New plugins, tools etc.
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Hirazi Blue
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by Hirazi Blue » 18 Oct 2015, 16:47
Personally I see Softimage as the Dodo of the 3D world...
The last widely accepted sighting of a dodo was in 1662. Its extinction was not immediately noticed, and some considered it to be a mythical creature.
(Quoted from
here)
;)
Stay safe, sane & healthy!
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Bullit
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by Bullit » 18 Oct 2015, 18:28
Palestine of 3D world? there is nothing of value made by them. Not even for themselves.
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Hirazi Blue
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by Hirazi Blue » 18 Oct 2015, 18:55
Bullit wrote:Palestine of 3D world? there is nothing of value made by them. Not even for themselves.
Let us not go there... Politics are a dangerous subject!
Stay safe, sane & healthy!
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bb3d
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by bb3d » 18 Oct 2015, 20:34
Back to topic... what is your experience with SP2 so far? Personally I didn't do anything serious with it until now, but I found at least one issue that is still not fixed - the "Scene/Selection Info -> Show Polymesh Polygons Info" still causes a massive drop in viewport performance.
And I am wondering about SP2 being the very last service pack for Softimage, because in the original "retirement anouncement" they said:
Service packs for Softimage are expected to be provided until April 30th 2016
But it wouldn't be the first time of broken promises...
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luceric
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by luceric » 18 Oct 2015, 21:58
bb3d wrote:Back to topic... what is your experience with SP2 so far? Personally I didn't do anything serious with it until now, but I found at least one issue that is still not fixed - the "Scene/Selection Info -> Show Polymesh Polygons Info" still causes a massive drop in viewport performance.
And I am wondering about SP2 being the very last service pack for Softimage, because in the original "retirement anouncement" they said:
Service packs for Softimage are expected to be provided until April 30th 2016
But it wouldn't be the first time of broken promises...
I've never noticed that complain before. You can edit the source code of the Selection Info if it bothers you. it's in uixsiscript.vbs, InfoSelectionProc
Asking the triangulation from a mesh will cause its opengl representation to be all triangulated, which will result in a much larger opengl load on the graphic card. It's best to just comment out the triangle count report code.
Last edited by
luceric on 19 Oct 2015, 14:06, edited 1 time in total.
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xsi_fanatic
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by xsi_fanatic » 19 Oct 2015, 08:26
Bullit wrote:Palestine of 3D world? there is nothing of value made by them. Not even for themselves.
Bullit, everyone is entitled to their own opinion.
Moderator edit: removed the rest of this post as it was a direct personal insult and thus inappropriate. Consider this a warning... - HB
Cheers
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xsi_fanatic
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by xsi_fanatic » 19 Oct 2015, 14:55
xsi_fanatic wrote:Bullit wrote:Palestine of 3D world? there is nothing of value made by them. Not even for themselves.
Bullit, everyone is entitled to their own opinion.
Moderator edit: removed the rest of this post as it was a direct personal insult and thus inappropriate. Consider this a warning... - HB
Cheers
Somebody's abusing their power. Kinda reminds me of autodesk.
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Hirazi Blue
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by Hirazi Blue » 19 Oct 2015, 15:03
Your unedited statement was way out of line. I acted appropriately.
Deal with it, don't make it worse by accusing me of abusing my power...
Consider this a final warning.
Stay safe, sane & healthy!
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xsi_fanatic
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by xsi_fanatic » 19 Oct 2015, 15:32
Hirazi Blue wrote:Your unedited statement was way out of line. I acted appropriately.
Deal with it, don't make it worse by accusing me of abusing my power...
Consider this a final warning.
Hi Hirazi,
I thought it was Bullit [titled: Moderator] that did the editing. I'll go ahead and cross the red line warning because quite frankly, I'm getting sick of double standards and diplomacy that doesn't get us anywhere.
This is where we part ways. Thank you for having me on your forum site.
All the best,
Jason
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Bullit
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by Bullit » 19 Oct 2015, 20:38
Moderator edit: I removed this post to end this political side-track this discussion has been caught in...
Please refrain from political discussions like the one this turned out to be,
there are numerous forums better suited for those kind of discussions! - HB
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Draise
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by Draise » 19 Oct 2015, 21:06
Yikes.
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owei
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by owei » 19 Oct 2015, 21:40
OK, so please back to topic! Stay away from discussions that do not belong here, like Hirazi already said. We will leave this thread open if everybody agrees! Thanks!
Cheers,
oli
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bb3d
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by bb3d » 19 Oct 2015, 21:55
luceric wrote:
I've never noticed that complain before. You can edit the source code of the Selection Info if it bothers you. it's in uixsiscript.vbs, InfoSelectionProc
Asking the triangulation from a mesh will cause its opengl representation to be all triangulated, which will result in a much larger opengl load on the graphic card. It's best to just comment out the triangle count report code.
It was mentioned by rray in this forum some time ago, but it's not a big problem for me, I just disable that display option part.
I am not a programmer, but "asking" for the triangle count at every screen refresh seems to be incredibly ineffcient to me.
Thanx for the tip about editing the source code of that script, now we just need the rest of the Softimage source code, so that we can fix bugs by ourselves
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luceric
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by luceric » 19 Oct 2015, 23:06
bb3d wrote:luceric wrote:
I've never noticed that complain before. You can edit the source code of the Selection Info if it bothers you. it's in uixsiscript.vbs, InfoSelectionProc
Asking the triangulation from a mesh will cause its opengl representation to be all triangulated, which will result in a much larger opengl load on the graphic card. It's best to just comment out the triangle count report code.
It was mentioned by rray in this forum some time ago, but it's not a big problem for me, I just disable that display option part.
I am not a programmer, but "asking" for the triangle count at every screen refresh seems to be incredibly ineffcient to me.
That's not what's happening, the mesh is only ever triangulated once. What's happening is that there is a cached display data structure for opengl, which would by default contain a display-ready polygons version of the mesh. The mesh doesn't need to be triangulated (i.e. polygons converted to triangle fans and strips) because the GPU can display polygons directly, and that results in fewer GPU calls. After that script asked for the full triangulation, the display data structure now contains a version of the mesh that is fully triangulated, i.e. the last thing that was evaluated and is now cached. This display reprensentation of the mesh is going to stick around until some important change to the mesh requires it to be rebuilt, for example if there is a topological change. The full triangulation is also going to be created if you do weight painting and some other ray-casting operations including some ICE operations.
I don't know if the viewport->eye->Selection Info toggle has the same issue, it's worth a shot. The Info Selection dialog box was made to copy a similar Softimage|3D dialog box for Japan and the fact it causes the full triangulation to occur is kind of by design. I wonder what you're trying to get there? The HUD/DisplayInfo could be nicer to work with once you set it up.
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FXDude
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by FXDude » 20 Oct 2015, 01:30
luceric wrote: I wonder what you're trying to get there? The HUD/DisplayInfo could be nicer to work with once you set it up.
Perhaps the same as everyone that knows about that,
(but just put it in their big bag of futile wishes that would never be addressed making sketchup look attractive),
who would prefer to not have a live scene stats monitor (like the FPS hud), but one that is completely ignored during playback/scrubbing.
Perhaps logging a request?
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NNois
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by NNois » 20 Oct 2015, 02:33
Well why nit-picking in this ? This should never bother you because there is no point to playback a working viewport, the playback viewport should be the one holding your camera with the cleanest viewport possible.
I always had doubts with guys working with a magestical maximised 3d viewport. Personally i'm old school and always need to see my 4 view, so when i launch a playback this is using the view2 default preference. This plus an hotkey to maximise that's just perfect ;-)
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