>>>>> Lyazidi <ahmid...@gmail.com
>>>>> <mailto:ahmid...@gmail.com>>
>>>>> > wrote:
>>>>> >>
>>>>> >> The custom primitives are missing from the
>>>>> new feature list...
>>>>> >>
>>>>> -----------------------------------------------
>>>>> >> Ahmidou Lyazidi
>>>>> >> Director | TD | CG artist
>>>>> >> http://vimeo.com/ahmidou/videos
>>>>> >>
>>>>> >>
>>>>> >> 2013/3/26 Luc-Eric Rousseau
>>>>> <luce...@gmail.com
>>>>> <mailto:luce...@gmail.com>>:
>>>>> >> >
>>>>> http://www.autodesk.com/products/autodesk-softimage/overview
>>>>> >
>>>>> >
>>>>> >
>>>>> >
>>>>> > --
>>>>> > Our users will know fear and cower before our
>>>>> software! Ship it! Ship it and
>>>>> > let them flee like the dogs they are!
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> --
>>>>> Juhani Karlsson
>>>>> 3D Artist/TD
>>>>>
>>>>> Talvi Digital Oy
>>>>> Pursimiehenkatu 29-31 b 2krs.
>>>>> 00150 Helsinki
>>>>> +358 443443088 <tel:%2B358%20443443088>
>>>>> juhani....@talvi.fi
>>>>> www.vimeo.com/talvi <http://www.vimeo.com/talvi>

Ben Davis

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Mar 26, 2013, 10:19:00 AM3/26/13
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Everything after AutoCAD is alphabetically ordered, not as biased for a change.

--
Benjamin Clifford Davis

3D artist - Senior Modeler
Senior 3D Generalist

www.moondog-animation.com
 

office:   +33 9 50 04 76 15
mobile: +33 6 88 48 54 50

6 bis avenue des Iles
74000 Annecy
FRANCE

Doeke Wartena

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Mar 26, 2013, 10:21:29 AM3/26/13
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well softimage is listed in top products so that's nice.
Now in the list if you click products would be nice.

2013/3/26 Ben Davis <benjamincl...@gmail.com>

Jens Lindgren

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Mar 26, 2013, 10:30:38 AM3/26/13
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--
Jens Lindgren
--------------------------
Lead Technical Director

Paul Doyle

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Mar 26, 2013, 10:37:43 AM3/26/13
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In fairness, Autodesk makes something like 150 products - so there's a lot of software that's not listed from the root page.

Simon Reeves

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Mar 26, 2013, 10:42:38 AM3/26/13
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It's as if the chap is directly talking to this list ;)



Simon Reeves
Freelance 3D VFX Artist 


Daryl Dunlap

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Mar 26, 2013, 10:49:42 AM3/26/13
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I hope they fixed the C# Custom Shader Def loading issue.  The SDK example did not load in 2013.

Jeff McFall

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Mar 26, 2013, 10:53:21 AM3/26/13
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I was thinking the same thing

 

Thanks Autodesk,  I appreciate the public expression of commitment and think the details of this release look reasonably interesting

Matt Morris

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Mar 26, 2013, 11:29:54 AM3/26/13
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Someone might need to fix the top banner on cgtalk though, unless they meant to show max then maya then max then other stuff... side banner has max, maya, softimage which makes me think someone made a mistake, no conspiracy theories here promise!

Jason S

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Mar 26, 2013, 11:23:59 AM3/26/13
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     =  =
        -
     \__/

Jason S

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Mar 26, 2013, 11:29:11 AM3/26/13
to soft...@listproc.autodesk.com
�� � =� =
� � � � -
� �� \__/



On 26/03/2013 10:30 AM, Jens Lindgren wrote:
�
/Jens


Jonah Friedman

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Mar 26, 2013, 11:50:14 AM3/26/13
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I just finished reading through this list of bug fixes.. this isn't a small amount of work. I even found my bug on there - SOFT-6417 Inconsistent results when rendering Pass with ICE attributes. At least if that's what I think it is, that one has bothered me for years. 

Also I'm thinking if it's a new team that did this, fixing this many bugs would require them to touch a huge amount of the the application.. which with a new team, seems like a great way to start.


On Tue, Mar 26, 2013 at 8:29 AM, Jason S <jason...@gmail.com> wrote:
     =  =
        -
     \__/



On 26/03/2013 10:30 AM, Jens Lindgren wrote:
/Jens



Eric Cosky

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Mar 26, 2013, 12:13:47 PM3/26/13
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I was impressed by the number of crash fixes. Nice job there.

 

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Jonah Friedman
Sent: Tuesday, March 26, 2013 8:50 AM
To: soft...@listproc.autodesk.com
Subject: Re: Softimage 2014

 

I just finished reading through this list of bug fixes.. this isn't a small amount of work. I even found my bug on there - SOFT-6417 Inconsistent results when rendering Pass with ICE attributes. At least if that's what I think it is, that one has bothered me for years. 

Matt Lowery

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Mar 26, 2013, 12:28:09 PM3/26/13
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Yeah but I'm disappointed that the third party render crashing the f-curve editor bug isn't in the fixed bug list. Or did I miss it?

Rob Wuijster

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Mar 26, 2013, 12:42:03 PM3/26/13
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Not in the list as far as I can tell. That one would be nice to get fixed as well.

Rob

\/-------------\/----------------\/

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Adam Sale

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Mar 26, 2013, 12:48:27 PM3/26/13
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Yes, I miss Chinny's voice on the new features as well. Changing of the times.. 
The late fixes on Syflex came with the gold release, thus never making it into the new features. HQV is really slow, though I was not on the fastest of laptops when I created the demo.

Adam

Sebastien Sterling

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Mar 26, 2013, 2:13:28 PM3/26/13
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Gold Release Adam ? is that like subscription advantage ?

Luc-Eric Rousseau

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Mar 26, 2013, 2:17:05 PM3/26/13
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"gold" means the final build used to ship a product.
it comes from the days where we needed to make a "gold" master CD
http://en.wikipedia.org/wiki/Gold_master_(disambiguation)

Eric Thivierge

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Mar 26, 2013, 2:17:23 PM3/26/13
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On Tue, Mar 26, 2013 at 2:13 PM, Sebastien Sterling <sebastien...@gmail.com> wrote:
Gold Release Adam ? is that like subscription advantage ?

No that is the term used for the final version of the software that is going to be released that is typically given to the beta testers at the end of the beta cycle.

Steven Caron

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Mar 26, 2013, 2:17:11 PM3/26/13
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he is a beta tester, just means the last version given to the testers to be considered the final release to the public

Doeke Wartena

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Mar 26, 2013, 2:41:43 PM3/26/13
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I think indeed that a lot of focus on bug fixing was good to get everything to know well.
So can't wait for SI 2015 :D


2013/3/26 Eric Thivierge <ethiv...@gmail.com>

Matt Lind

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Mar 26, 2013, 2:45:22 PM3/26/13
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I just hope the past doesn’t repeat in that we get one version where the bugs are fixed, then several follow ups where there are more and more bugs put back into the application.  I call that the ATI strategy.

 

We need sustained stability, and there’s still a lot of room for improvement in the area of bugs.

 

 

Matt

 

 

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Doeke Wartena
Sent: Tuesday, March 26, 2013 11:42 AM
To: soft...@listproc.autodesk.com
Subject: Re: Softimage 2014

 

I think indeed that a lot of focus on bug fixing was good to get everything to know well.

Stephan Haidacher

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Mar 26, 2013, 4:35:06 PM3/26/13
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nice list.... i had to laugh when i saw that one: "HQV: Fast Manipulation mode is not fast." :)


On 3/26/2013 3:08 PM, Doeke Wartena wrote:


2013/3/26 Rob Chapman <tekan...@gmail.com>
there once was an ugly duckling..

On 26 March 2013 09:57, Doeke Wartena <clank...@gmail.com> wrote:
"And I treat as an insult that Softimage is not in the direct product list after few years under the Autodesk flag�"

+1 for that

2013/3/26 Piotrek Marczak <piotrek...@gmail.com>
Thanks, that's cool :)

2013/3/26 Ahmidou.xsi <ahmid...@gmail.com>

It's a c++ plugin in which you draw openGL like the custom tools, but it's hosted by an object. You also have a callback to define what to do when concerting to real geometry.

Le 26 mars 2013 � 19:36, Piotrek Marczak <piotrek...@gmail.com> a �crit�:

I dont see it in SDK, how do actually customize the way primitive is drawn in viewport (like implicit rings etc)..

2013/3/26 Mirko Jankovic <mirkoj....@gmail.com>
It would be good to see that list as well, maybe that would help out easy bashing all around. people are pretty much�disappointed�and if new features are only thing that they�actually�see.. it is�understandable�that everyone is asking what has bin done in the last full year and that this should be maybe .5 release instead :)


On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares <soft...@keyvis.at> wrote:
For now, it's only in the beta forum, as it looks.
216 is the exact count, so the "new guys" did a mighty good job, no matter what new features anybody is still going to miss, and the wheel will keep on turning for another while...


Am 26.03.2013 09:04, schrieb Mirko Jankovic:
Is there�complete�release notes with all bug fixes as well?


--�
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
juhani....@talvi.fi
www.vimeo.com/talvi

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Checked by AVG - www.avg.com

Version: 2013.0.2904 / Virus Database: 2641/6165 - Release Date: 03/11/13
Internal Virus Database is out of date.



--
Stephan Haidacher
Freelance 3D Artist/Compositor
www.shaidacher.com

Sebastien Sterling

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Mar 26, 2013, 5:05:16 PM3/26/13
to soft...@listproc.autodesk.com
i wish there was something like artisan/sculpt deformation/paint deformation, softimage has an awsome modeling flow that hardly ever gets broken by tedious navigation, and where as there are ways  of pluging weightmaps, i'd really love to see some form of sculpting deformation a la push pull smooth and most of all Relax ! maya still get notable modelling updates, maybe softimage doesn't need them as much but it would really consolidate the modelling.

On 26 March 2013 21:35, Stephan Haidacher <ca...@gmx.net> wrote:
nice list.... i had to laugh when i saw that one: "HQV: Fast Manipulation mode is not fast." :)


On 3/26/2013 3:08 PM, Doeke Wartena wrote:


2013/3/26 Rob Chapman <tekan...@gmail.com>
there once was an ugly duckling..

On 26 March 2013 09:57, Doeke Wartena <clank...@gmail.com> wrote:
"And I treat as an insult that Softimage is not in the direct product list after few years under the Autodesk flag…"

+1 for that

2013/3/26 Piotrek Marczak <piotrek...@gmail.com>
Thanks, that's cool :)

2013/3/26 Ahmidou.xsi <ahmid...@gmail.com>

It's a c++ plugin in which you draw openGL like the custom tools, but it's hosted by an object. You also have a callback to define what to do when concerting to real geometry.

Le 26 mars 2013 à 19:36, Piotrek Marczak <piotrek...@gmail.com> a écrit :

I dont see it in SDK, how do actually customize the way primitive is drawn in viewport (like implicit rings etc)..

2013/3/26 Mirko Jankovic <mirkoj....@gmail.com>
It would be good to see that list as well, maybe that would help out easy bashing all around. people are pretty much disappointed and if new features are only thing that they actually see.. it is understandable that everyone is asking what has bin done in the last full year and that this should be maybe .5 release instead :)


On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares <soft...@keyvis.at> wrote:
For now, it's only in the beta forum, as it looks.
216 is the exact count, so the "new guys" did a mighty good job, no matter what new features anybody is still going to miss, and the wheel will keep on turning for another while...


Am 26.03.2013 09:04, schrieb Mirko Jankovic:
Is there complete release notes with all bug fixes as well?


-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
juhani....@talvi.fi
www.vimeo.com/talvi

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.2904 / Virus Database: 2641/6165 - Release Date: 03/11/13
Internal Virus Database is out of date.

phil harbath

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Mar 26, 2013, 5:07:23 PM3/26/13
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I’m been asking for that for several versions now.
 
Sent: Tuesday, March 26, 2013 5:05 PM
Subject: Re: Softimage 2014
 

Stephan Haidacher

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Mar 26, 2013, 5:16:37 PM3/26/13
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relax: isnt that basically what "deform->smooth" does?

On 3/26/2013 10:07 PM, phil harbath wrote:
I�m been asking for that for several versions now.
�
Sent: Tuesday, March 26, 2013 5:05 PM
Subject: Re: Softimage 2014
�
i wish there was something like artisan/sculpt deformation/paint deformation, softimage has an awsome modeling flow that hardly ever gets broken by tedious navigation, and where as there are ways� of pluging weightmaps, i'd really love to see some form of sculpting deformation a la push pull smooth and most of all Relax ! maya still get notable modelling updates, maybe softimage doesn't need them as much but it would really consolidate the modelling.

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.2904 / Virus Database: 2641/6165 - Release Date: 03/11/13
Internal Virus Database is out of date.

Peter Agg

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Mar 26, 2013, 5:21:42 PM3/26/13
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I just want to be able to re-order my constraints...

phil harbath

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Mar 26, 2013, 5:24:57 PM3/26/13
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in a “brush” form would be nice.
 
Sent: Tuesday, March 26, 2013 5:16 PM
Subject: Re: Softimage 2014
 
relax: isnt that basically what "deform->smooth" does?

On 3/26/2013 10:07 PM, phil harbath wrote:
I’m been asking for that for several versions now.
 
Sent: Tuesday, March 26, 2013 5:05 PM
Subject: Re: Softimage 2014
 
i wish there was something like artisan/sculpt deformation/paint deformation, softimage has an awsome modeling flow that hardly ever gets broken by tedious navigation, and where as there are ways  of pluging weightmaps, i'd really love to see some form of sculpting deformation a la push pull smooth and most of all Relax ! maya still get notable modelling updates, maybe softimage doesn't need them as much but it would really consolidate the modelling.

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.2904 / Virus Database: 2641/6165 - Release Date: 03/11/13
Internal Virus Database is out of date.

Sebastien Sterling

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Mar 26, 2013, 5:27:28 PM3/26/13
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yes and no, relax is its own operation, yes it is available from the deformer > relax menu, and it does a good job on selections, be they poly edge or point., but there is always a slight incongruety along the border of the selection, in maya you can paint these deformations which offers amazing precision with a stylus and the ability to really home in on the areas you want to work in, without upsetting other areas. its actually kind of surreal that Mudbox doesn't have a Relax operation come to think of it...

On 26 March 2013 22:16, Stephan Haidacher <ca...@gmx.net> wrote:
relax: isnt that basically what "deform->smooth" does?


On 3/26/2013 10:07 PM, phil harbath wrote:
I’m been asking for that for several versions now.
 
Sent: Tuesday, March 26, 2013 5:05 PM
Subject: Re: Softimage 2014
 
i wish there was something like artisan/sculpt deformation/paint deformation, softimage has an awsome modeling flow that hardly ever gets broken by tedious navigation, and where as there are ways  of pluging weightmaps, i'd really love to see some form of sculpting deformation a la push pull smooth and most of all Relax ! maya still get notable modelling updates, maybe softimage doesn't need them as much but it would really consolidate the modelling.

No virus found in this message.
Checked by AVG - www.avg.com
Version: 2013.0.2904 / Virus Database: 2641/6165 - Release Date: 03/11/13
Internal Virus Database is out of date.

Mirko Jankovic

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Mar 26, 2013, 5:30:13 PM3/26/13
to soft...@listproc.autodesk.com
ot.. you know that you are working for too long when you wanna scroll in internet browser with SI key and mouse controls.......

Sebastien Sterling

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Mar 26, 2013, 5:30:25 PM3/26/13
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I'd pay for such a plugin/feature, where it effective and well supported.

olivier jeannel

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Mar 26, 2013, 5:41:52 PM3/26/13
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If you're on Vimeo and more specially in the Softimage Ice Video don't miss
https://vimeo.com/60296337
It's the making of this
https://vimeo.com/59230893

Awarded at Annecy, Ice poetry...

Sebastien Sterling

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Mar 26, 2013, 5:47:49 PM3/26/13
to soft...@listproc.autodesk.com
http://www.autodesk.com/products/autodesk-maya/features

This update (Accelerated modelling tool set) pretty much seems to obliterate any advantage Softimage has over maya modeling wise, irony being most features on display are based of softimage modelling workflow. and that was just one update, one feature...

Andreas Bystrom

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Mar 26, 2013, 5:51:37 PM3/26/13
to soft...@listproc.autodesk.com
if the grass is greener to you on the other side.... go jump the fence
--
Andreas Byström
Weta Digital

Eric Thivierge

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Mar 26, 2013, 5:53:37 PM3/26/13
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On Tue, Mar 26, 2013 at 5:47 PM, Sebastien Sterling <sebastien...@gmail.com> wrote:
This update (Accelerated modelling tool set) pretty much seems to obliterate any advantage Softimage has over maya modeling wise, irony being most features on display are based of softimage modelling workflow. and that was just one update, one feature...

Keep in mind this is most likely the Nex toolset that they bought and slapped a Maya sticker on.

Jason S

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Mar 26, 2013, 5:45:17 PM3/26/13
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Overall the videos are informative and well explained
yet can be on the long side for product page videos or could have been more like an overview.

The HQV could have been shown in a much (much!) better light.

The new shader caching was not at all mentioned, which should be a big thing.
(if I'm not mistaking, caching should greately reduce or eliminate any lag when switching back to it after the first time?)

Switching to the HQV previously took quite a bit of time (the first time & every time)


Also overall, more efforts could have been made on making scenes more optimal and perhaps nicer looking.

For the HQV, I dont know what system was used to make the demo,
but it looked like 2-3 seconds per frame, while I know it can do much much better
even on a very regular system (2013).

And it's possible make pretty good looking evironment & props even without too much fancy shading going.

If anyone involved reads this (or who could forward it to someone),
I could make an optimized nice looking environment with props rich in shading, using specular /reflection maps and such.. and of course using AO,� but which would idealy be demoed on a decent system.

It wouldn't take too long and so I would do it for free

Matt Lind

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Mar 26, 2013, 5:55:32 PM3/26/13
to soft...@listproc.autodesk.com

Doesn’t matter.  It’s in Maya and not Softimage – that’s what matters.

 

 

Matt

 

 

 

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, March 26, 2013 2:54 PM
To: soft...@listproc.autodesk.com
Subject: Re: Softimage 2014

 

 

On Tue, Mar 26, 2013 at 5:47 PM, Sebastien Sterling <sebastien...@gmail.com> wrote:

Stefan Kubicek

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Mar 26, 2013, 5:56:16 PM3/26/13
to soft...@listproc.autodesk.com
Dynamics and ICE galore, really nice style too. Thanks for sharing!
--
-------------------------------------------
Stefan Kubicek
-------------------------------------------
keyvis digital imagery
Alfred Feierfeilstraᅵe 3
A-2380 Perchtoldsdorf bei Wien
Phone: +43/699/12614231
www.keyvis.at ste...@keyvis.at
-- This email and its attachments are --
--confidential and for the recipient only--

Eric Thivierge

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Mar 26, 2013, 5:57:01 PM3/26/13
to soft...@listproc.autodesk.com

On Tue, Mar 26, 2013 at 5:55 PM, Matt Lind <ml...@carbinestudios.com> wrote:
Doesn’t matter.  It’s in Maya and not Softimage – that’s what matters.

Sure it does, if you're comparing dev time it's a completely different story.

Stefan Kubicek

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Mar 26, 2013, 6:00:36 PM3/26/13
to soft...@listproc.autodesk.com

> Keep in mind this is most likely the Nex toolset that they bought and
> slapped a Maya sticker on.

Yes, it is. That's what they did for Max too a couple of years ago with
the Graphite modeling tools (which was called differently before the
aquisition, don't remember the name anymore).

Jason S

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Mar 26, 2013, 5:52:24 PM3/26/13
to soft...@listproc.autodesk.com
That's what I was gonna say.. remains to be seen if that would remain
true in the real world..

Sebastien Sterling

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Mar 26, 2013, 6:05:42 PM3/26/13
to soft...@listproc.autodesk.com
Genuinely Beautiful showcase.

On 26 March 2013 22:56, Stefan Kubicek <s...@tidbit-images.com> wrote:
Dynamics and ICE galore, really nice style too. Thanks for sharing!



If you're on Vimeo and more specially in the Softimage Ice Video don't miss
https://vimeo.com/60296337
It's the making of this
https://vimeo.com/59230893

Awarded at Annecy, Ice poetry...


--
-------------------------------------------
               Stefan Kubicek
-------------------------------------------
           keyvis digital imagery
          Alfred Feierfeilstraße 3

Matt Lind

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Mar 26, 2013, 6:10:23 PM3/26/13
to soft...@listproc.autodesk.com

Looking at it from a customer’s point of view, there is a lot to be desired in Softimage modeling for what we do.

 

I am consistently nagged by artists coming from Max and Maya about feature ‘x’ or feature ‘y’ that I’ve since requested many a time in Softimage but hasn’t been delivered, nor can I develop it myself due to Softimage architectural limitations.  Modeling is an area that has always been treated as 2nd class in Softimage.  They have to wake up and realize for certain markets modeling and texturing are the most important toolsets, not animation…which also needs some updating.

 

Matt

 

 

 

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, March 26, 2013 2:57 PM
To: soft...@listproc.autodesk.com
Subject: Re: Softimage 2014

 

 

On Tue, Mar 26, 2013 at 5:55 PM, Matt Lind <ml...@carbinestudios.com> wrote:

Raffaele Fragapane

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Mar 26, 2013, 6:13:34 PM3/26/13
to soft...@listproc.autodesk.com
If Softimage's advantage in modelling was just the create new poly tool, sure.

Nex is great (the only way to make maya somewhat useful), but the horrid selection system, the inability to use shapes and many deformers as part of the workflow, the clutter in the hypergraph, the brutal and unforgiving freezing (or the mess coming from not doing it right and frequently) and the severe lack of visual cues and diagnostic (I think Maya is the second worst package I receive horrible geometry from the users of) are what make Maya terrible for modelling. Not a couple added tools and widgets or the lack thereof previously
Not that anybody who modelled frequently didn't already use nex anyway.

Sure, other packages receiving more features than Soft is bad and all, but please now lets not assume Maya is anything but the retarded inbred cousin from the backwaters of the family when it comes to modelling, because it still is.

Jason S

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Mar 26, 2013, 6:24:33 PM3/26/13
to soft...@listproc.autodesk.com
(made of original already made assets :] )

On 26/03/2013 5:45 PM, Jason S wrote:
>
> If anyone involved reads this (or who could forward it to someone),
> I could make an optimized nice looking environment with props rich in
> shading, using specular /reflection maps and such.. and of course
> using AO, but which would idealy be demoed on a decent system.

Jason S

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Mar 26, 2013, 6:42:35 PM3/26/13
to soft...@listproc.autodesk.com
Didnt know Nex was already available,

but I guess imitation is the best flattery :)

And even though similar (level) improvements would have been nice in SI
(even if from plugins),
I'm still happy for Maya users that it's a *bit* more like soft ;)

Sebastien Sterling

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Mar 26, 2013, 6:53:16 PM3/26/13
to soft...@listproc.autodesk.com
>>>EricT, Yes i know, they flat out say so in the intro "building on NEX" i don't approve of just buying up third party plugins and highlighting them as core features, more so with free where like "Grease Pencil" i wonder if Mr mootz ever gets love letters from AD hounding him for his Em series

>>>Andreas and Raffaele, it's not about the grass being greener, i recently had to fight really hard for the right to use softimage in the company i'm currently working for, no one should have to do that. also i think you are forgetting maya's god awful hit detection when selecting, as well as the unintuitive UI hogging abomination which is the "tool settings panel".

When it comes to modelling the thing i like most about SI is how clean and stream line it is, how few things come between user and creative process.
So now i don't want to leave softimage ( i only just got here) i want innovation and new things to come to it.


>>>Matt L, i'm not a dev, but its all there the deformers the brush the maps, none of these things need to be built, surely they can be hooked together somehow, i believe someone tried back in the day on rRay, only it seemed to be exclusive for 32bit...

Raffaele Fragapane

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Mar 26, 2013, 7:01:16 PM3/26/13
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For sure Sebastian.
All I was addressing is "Softimage losing its modelling edge". It hasn't, it won't against Maya, ever, because Maya is just not thought in a way that can be hammered into making it a decent modelling app. There are other things it does exceptionally well at, because it was thought and built around that, modelling just happens not to be one of them, and it'd need a pretty serious overhaul of its user interaction to change that.

That this update is going to look lean to a lot of people and what effects it might have on the perception of the package and AD's plans for it is an entirely different matter, and I imagine seen from the outside a fair bit more dire.

Besides, for organic modelling of a certain complexity, I think modelling in Maya, Soft, or anything that isn't a sculpting and retopo app is madness these days anyway.

Games, different deal altogether, the relationship between the assets and their use is still a lot tighter and finely controlled and a strong DCC client like Soft or Maya or Max is still needed. Whether the next xbox and PS will change that is yet to be seen, but not unlikely.

Matt Lind

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Mar 26, 2013, 7:56:00 PM3/26/13
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The issue with Softimage is the pieces are there, but don’t play together nice enough.  The tools were adequate in the day years ago.  Production has evolved quite a bit since then but the Softimage modeling core has not.  Many of the tools I need to create for our artists cannot be done in the Softimage API due to lack of a developed core for things like being able to preserve textures and materials (clusters) when updating topology, or being able to control where operators appear in the construction history.

 

Example 1:  Mirror plane.

 

This is a tool from 3DSMax where the user is given an implicit plane and can place it to slice a mesh and have it symmetrized across the plane.  Softimage can do this much with the slice operator and symmetrize operator.  BUT the 3DSMax version has the ability to continually read user input to update the mesh further (eg. Push/pull point positions on the original mesh and have the symmetrized half update in real time).  Basically it’s symmetrical modeling across a user defined plane of symmetry.  The user can add as many planes as desired to build up organic geometry very, very quickly.  Softimage’s modeling architecture is limited and cannot read further user input because it occurs higher on the construction history than the symmetry and slice operators.  There is also no way to force those operators higher on the stack as they’re bound to the modeling marker.  Softimage cannot support multiple planes either or else instability results.

 

Example 2: Preserve UVs

 

I’m always pounded for this one.  It’s a tool which allows users to manipulate vertices in the 3D viewports while preserving the Texture UVs as they’re moved.  Eg. When a vertex is translated in one direction, the UVs associated with that vertex are pushed in the opposite direction to allow the vertex to ‘swim’ through the projection.  Softimage has a ‘swim’ feature, but only for implicit projections which is useless in a games development pipeline as 99% of all assets use explicit UV projections.  Again, like with the mirror plane, Softimage is limited by how it’s construction history is organized to read further input from the user once the operator is applied.

 

Example 3:    Locking topology

 

In a games development environment, assets are usually created piecemeal.  A character isn’t a solid seamless mesh.  The customizable features presented to the customer are often built as separate objects, but these objects must assemble together to appear like a seamless mesh.  This means any work to the vertex placement or sample data such as user normal, vertex colors, and texture UVs must be locked down along the seams to prevent artists from accidentally making modifications to these portions of the mesh.  Softimage provides no ability to do this.  The best option on the table is an ICE operator placed at the very top of the construction history to lock the user specified vertices.  However, this falls short in that if the user clicks the ‘freeze’ button, the operator will be frozen and removed from construction history.  Again, limitation of the core architecture.

 

Example 4:  Paint.

 

The paint tools in Softimage are lacking.  They were designed for painting weight maps to alter envelope weights and deformers – that’s it.  The paint brush for vertex colors is just an extension of that and not very robust.  There is no color palette available to load/save colors to use in other scenes, or even the current scene beyond the palette borrowed from windows.  There is no ability to compare colors side-by-side on adjacent polygons without having to dig into user preferences to turn off selection highlights, then turn it on again when you’re done with your comparison.  Very clunky.  There are no tools available to modify topology via paint.  The best option available is pushing points via the push operator which is, back to the beginning, a weight map tool.  We need more than deformations.  We need a paint tool that can destructively edit the mesh by adding vertices, edges, polygons, and samples.  We need the adjustments for the brush to be informative and customizable to accommodate modeler’s needs.  Falloff options, brush tip shapes, intensity controls other than simple hardness applied uniformly, angular attenuation, operator assignments, and so on.  A ‘push’ tool has been around forever, where is the accompanying ‘pinch’ tool?  Max and Maya are far in the lead in this area.  Softimage’s paint tool qualifies technically as a paint brush, but it’s not a painter’s tool.  It’s designed more for somebody who does other things and needs an interface to quickly do a few short tasks rather than tagging points manually with rectangular selections all the time.  Again, production has since evolved quite a bit.  It’s about time the tools do too.

 

 

Matt

 

 

 

 

From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Sebastien Sterling
Sent: Tuesday, March 26, 2013 3:53 PM
To: soft...@listproc.autodesk.com
Subject: Re: Softimage 2014

 

>>>EricT, Yes i know, they flat out say so in the intro "building on NEX" i don't approve of just buying up third party plugins and highlighting them as core features, more so with free where like "Grease Pencil" i wonder if Mr mootz ever gets love letters from AD hounding him for his Em series

Sebastien Sterling

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Mar 27, 2013, 2:03:29 AM3/27/13
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So what your saying Matt, is that a brush system would have to be built from the ground up, as its own independent operation set, that such a feature would involve considerable reworking of the SI core, something that only AD can really do, not something achievable and sustainable by isolated devs, in other words its up to AD...

Thanks for taking the time to be thorough, its good to know that despite what dreamworks would have us believe, Santa Claus is well and truly dead.

On 27 March 2013 00:56, Matt Lind <ml...@carbinestudios.com> wrote:

The issue with Softimage is the pieces are there, but don’t play together nice enough.  The tools were adequate in the day years ago.  Production has evolved quite a bit since then but the Softimage modeling core has not.  Many of the tools I need to create for our artists cannot be done in the Softimage API due to lack of a developed core for things like being able to preserve textures and materials (clusters) when updating topology, or being able to control where operators appear in the construction history.

 

Example 1:  Mirror plane.

 

This is a tool from 3DSMax where the user is given an implicit plane and can place it to slice a mesh and have it symmetrized across the plane.  Softimage can do this much with the slice operator and symmetrize operator.  BUT the 3DSMax version has the ability to continually read user input to update the mesh further (eg. Push/pull point positions on the original mesh and have the symmetrized half update in real time).  Basically it’s symmetrical modeling across a user defined plane of symmetry.  The user can add as many planes as desired to build up organic geometry very, very quickly.  Softimage’s modeling architecture is limited and cannot read further user input because it occurs higher on the construction history than the symmetry and slice operators.  There is also no way to force those operators higher on the stack as they’re bound to the modelling marker.  Softimage cannot support multiple planes either or else instability results.

Szabolcs Matefy

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Mar 27, 2013, 3:15:45 AM3/27/13
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Amazing!!!!

Eugen Sares

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Mar 27, 2013, 4:07:16 AM3/27/13
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Matt,
since I see these issues you refer to as a potentially dangerous roadblock for the future of Softimage, too, I'd say let's continue "hammer" the devs with this...
Mr. Chia, are you listening? This is fundamental.
The cluster issues CAN be fixed, it has been done for ICE, and can be done for the SDK, too.
The operator stack issues... I don't know... I guess anything is possible when the importance of it has been recognized.
Interactive stack update when adding operators down the stack WITHOUT deactivating above ops should definitely be possible.

ivan tay

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Mar 27, 2013, 7:01:29 AM3/27/13
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Beautiful !

Toonafish

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Mar 27, 2013, 7:43:52 AM3/27/13
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Noooo, not again!! I'm still recovering from the pain in my rectum after
paying a grand for 2013 :-/

- Ronald

Byungchul Kang

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Mar 27, 2013, 8:01:48 AM3/27/13
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Coool!!!! Master of ICE!


2013/3/27 ivan tay <ivanso...@gmail.com>



--
Byungchul Kang | MBC CG TEAM [http://imbc.com]
http://cgndev.com

Chris Chia

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Mar 27, 2013, 8:11:52 AM3/27/13
to <ronald@toonafish.nl>, <softimage@listproc.autodesk.com>, soft...@listproc.autodesk.com
Why is 2013 painful?
I would say it's better to upgrade to 2014, isn't it?
winmail.dat

Chris Chia

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Mar 27, 2013, 8:17:38 AM3/27/13
to <softimage@listproc.autodesk.com>
Hi Matt,
It didn't work it to 2014 because there was quite some risk and it didn't work it to beta. But i believe it makes it's way to the SP ;)

Chris

On 27 Mar, 2013, at 12:28 AM, "Matt Lowery" <ma...@glassworks.co.uk<mailto:ma...@glassworks.co.uk>> wrote:

Yeah but I'm disappointed that the third party render crashing the f-curve editor bug isn't in the fixed bug list. Or did I miss it?



On 26/03/2013 16:13, Eric Cosky wrote:
I was impressed by the number of crash fixes. Nice job there.

From: softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com> [mailto:softimag...@listproc.autodesk.com] On Behalf Of Jonah Friedman
Sent: Tuesday, March 26, 2013 8:50 AM
To: soft...@listproc.autodesk.com<mailto:soft...@listproc.autodesk.com>
Subject: Re: Softimage 2014

I just finished reading through this list of bug fixes.. this isn't a small amount of work. I even found my bug on there - SOFT-6417 Inconsistent results when rendering Pass with ICE attributes. At least if that's what I think it is, that one has bothered me for years.

Also I'm thinking if it's a new team that did this, fixing this many bugs would require them to touch a huge amount of the the application.. which with a new team, seems like a great way to start.


On Tue, Mar 26, 2013 at 8:29 AM, Jason S <jason...@gmail.com<mailto:jason...@gmail.com>> wrote:
= =
-
\__/



On 26/03/2013 10:30 AM, Jens Lindgren wrote:
This is interesting... i think.
http://area.autodesk.com/2014unfold/products/softimage.html#future

/Jens




winmail.dat

Chris Chia

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Mar 27, 2013, 8:20:00 AM3/27/13
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Lots of typo due to auto complete...

Hi Matt,
It didn't make it to 2014 because there was quite some risk and it didn't make it to beta. But i believe it makes it's way to the SP ;)

Chris

Sent from my iPhone
winmail.dat

Felix Geremus

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Mar 27, 2013, 8:58:42 AM3/27/13
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Soooo, can somebody enlighten me what's so great about ICE overrides
(one of our 4 amazing new features)? I just watched the video and all
that can be done since forever by overriding the values of low level
nodes instead of exposed compound parameters? Or am I missing something?

Felix

Rob Chapman

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Mar 27, 2013, 9:06:57 AM3/27/13
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yes, I thought that too,  we are allowed to talk about this now right?   the NDA is over?

but a big EG is you could vary the number of particles in different passes.  personally, for this I have different point clouds per pass but hey, a feature is a feature...  :)

Chris Chia

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Mar 27, 2013, 9:10:09 AM3/27/13
to <softimage@listproc.autodesk.com>
It makes it so much easier to override parameters without going thru the hard way with the custom parameters... And it makes it easy to track what parameters have been overridden with the visual aids in the ice tree...


On 27 Mar, 2013, at 9:07 PM, "Rob Chapman" <tekan...@gmail.com<mailto:tekan...@gmail.com>> wrote:

yes, I thought that too, we are allowed to talk about this now right? the NDA is over?

but a big EG is you could vary the number of particles in different passes. personally, for this I have different point clouds per pass but hey, a feature is a feature... :)



winmail.dat

Chris Chia

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Mar 27, 2013, 9:16:37 AM3/27/13
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This is very personal but i personally feel that for any ice enthusiasts, the enhanced ice crowds, ice overrides and ice syflex and the ability to slow down time ("bullet time") or shuffle time mapping on ice simulation with the help of camera sequencer are plus points to get 2014.
winmail.dat

Felix Geremus

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Mar 27, 2013, 9:24:36 AM3/27/13
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I was about to say that it can be done without custom parameters, see
attached screenshot. But then I discovered that this doesn't work when
there are more than one node of the same type in the tree. So yeah, kind
of useful I guess...
scalar_override.jpg

Chris Chia

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Mar 27, 2013, 9:31:50 AM3/27/13
to <softimage@listproc.autodesk.com>
Just imagine the complexity of custom parameters one has to deal when you have multiple passes and ice parameters to override...
> <scalar_override.jpg>
winmail.dat

Toonafish

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Mar 27, 2013, 9:32:50 AM3/27/13
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No need for custom parameters, just plugin in a scalar or integer node
and you're set to override a value

Chris Chia

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Mar 27, 2013, 9:43:17 AM3/27/13
to <ronald@toonafish.nl>, <softimage@listproc.autodesk.com>, soft...@listproc.autodesk.com
Ice overrides can do more than just overriding a base node value ;)
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