2010/1/19 Amaan Akram <xsi...@warpedspace.org>:
Rui Feliciano
Amaan Akram wrote:
> Hello everyone,
>
> Apologies for the shameless plug. Just a quick post to say that I have
> updated the ocean plugin to version 1.5 This version is a complete
> re-write and is geared towards performance and workflow improvements.
> New features and improvements include
>
> - 3 to 6 times faster than the last ICE version
> - All ocean parameters are now animatable with little/no performance hit
> - 3 new mental ray shaders that connect directly to ICE and render
> ocean data. New shaders for displacement, normal map shader (fixed
> from v0.9), foam and image-based vector displacement
> - All shaders do render-time catmul-rom interpolation to produce
> smooth surfaces
> - Ability to output EXR files via a renderfarm (EXR output is now done
> from shaders, and is still supported to allow renderers other than
> mental ray to render oceans)
> - Ability to layer multiple ocean shaders on a surface to easily break
> up visible tiling. Each shader can either generate a high-resolution
> ocean based on ICE, or can be individually tweaked to produce variations
>
> As before, documentation and downloads
> at http://www.amaanakram.com/plugins/aaOceanSuite_1.5/aa_ocean.html
> <http://www.warpedspace.org/plugins/aaOceanSuite_1.5/aa_ocean.html>
I look forward to playing with it when I have some free time.
Cheers,
-- Alan
Just wanted to add my "Thank You!" to the list :-)
And thanks for the demoscenes, much appreciated.
Just a quick question, how does one 'loop' a sequence of waves?
rob
\/-------------\/----------------\/
Amaan Akram wrote:
> Nassos, Gene, Rui, Alan -- thanks very much.
>
> Gene: Yes, 2010 only. The latest version has been built using some of
> the new features of the 2010 SDK. Also, this version is not backwards
> compatible as some of the core algorithms have changed slightly. Forgot
> to mention both points in my first post
>
> amaan
>
> 2010/1/19 Gene Crucean <emailgene...@gmail.com
> <mailto:emailgene...@gmail.com>>
> ------------------------------------------------------------------------
>
>
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ciao
franky
Monday, January 18, 2010, 11:24:09 PM, you wrote:
> Hello everyone,
> Apologies for the shameless plug. Just a quick post to say that I have
> updated the ocean plugin to version 1.5 This version is a complete re-write
> and is geared towards performance and workflow improvements. New features
> and improvements include
> - 3 to 6 times faster than the last ICE version
> - All ocean parameters are now animatable with little/no performance hit
> - 3 new mental ray shaders that connect directly to ICE and render ocean
> data. New shaders for displacement, normal map shader (fixed from v0.9),
> foam and image-based vector displacement
> - All shaders do render-time catmul-rom interpolation to produce smooth
> surfaces
> - Ability to output EXR files via a renderfarm (EXR output is now done from
> shaders, and is still supported to allow renderers other than mental ray to
> render oceans)
> - Ability to layer multiple ocean shaders on a surface to easily break up
> visible tiling. Each shader can either generate a high-resolution ocean
> based on ICE, or can be individually tweaked to produce variations
> As before, documentation and downloads at
> http://www.amaanakram.com/plugins/aaOceanSuite_1.5/aa_ocean.html<http://www.warpedspace.org/plugins/aaOceanSuite_1.5/aa_ocean.html>
Hi Amaan,
Excuse me for the late reply,
yes of course, I'll send you directly a scene.
Antoher thing, maybe is a clue, we are on Windows 7 here.
Thank you
Anthony@arsmagica
Very nice Amaan.
Now without sounding too childish and asking for more and more… what if psyop shared this nice idea of rolling wave rig. ;-)
rob
\/-------------\/----------------\/
On 1/27/2010 4:34 PM, Marc-Andre Carbonneau wrote:
> Very nice Amaan.
>
> Now without sounding too childish and asking for more and more… what if
> psyop shared this nice idea of rolling wave rig. ;-)
>
> http://vimeo.com/4697942
>
> *From:* softimag...@listproc.autodesk.com
> [mailto:softimag...@listproc.autodesk.com] *On Behalf Of *Amaan Akram
> *Sent:* January 27, 2010 10:20 AM
> *To:* soft...@listproc.autodesk.com
> *Subject:* Re: aaOcean Suite updated to V1.5RC1
>
> Hello
>
> just a quick msg to say that I've uploaded a new build (RC2). Direct link:
>
> http://www.amaanakram.com/plugins/aaOceanSuite_1.5/aaOceanSuite1.5RC2.zip
>
> A few key bugs were identified with the last build, so if you are using
> RC1, please upgrade to RC2.
>
> Fix list:
>
> major: ICE/Mental Ray connection sync error [resolved]
>
> major: Foam Shader intensity varying over time [resolved]
>
> minor: EXR output sequence not getting correct frame padding [resolved]
>
> -amaan
>
> 2010/1/22 Anthony barritault <han...@gmail.com <mailto:han...@gmail.com>>
>
> Hi Amaan,
> Excuse me for the late reply,
> yes of course, I'll send you directly a scene.
>
> Antoher thing, maybe is a clue, we are on Windows 7 here.
>
>
> Thank you
>
> Anthony@arsmagica
>
>
>
>
> No virus found in this incoming message.
> Checked by AVG - www.avg.com
> Version: 9.0.733 / Virus Database: 271.1.1/2647 - Release Date: 01/26/10 20:36:00
>
I don't remember if I've asked this before, but why do we need 2
addons for 64bit and 32bit flavours? Is there a reason for that?
Doesn't Soft let you say what dll gets loaded with the naming
conventions .32.dll and .64.dll?
What if I wanted both flavours to work?
-- Alan
-- Alan
I just had a look, and it might be my lack of caffeine this morning, but
I'm not sure how the scene is intended.
Opening the scene in 2010SP1 I get a grid with the wakes, but the wakes
'lag' behind the boat and don't restore the grid back to the normal
'flat' state after passing. Also the ocean node is not connected.
Is this the scene as intended, or is the move from 701 to 2010 doing odd
things? If it's the first, ignore me and just tell me to get myself
another cup of coffee ;-)
Again, like the ocean node, thanks for releasing this for free,
rob
\/-------------\/----------------\/
On 1/30/2010 11:12 PM, Amaan Akram wrote:
> If you ever want to do boat wakes on a tessendorf ocean, I am releasing
> an unsupported version of my Tessendorf iWave implementation
> (http://vimeo.com/7350049). This ICE plugin can be downloaded from
> http://www.amaanakram.com/plugins/aaOceanSuite_1.5/aaOceanSuite_unsupportedInteractiveWaves.zip
>
> The zip file contains a Softimage 701+ addon and a hastily-constructed
> example scene of how you can very easily mix tessendorf ocean sims with
> the iWave plugin.
>
> This is unsupported because its based on a very weak numerical
> integration solution which explodes easily and sometimes the values you
> enter in the sliders make no sense. However, it's still usable in
> production.
>
> I've added some multi threaded code to this to make it faster than the
> documented version. I hope you will find it useful.
>
> amaan
>
> On 30 January 2010 12:02, Amaan Akram <xsi...@warpedspace.org
> <mailto:xsi...@warpedspace.org>> wrote:
>
> no problem, Alan :)
>
>
> On 29 January 2010 20:51, Alan Fregtman <alan.f...@gmail.com
> <thomas...@gmail.com <mailto:thomas...@gmail.com>> wrote:
> >>
> >> Cool :-)
> >>
> >> Cheers,
> >>
> >> Thomas
> >>
> >> On 28 January 2010 11:22, Amaan Akram
> <xsi...@warpedspace.org <mailto:xsi...@warpedspace.org>> wrote:
> >>>
> >>> Hi Thomas
> >>> >in case a.) and b.) are named "aaOcean.dll", right?
> >>> yes. the spdls are set to aaOcean.dll. Thankfully, ICE
> doesn't have that
> >>> restriction.
> >>> I've just tested the scenario in the last email and it
> works for a mixed
> >>> 32/64 setup. I'll repackage.
> >>> ta,
> >>> amaan
> >>> On 28 January 2010 09:25, Thomas Helzle
> <xsi...@warpedspace.org <mailto:xsi...@warpedspace.org>> wrote:
> >>>>>
> >>>>> Hi Thomas,
> >>>>> Long time indeed! Hope all is well.
> >>>>> >For shaders, you create two directories in your bin folder,
> >>>>> Yes, that's how we manage our 32/64 bit XSI pipeline as
> well for
> >>>>> shaders. However, the last time I tried to put a copy of
> the shader in
> >>>>> nt-x86-64 folder, I got a shader-not-found error which
> seemed very odd
> >>>>> because it should have worked. I didn't investigate it
> further.
> >>>>> In theory, the following should work for a hybrid 32/64
> setup.
> >>>>> a) copy the 32bit version to Applications/bin/nt-x86
> >>>>> b) copy the 64bit version to Applications/bin/nt-x86-64
> >>>>> c) rename the 32 bit version in Applications/Plugins to
> aaOcean.32.dll
> >>>>> d) rename the 64 bit version in Applications/Plugins to
> aaOcean.64.dll
> >>>>> amaan
> >>>>> On 28 January 2010 01:46, Thomas Helzle
> <thomas...@gmail.com <mailto:thomas...@gmail.com>> wrote:
> >>>>>>
> >>>>>> Hi Amaan,
> >>>>>>
> >>>>>> long time no see :-)
> >>>>>>
> >>>>>> For shaders it works differently than for other plugins
> (where you
> >>>>>> have to use the .32.dll / .64.dll naming).
> >>>>>> For shaders, you create two directories in your bin
> folder, one called
> >>>>>> nt-x86, the other called nt-x86-64.
> >>>>>> The 32 and 64 bit dlls have exactly the same name, but
> reside in their
> >>>>>> respective folder.
> >>>>>> Therefore you also only need one SPDL for both.
> >>>>>>
> >>>>>> That is how I do it for my own shaders.
> >>>>>>
> >>>>>> Cheers!
> >>>>>>
> >>>>>> Thomas Helzle
> >>>>>>
> >>>>>> On 27 January 2010 17:20, Amaan Akram
> <xsi...@warpedspace.org <mailto:xsi...@warpedspace.org>> wrote:
> >>>>>>>
> >>>>>>> @Alan
> >>>>>>> It's because of the shader SPDLs. Each shader SPDL
> points to just one
> >>>>>>> dll file, so I can't have two dlls of different
> names/platforms. My shaders
> >>>>>>> and the ICE node are all embedded in a single DLL. If
> you have any ideas
> >>>>>>> about how to make this work--am all ears :)
> >>>>>>> @Marc-Andre
> >>>>>>> thanks. That'd be great! let's milk them :)
> >>>>>>> @Rob
> >>>>>>> I did a version with tessendorf iwave and ocean waves
> integrated and
> >>>>>>> we used it in production here on a cg galleon shot. The
> solver was not very
> >>>>>>> stable and hence is not ready for public release. A
> stable & fast solver is
> >>>>>>> planned for the future though.
> >>>>>>> amaan
> >>>>>>> 2010/1/27 Alan Fregtman <alan.f...@gmail.com
> <mailto:alan.f...@gmail.com>>
> >>>>>>>>
> >>>>>>>> Hi Amaan,
> >>>>>>>>
> >>>>>>>> I don't remember if I've asked this before, but why do
> we need 2
> >>>>>>>> addons for 64bit and 32bit flavours? Is there a reason
> for that?
> >>>>>>>>
> >>>>>>>> Doesn't Soft let you say what dll gets loaded with the
> naming
> >>>>>>>> conventions .32.dll and .64.dll?
> >>>>>>>>
> >>>>>>>>
> >>>>>>>> What if I wanted both flavours to work?
> >>>>>>>>
> >>>>>>>> -- Alan
> >>>>>>>>
> >>>>>>>>
> >>>>>>>>
> >>>>>>>> On Wed, Jan 27, 2010 at 10:19 AM, Amaan Akram
> >>>>>>>> <xsi...@warpedspace.org
> <mailto:xsi...@warpedspace.org>> wrote:
> >>>>>>>> > Hello
> >>>>>>>> > just a quick msg to say that I've uploaded a new
> build (RC2).
> >>>>>>>> > Direct link:
> >>>>>>>> >
> >>>>>>>> >
> http://www.amaanakram.com/plugins/aaOceanSuite_1.5/aaOceanSuite1.5RC2.zip
> >>>>>>>> > A few key bugs were identified with the last build,
> so if you are
> >>>>>>>> > using RC1,
> >>>>>>>> > please upgrade to RC2.
> >>>>>>>> > Fix list:
> >>>>>>>> > major: ICE/Mental Ray connection sync error [resolved]
> >>>>>>>> > major: Foam Shader intensity varying over time
> [resolved]
> >>>>>>>> > minor: EXR output sequence not getting correct frame
> padding
> >>>>>>>> > [resolved]
> >>>>>>>> > -amaan
> >>>>>>>> >
> >>>>>>>> > 2010/1/22 Anthony barritault <han...@gmail.com
> <mailto:han...@gmail.com>>
> >>>>>>>> >>
> >>>>>>>> >> Hi Amaan,
> >>>>>>>> >> Excuse me for the late reply,
> >>>>>>>> >> yes of course, I'll send you directly a scene.
> >>>>>>>> >>
> >>>>>>>> >> Antoher thing, maybe is a clue, we are on Windows 7
> here.
> >>>>>>>> >>
> >>>>>>>> >>
> >>>>>>>> >> Thank you
> >>>>>>>> >>
> >>>>>>>> >> Anthony@arsmagica
> >>>>>>>> >
> >>>>>>>> >
> >>>>>>>
> >>>>>>
> >>>>>
> >>>>
> >>>
> >>
> >
> >
>
>
>
>
>
>
> No virus found in this incoming message.
> Checked by AVG - www.avg.com
> Version: 9.0.733 / Virus Database: 271.1.1/2657 - Release Date: 01/30/10 08:35:00
>
--
-----
"Consistency is the last resort of the unimaginative" - O. Wilde
Indeed many thanks Amaan, starting to get some frames out now, and it works a treat!
a