I mean if anyone is in this business for long, he knows what SI is, and
if he doesn't, he's either ignorant or/and idiot
W dniu 2010-11-24 00:34, Steven Caron pisze:
--
Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
It is very easy to delete Particles using a delete node, but you shouldn't do that in a Lagoa Simulation.
As Lagoa is solving the density around each particles, if suddenly one is killed, it could give some weird motions to the particles around. It is really not a physically correct behavior (like trying to delete an atom in real life ;).
My advice is to cache the Lagoa simulation and use it in a new empty point cloud. From this point cloud you can delete any particle you want, as you want.
Please Thiago, correct me if I'm wrong ;).
Cheers
Guillaume Laforge
Software Developer / Développeur de logiciels
Softimage
Autodesk Canada Co.
10 Duke Street
Montreal, QC, H3C 2L7
Direct 514 954 7195
[Adsk_logo_4_sig_v03_crop.gif]
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Daniel Rajcic
Sent: Wednesday, November 24, 2010 3:13 AM
To: soft...@listproc.autodesk.com
Subject: Lagoa - How do delete particles at collision?
Hello again
Some more questions concerning lagoa. I'm afraid the deeper I dive into it, the more questions will pop up. [Trauriges Smiley Emoticon]
Also, I don't think in my case it would create problems, but rather help my
lagoa simulation. I only want to delete particles that are far off. If I
don't delete them, polygonizer wont let me mesh the particles. I get an
error message telling me that some points are far, far away. So if one or
two particles are somewhere way out of the scene, I don't think killing them
will have an effect on the other particles.
cheers,
Daniel
--------------------------------------------------
From: "Guillaume Laforge" <guillaum...@autodesk.com>
Sent: Wednesday, November 24, 2010 10:00 PM
To: <soft...@listproc.autodesk.com>
Subject: RE: Lagoa - How do delete particles at collision?
> Hello Daniel,
>
> It is very easy to delete Particles using a delete node, but you shouldn't
> do that in a Lagoa Simulation.
> As Lagoa is solving the density around each particles, if suddenly one is
> killed, it could give some weird motions to the particles around. It is
> really not a physically correct behavior (like trying to delete an atom in
> real life ;).
>
> My advice is to cache the Lagoa simulation and use it in a new empty point
> cloud. From this point cloud you can delete any particle you want, as you
> want.
>
> Please Thiago, correct me if I'm wrong ;).
>
> Cheers
>
> Guillaume Laforge
> Software Developer / D�veloppeur de logiciels
Let's say I have four objects, A, B, C and D. I want the particles to
collide and interact with A,B and C. But I want to kill them when they
collide with D. How would I approach this?
--------------------------------------------------
From: "Guillaume Laforge" <guillaum...@autodesk.com>
Sent: Wednesday, November 24, 2010 10:00 PM
To: <soft...@listproc.autodesk.com>
Subject: RE: Lagoa - How do delete particles at collision?
> Hello Daniel,
>
> It is very easy to delete Particles using a delete node, but you shouldn't
> do that in a Lagoa Simulation.
> As Lagoa is solving the density around each particles, if suddenly one is
> killed, it could give some weird motions to the particles around. It is
> really not a physically correct behavior (like trying to delete an atom in
> real life ;).
>
> My advice is to cache the Lagoa simulation and use it in a new empty point
> cloud. From this point cloud you can delete any particle you want, as you
> want.
>
> Please Thiago, correct me if I'm wrong ;).
>
> Cheers
>
> Guillaume Laforge
> Software Developer / D�veloppeur de logiciels
Deleting particles by volume using a "mixer cache cloud" is not the good way in fact :P.
Once the particles are outside the volume, they will reappear. So you should not use the mixer, but a Cache on File node.
- Create an empty point cloud
- Add a simulated ICETree
- Connect a Cache on File node an browse to your cached files.
- Add a Delete Particle by Volume (turn off, Use Falloff).
You're done !
Cheers
Guillaume
cheers,
Daniel
> Software Developer / Développeur de logiciels
thanks a lot.
--------------------------------------------------
From: "Guillaume Laforge" <guillaum...@autodesk.com>
Sent: Wednesday, November 24, 2010 10:46 PM
>> Software Developer / D�veloppeur de logiciels
hate to say it but it�s true. It�s as easy as it can get.
Fro my very own first hand experience as an intrigued test-user
of 3ds max, I must say that pretty much every aspect of the software
is intuitive, responsive and reliable enough to support even the most ignorant user.
It took me a couple of minutes to pick it up after 10 years not touching it.
Everything felt easy. Not perfect, not elegant, but easy.
Even rendering something with mental ray.
Now, if I where asked what software to start with as a hobbyist, aspiring artist,
or young professional I�d count up either 3DSMax+Mudbox or Cinem4D+AfterEffects.
Add mastering the principles of Vray to that and you gain options in architectural visualisation.
Mastering any of both combinations would surely land one a job here in Germany.
Compared to that, landing a job using Softimage will most likely require a more
solid, in depth knowledge of the program, involve a higher dayrate but also an
allready existing, solid trackrecord. Those jobs might be more rewarding but
they are also scarce. ICE is awesome. Modeling is awesome. Texturing, Shading
and lighting are heavily hindered by mentalray and would deserve a new concept.
It�s no coincidence I�m forgetting Maya. As long as setting up shading&rendering sucks
out of the box, Maya sucks. It�s not worth the hassle then, imho. Unless one resorts to
3rd parties.
Drawing the above in a conclusion, no wonder most people are tempted to pick the old horse first...
tim
But of course it's my personal opinion. If I were ina position of advisor, I'd advise Maya and Zbrush or Mudbox to learn. Unfortunately Softimage is not treated is it would deserve, and I myself considering to move to Maya, if I want to get job in the future.
-----Original Message-----
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Tim Leydecker
Sent: Thursday, November 25, 2010 12:53 PM
To: soft...@listproc.autodesk.com
Subject: Re: more lack of exposure (was Thanks Autodesk)
bipeds rock.
hate to say it but it�s true. It�s as easy as it can get.
Fro my very own first hand experience as an intrigued test-user
of 3ds max, I must say that pretty much every aspect of the software
is intuitive, responsive and reliable enough to support even the most ignorant user.
It took me a couple of minutes to pick it up after 10 years not touching it.
Everything felt easy. Not perfect, not elegant, but easy.
Even rendering something with mental ray.
Now, if I where asked what software to start with as a hobbyist, aspiring artist,
or young professional I�d count up either 3DSMax+Mudbox or Cinem4D+AfterEffects.
Add mastering the principles of Vray to that and you gain options in architectural visualisation.
Mastering any of both combinations would surely land one a job here in Germany.
Compared to that, landing a job using Softimage will most likely require a more
solid, in depth knowledge of the program, involve a higher dayrate but also an
allready existing, solid trackrecord. Those jobs might be more rewarding but
they are also scarce. ICE is awesome. Modeling is awesome. Texturing, Shading
and lighting are heavily hindered by mentalray and would deserve a new concept.
It�s no coincidence I�m forgetting Maya. As long as setting up shading&rendering sucks
out of the box, Maya sucks. It�s not worth the hassle then, imho. Unless one resorts to
>>> i am not one to spin doom and gloom stories. i am actually not bummed.... rather i am just pissed off. right in softimage's back yard and zero representation!?
>>>
>>> steven
>>>
>>
>>
>
>
> -----
> No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 10.0.1170 / Virus Database: 426/3277 - Release Date: 11/24/10
>
>
>
Regarding passes, let�s settle on a likely experience.
It�s great when a render engine helps in finding the best,
easiest, most convenient and least convoluted solution to
render a job-specific look.
It get�s frustrating the moment one has to work against the engine
or a specific implementation just to get at a specific look or element.
In an ideal world, *.hdr images are balanced and look good at the 0 +/-
exposure setting and the shooting position aligns perfectly with the
0/0/0 world coordinate system. Your reflections are crisp and you render a still.
Nothing ever flickers. The architectural material has the perfect preset.
You don�t bump, you displace. You just render the beauty. Your *.tif comes
into Photoshop and automagically, all the crap, including your backround is gone.
Your client likes it. It looks good on youtube. You�re a star. You get married. Again.
I would sure like that, or options&solutions to problems everyone runs into on a daily basis.
But that would be asked too much, I guess.
Cheers
tim
Haha. Biped sucks. Max is the least intuitive software I ever worked with (besides Cinema4d). Even Maya surpasses it with intuitivity (if there is such a word). Max is a clumsy, buggy, software compared to most of the others. I have a past with max, and these days when I have to work with max I export everything to Softimage and I do it twice faster than max artists here...including the importing and exporting passes...
But of course it's my personal opinion. If I were ina position of advisor, I'd advise Maya and Zbrush or Mudbox to learn. Unfortunately Softimage is not treated is it would deserve, and I myself considering to move to Maya, if I want to get job in the future.
Subject: Re: more lack of exposure (was Thanks Autodesk)
-----Original Message-----
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Tim Leydecker
Sent: Thursday, November 25, 2010 12:53 PM
To: soft...@listproc.autodesk.com
bipeds rock.
hate to say it but it´s true. It´s as easy as it can get.
Fro my very own first hand experience as an intrigued test-user
of 3ds max, I must say that pretty much every aspect of the software
is intuitive, responsive and reliable enough to support even the most ignorant user.
It took me a couple of minutes to pick it up after 10 years not touching it.
Everything felt easy. Not perfect, not elegant, but easy.
Even rendering something with mental ray.
Now, if I where asked what software to start with as a hobbyist, aspiring artist,
or young professional I´d count up either 3DSMax+Mudbox or Cinem4D+AfterEffects.
Add mastering the principles of Vray to that and you gain options in architectural visualisation.
Mastering any of both combinations would surely land one a job here in Germany.
Compared to that, landing a job using Softimage will most likely require a more
solid, in depth knowledge of the program, involve a higher dayrate but also an
allready existing, solid trackrecord. Those jobs might be more rewarding but
they are also scarce. ICE is awesome. Modeling is awesome. Texturing, Shading
and lighting are heavily hindered by mentalray and would deserve a new concept.
It´s no coincidence I´m forgetting Maya. As long as setting up shading&rendering sucks
out of the box, Maya sucks. It´s not worth the hassle then, imho. Unless one resorts to
3rd parties.
Drawing the above in a conclusion, no wonder most people are tempted to pick the old horse first...
tim
On 24.11.2010 10:48, Piotrek Marczak wrote:
> Judging from their new website with poser like characters they are trying to gain new customers/ hobbyists/ and 3ds max is perfect for noobs who want to do their very first crap
> animation.
>
> I mean if anyone is in this business for long, he knows what SI is, and if he doesn't, he's either ignorant or/and idiot
>
> W dniu 2010-11-24 00:34, Steven Caron pisze:
>> is that a double negative? anyways, guess who isn't represented at this event.
>>
>> http://area.autodesk.com/3dec
>>
>> i am not one to spin doom and gloom stories. i am actually not bummed... rather i am just pissed off. right in softimage's back yard and zero representation!?
>>
>> steven
>>
>
>
>
In ideal world, we shouldn't have this topic at all :D
-----Original Message-----
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Tim Leydecker
Sent: Thursday, November 25, 2010 4:16 PM
To: soft...@listproc.autodesk.com
Subject: Re: more lack of exposure (was Thanks Autodesk)
I´ve come to love *.fbx, too.
Regarding passes, let´s settle on a likely experience.
It´s great when a render engine helps in finding the best,
easiest, most convenient and least convoluted solution to
render a job-specific look.
It get´s frustrating the moment one has to work against the engine
or a specific implementation just to get at a specific look or element.
In an ideal world, *.hdr images are balanced and look good at the 0 +/-
exposure setting and the shooting position aligns perfectly with the
0/0/0 world coordinate system. Your reflections are crisp and you render a still.
Nothing ever flickers. The architectural material has the perfect preset.
You don´t bump, you displace. You just render the beauty. Your *.tif comes
into Photoshop and automagically, all the crap, including your backround is gone.
Your client likes it. It looks good on youtube. You´re a star. You get married. Again.
I would sure like that, or options&solutions to problems everyone runs into on a daily basis.
But that would be asked too much, I guess.
Cheers
tim
On 25.11.2010 15:56, Szabolcs Matefy wrote:
> Haha. Biped sucks. Max is the least intuitive software I ever worked with (besides Cinema4d). Even Maya surpasses it with intuitivity (if there is such a word). Max is a clumsy, buggy, software compared to most of the others. I have a past with max, and these days when I have to work with max I export everything to Softimage and I do it twice faster than max artists here...including the importing and exporting passes...
>
> But of course it's my personal opinion. If I were ina position of advisor, I'd advise Maya and Zbrush or Mudbox to learn. Unfortunately Softimage is not treated is it would deserve, and I myself considering to move to Maya, if I want to get job in the future.
>
>
>
>
> -----Original Message-----
> From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Tim Leydecker
> Sent: Thursday, November 25, 2010 12:53 PM
> To: soft...@listproc.autodesk.com
> Subject: Re: more lack of exposure (was Thanks Autodesk)
>
> bipeds rock.
>
> hate to say it but it´s true. It´s as easy as it can get.
>
> Fro my very own first hand experience as an intrigued test-user
> of 3ds max, I must say that pretty much every aspect of the software
> is intuitive, responsive and reliable enough to support even the most ignorant user.
>
> It took me a couple of minutes to pick it up after 10 years not touching it.
>
> Everything felt easy. Not perfect, not elegant, but easy.
>
> Even rendering something with mental ray.
>
>
> Now, if I where asked what software to start with as a hobbyist, aspiring artist,
> or young professional I´d count up either 3DSMax+Mudbox or Cinem4D+AfterEffects.
>
> Add mastering the principles of Vray to that and you gain options in architectural visualisation.
>
> Mastering any of both combinations would surely land one a job here in Germany.
>
>
> Compared to that, landing a job using Softimage will most likely require a more
> solid, in depth knowledge of the program, involve a higher dayrate but also an
> allready existing, solid trackrecord. Those jobs might be more rewarding but
> they are also scarce. ICE is awesome. Modeling is awesome. Texturing, Shading
> and lighting are heavily hindered by mentalray and would deserve a new concept.
>
> It´s no coincidence I´m forgetting Maya. As long as setting up shading&rendering sucks
> out of the box, Maya sucks. It´s not worth the hassle then, imho. Unless one resorts to
I like this quote from another guy:
"In Maya I workaround... In Soft I work." ;)
On 2010-11-25 10:12 AM, "Gerbrand Nel" <g...@cannonballbunny.com> wrote:
Ha. that is, if working with Maya whilst you know about Softimage, can be called a "future job"
Someone on this list once said: Maya and Softimage both have pros and cons. Maya's con is that its a piece of shit, and soft's pro is that it isn't :)
Wise words indeed.
Let the flaming begin
G
On 2010/11/25 04:56 PM, Szabolcs Matefy wrote:
>
> Haha. Biped sucks. Max is the least intuitive software I ever worked with (besides Cinema4d). Ev...
PS happy turkey day!
On Nov 25, 2010, at 12:49 PM, Steven Caron <car...@gmail.com> wrote:
> Agreed, max is a cranky sob. I actually have to use it more than
> ever now, for lighting and rendering, and miss it soo much.
>
> s
>
>
>
> On Nov 25, 2010, at 9:56 AM, "Szabolcs Matefy"
> <szab...@crytek.com> wrote:
>
>> Haha. Biped sucks. Max is the least intuitive software I ever
>> worked with (besides Cinema4d). Even Maya surpasses it with
>> intuitivity (if there is such a word). Max is a clumsy, buggy,
>> software compared to most of the others. I have a past with max,
>> and these days when I have to work with max I export everything to
>> Softimage and I do it twice faster than max artists
>> here...including the importing and exporting passes...
>>
>> But of course it's my personal opinion. If I were ina position of
>> advisor, I'd advise Maya and Zbrush or Mudbox to learn.
>> Unfortunately Softimage is not treated is it would deserve, and I
>> myself considering to move to Maya, if I want to get job in the
>> future.
>>
>>
>>
>>
>> -----Original Message-----
>> From: softimag...@listproc.autodesk.com [mailto:softimage-
>> bou...@listproc.autodesk.com] On Behalf Of Tim Leydecker
>> Sent: Thursday, November 25, 2010 12:53 PM
>> To: soft...@listproc.autodesk.com
>> Subject: Re: more lack of exposure (was Thanks Autodesk)
>>
>> bipeds rock.
>>
>> hate to say it but it´s true. It´s as easy as it can get.
>>
>> Fro my very own first hand experience as an intrigued test-user
>> of 3ds max, I must say that pretty much every aspect of the software
>> is intuitive, responsive and reliable enough to support even the
>> most ignorant user.
>>
>> It took me a couple of minutes to pick it up after 10 years not
>> touching it.
>>
>> Everything felt easy. Not perfect, not elegant, but easy.
>>
>> Even rendering something with mental ray.
>>
>>
>> Now, if I where asked what software to start with as a hobbyist,
>> aspiring artist,
>> or young professional I´d count up either 3DSMax+Mudbox or Cinem4D
>> +AfterEffects.
>>
>> Add mastering the principles of Vray to that and you gain options
>> in architectural visualisation.
>>
>> Mastering any of both combinations would surely land one a job here
>> in Germany.
>>
>>
>> Compared to that, landing a job using Softimage will most likely
>> require a more
>> solid, in depth knowledge of the program, involve a higher dayrate
>> but also an
>> allready existing, solid trackrecord. Those jobs might be more
>> rewarding but
>> they are also scarce. ICE is awesome. Modeling is awesome.
>> Texturing, Shading
>> and lighting are heavily hindered by mentalray and would deserve a
>> new concept.
>>
>> It´s no coincidence I´m forgetting Maya. As long as setting up sha
>> ding&rendering sucks
>> out of the box, Maya sucks. It´s not worth the hassle then, imho.
That being said, Soft is quite a bit more intuitive and enjoyable when it comes to polygon modeling and complex character animation.
And particles are yet more flexible, but I feel that indeed it takes more time to getting into (not as much as Maya though). All that makes me using it for the majority of my work, although I'm nowhere close to using it to it's full potential. But it's nice to know I could if I wanted to. To me Mental Ray is the biggest Problem Soft has atm. I hope we get alternatives soon, we can hardly afford to run a mixed pipeline. That, and the fact that so many areas of the software are not accessible to scripting/programming (painting, menus, tools) is what really pisses me off. And that new stuff feels not really production ready. What about ICE kinematics everybody rambled about? Who's using it?
I played a round a little but got frequent crashes. Even the demo scenes crash often. Wtf?
Maya? Don't get me started :-(
> I like this quote from another guy:
> "In Maya I workaround... In Soft I work." ;)
Thanks for the credits :-)
--
Using Opera's revolutionary email client: http://www.opera.com/mail/
3Delight for Softimage is there
Arnold is the best best IMHO.
MB
--
Best Regards
Morten Bartholdy
3D/VFX Supervisor
This would at least give a hint why mentalray seems to lack reliability
in terms of implementation and useability, more so in Maya but also in
Softimage. mentalray itself sure is a great renderer, when used an implemented
correctly, but it seems these checks, feedbacks, bugreports and fixes don´t
get logged.
Many of the larger shops seem to have rolled their own pipelines years ago,
some going as far as throwing out the default shaders, the default lights,
the default environment shaders, etc.
Their own stuff works. They don´t test the default stuff, because theirs is better,
more flexible and accessible to revision anyway?
As I said, this is my impression.
Maybe also the reason why the mentalray implementation in 3DS Max is the best,
the userbase is bigger, there´s a larger group of out of the box users to
report and demand out of the box functionality, whereas in Softimage and
Maya, a higher percentage of people are used to modify and invent custom
solutions to "high-end" problems anyway, which might in the end also just
fuel the problem of out of the box functionality decreasing intensively.
Another thing might be awareness.
Not officially supporting the mr production shaders for several versions in Maya
isn´t the best way to underline reliability and built trust into an implementation.
Or maybe it´s just because ZAP lost interest an moved on, leaving the chunks lying
around. He proved his point of showing it´s possible, implementing it down to the
bolt would be tedious, not rewarding. There´s other more interesting problems?
Details and and working around limitations hinder a broad stroke? I´m wildly speculating.
Whatever.
I like Softimage most in terms of modeling and passes, I´m not good with ICE. I like the handling.
I´m frustrated about the amount of time I lost with Maya, in rendering and complicated workarounds.
I envy Max for how easy it can be, I´d second that, 90% of my jobs would have been easier in Max.
Cheers
tim
2010/11/25 Szabolcs Matefy <szab...@crytek.com>:
> Haha. Biped sucks. Max is the least intuitive software I ever worked with (besides Cinema4d). Even Maya surpasses it with intuitivity (if there is such a word). Max is a clumsy, buggy, software compared to most of the others. I have a past with max, and these days when I have to work with max I export everything to Softimage and I do it twice �faster than max artists here...including the importing and exporting passes...
>
> But of course it's my personal opinion. If I were ina �position of advisor, I'd advise Maya and Zbrush or Mudbox to learn. Unfortunately Softimage is not treated is it would deserve, and I myself considering to move to Maya, if I want to get job in the future.
>
>
>
>
> -----Original Message-----
> From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Tim Leydecker
> Sent: Thursday, November 25, 2010 12:53 PM
> To: soft...@listproc.autodesk.com
> Subject: Re: more lack of exposure (was Thanks Autodesk)
>
> bipeds rock.
>
> hate to say it but it�s true. It�s as easy as it can get.
>
> Fro my very own first hand experience as an intrigued test-user
> of 3ds max, I must say that pretty much every aspect of the software
> is intuitive, responsive and reliable enough to support even the most ignorant user.
>
> It took me a couple of minutes to pick it up after 10 years not touching it.
>
> Everything felt easy. Not perfect, not elegant, but easy.
>
> Even rendering something with mental ray.
>
>
> Now, if I where asked what software to start with as a hobbyist, aspiring artist,
> or young professional I�d count up either 3DSMax+Mudbox or Cinem4D+AfterEffects.
>
> Add mastering the principles of Vray to that and you gain options in architectural visualisation.
>
> Mastering any of both combinations would surely land one a job here in Germany.
>
>
> Compared to that, landing a job using Softimage will most likely require a more
> solid, in depth knowledge of the program, involve a higher dayrate but also an
> allready existing, solid trackrecord. Those jobs might be more rewarding but
> they are also scarce. ICE is awesome. Modeling is awesome. Texturing, Shading
> and lighting are heavily hindered by mentalray and would deserve a new concept.
>
> It�s no coincidence I�m forgetting Maya. As long as setting up shading&rendering sucks
> out of the box, Maya sucks. It�s not worth the hassle then, imho. Unless one resorts to
--
Technical Director @ Digital Domain
The house comparison is funny btw :).
My ½ "before first coffee thought" ;)
Guillaume
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Eric Turman
Sent: Monday, November 29, 2010 8:43 AM
To: soft...@listproc.autodesk.com
Subject: Re: more lack of exposure (was Thanks Autodesk)
XD great analogy. A friend of mine used a "Max farm tractor" "Maya sports sedan" and "Softimage formula one racer" all with similar foibles, but I like the housing analogy.
On Sun, Nov 28, 2010 at 10:41 AM, John Payne <johnwa...@gmail.com<mailto:johnwa...@gmail.com>> wrote:
I'll second that. >definitely not from me, I would much rather be using maya then max right now
Having had to use all three apps this year I can say without any doubt Soft is superior, especially
for key based animation and polygon modeling.
Max is like a McMansion, you have this tiny little house built in 1995 with all these additions
added on to make it habitable. Just remember you still have to turn on the fireplace button
(animate) before you build a fire (Set Key) or you will burn down the whole place. Also, don't move
any logs around in the fireplace once the fire is going. If you bought the FumeFX fireplace, that
fire looks pretty good, but it's still just a clay log with a gas pipe under it....
Maya is like an old mansion built in 2000 , it can take awhile to explore all the rooms.
They added onto it in 2005 with some Ncurtains and an Nfurnace. Recently the owners have been jacking up
the rent while only throwing on a new coat of paint and putting in new light bulbs. The foundation may starting to crack but the owners seem
not to care as long as the renters don't move out...
Soft is like living in a small house that is being renovated. It's dusty, and not all of the rooms are complete.
You don't know which rooms you can live in without something falling down on your head or where you can
step without tripping on a power cord or hole in the floor. Your also not sure the Contractor will finish the job. Worse
there are rumors the owners might move the whole house and make it an extension of the Max McMansion. It's frustrating
to live here at present but once the new architecture is in place it has great views and hopefully good light (if the vendors will only finish all the custom windows). Something to live in for a lifetime.
- John
On Sat, Nov 27, 2010 at 5:01 PM, Steven Caron <car...@gmail.com<mailto:car...@gmail.com>> wrote:
definitely not from me, i would much rather be using maya then max right now. but that is OT...
they are all autodesk's products and they all deserve exposure at events like the one i linked.
On Sat, Nov 27, 2010 at 4:33 AM, Serguei Kalentchouk <serguei.k...@gmail.com<mailto:serguei.k...@gmail.com>> wrote:
So much Maya hate here ...
I love Softimage but in all honesty if I'm asked to set up a show
today I am going to go with Maya. While it has many serious
shortcoming I'm willing to put up with them for the extensive C++ API,
a very thorough command sdk and an option to override 90% of all menus
and callbacks. For a mid to large scale facility that is still the
most important aspect and bares much more consideration than a nice
poly modeling toolkit.
On Sat, Nov 27, 2010 at 12:07 AM, James Bradford <bradf...@gmail.com<mailto:bradf...@gmail.com>> wrote:
> If you're a modeler I don't think studios care nearly as much what
> software you specialize in. If they are strict, they generally make
> you switch when you start. I know too many Max guys who had to switch
> to Maya and vice versa when going to new studios. Places want to know
> you can make great artwork, the software you used should be at the
> bottom of the list of concern.
>
> 2010/11/25 Szabolcs Matefy <szab...@crytek.com<mailto:szab...@crytek.com>>:
johnwadepayne.com<http://johnwadepayne.com>
johnwa...@gmail.com<mailto:johnwa...@gmail.com>
--
-=T=-
> Next chapter is going to be the next generation of doing animation/CG/digital production or content creation - which will be (I hope) a
> symbiosis between film and game workflows - out of the box.
> Realtime everything, centered around a standardized data-driven pipeline
Speaking of realtime everything, I just stumbled over TwinMotion:
http://www.youtube.com/watch?v=WOdfe7rmULM&feature=related
On a side note: Looks like more and more apps coming out which look very much like Modo (e.g. Clarisse, and Twin Motion above) . I know that the Modo SDK and can be licensed, I wonder if it's really being adopted so widely or if it's just a coincidence. Or is this a standard Qt skin?
Rob \/-------------\/----------------\/
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The competition does not sleep: Modo 5.01
http://www.luxology.com/
Never worked with it, but this looks VERY slick! For about 1k$.
Heck it even does multi-res sculpting!
Animation features are far from complete, but they are working on it.
Kind of complementary to SI regarding features.
Hope this doesn't mean we never get better modelling/viewport/rendering
options for strategic reasons.
|
Tim Crowson |
|
John, they could make a new SI, or even 2012 called Max or Maya and I'd buy it too. If they want to flavorize it that's cool too IMHO so long as they think about who the current base user is as well (IE experienced generalists and TDs) and keep a flavor of it that might not have all the "zing" out of the box, but is still the solid building blocks we know as SI.
As it's been said here before though- if they come out with an uber app and it's modeled after the MAX work flow and kill SI I'm out of here!
The biggest problem here remains mray, IMHO. It fell far behind in the
last years.
Options?
VRay: I attended Rusko Ruskov's presentation in 10/2009 in Germany. Still
nothing.
Used it for long in max. It has a way of simply getting the job done in
time.
My workmates here in my shared office set up a 14-node renderfarm based on
Linux/C4D/Vray, cheap and legally.
mray on the opposite almost made me loose my mind this year. Who considers
it seriously anymore?
IRay falls far behind VRayRT 2.0, which was released a few days ago, too.
3Delight? Anyone?
All spotlights are on Arnold. Looks like the beta makes good progress.
Let's wish Marcos Fajardo godspeed. I actually believe it's he and his
fellows that could turn the fortune of SI.
We are lucky that by chance he decided to add A to SI first, and not to
Maya.
Afaik XBR is the code name of total ui revamp of the ui and viewports of max. And on the maya side they have viewport 2.0, the qt rewrite, sdk work and more. Viewport 2.0 = XBR, same tech different customization.
"Excalibur (or XBR) is a restructuring of 3ds Max that is intended to
occur over three phases (not releases)"
"Phase one", assumedly the viewport enhancements, have been introduced
already into max.
So there are still many things to expect. Supposedly.
Frankenmax is lying there wired on the stretcher, 3rd lightning strikes,
bzzzzz!, smoke dissolves - a beautiful young lad!
ᅵ~ᅵ
Another XBR link:
http://area.autodesk.com/blogs/ken/excalibur_xbr_notes
"Excalibur (or XBR) is a restructuring of 3ds Max that is intended to occur over three phases (not releases)"
"Phase one", assumedly the viewport enhancements, have been introduced already into max.
So there are still many things to expect. Supposedly.
Frankenmax is lying there wired on the stretcher, 3rd lightning strikes, bzzzzz!, smoke dissolves - a beautiful young lad!
°~°
Am 16.12.2010, 23:47 Uhr, schrieb Gideon Klindt <gideon...@gmail.com>:
Oh, at first I had my hopes up that XBR would get rid of that horrible GUI
and work flow...but it looks like it's not so:
http://eat3d.com/blog/metalliandy/excalibur-xbr-project-features-3ds-max-revealed
http://ortega3d.wordpress.com/2010/03/11/3ds-max-2011/
So much for lofty dreams.
I know there's ways to get it to work, but it's convoluted. I wish it
was simple.
That reminds me... Steven, is the Blur PySoftimage Qt integration
thing working for 64bit Soft now? I'm looking at
http://code.google.com/p/blur-dev/wiki/PySoftimage and it says it
supports Python 64bit. Is that correct? That's awesome if so. :)
-- Alan
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Using Opera's revolutionary email client: http://www.opera.com/mail/
Cheers,
Stefan
Hey guys,
I have taken down all the installations today for a general cleaning. I'll be uploading latest installers, code, and updating the wiki this week - so check back soon.
Eric
Blur Studio - Development
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