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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 18:47 
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Joined: 22 Mar 2010, 18:43
Posts: 391
SonarPhoton wrote:

Holy crap. They put tons and tons of resources into some Crowd FX thing.
Not only was I expecting many additional ICE nodes (bevel, boolean, filter points etc. etc. etc.), I seriously believed we'd get ICE Topo for curves and surfaces as that seemed like the logical followup to last year's release. Very disappointing, hopefully I'm not seeing the big picture. :(


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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 18:58 
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Joined: 30 May 2010, 22:54
Posts: 596
ouch! arrived only now. I hear many discussion about cloud

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Hi, I'm Pamela Anderson and I use Softimage for all my modelling, animation and rendering needs


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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 19:00 
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Joined: 12 Jul 2011, 12:11
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Cloud Shmoud!


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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 19:20 
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Joined: 25 Jul 2010, 00:18
Posts: 159
HQ viewport looks really good, not sure how it behaves with lots of geometry though.
ICE additions are nice.

I do not see much of use for CrowdFX in my everyday work, and that seems to be the biggest addition.

Here is 3dsMax 2013 list if someone is interested http://area.autodesk.com/blogs/ken/3ds_max_2013_announced

Maya http://area.autodesk.com/products/features/maya

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Last edited by SreckoM on 27 Mar 2012, 19:42, edited 1 time in total.

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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 19:26 
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Joined: 24 Sep 2010, 18:28
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SonarPhoton wrote:

1000 crowd characters at 10 frames on 12 core machine

Image

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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 19:40 
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Joined: 25 Nov 2010, 19:23
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Location: Edmonton, Canada
That viewport looks great and USEFUL. I like how it closely matches software rendering and supports procedurals!

Great work SI team!!!

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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 19:46 
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Joined: 09 Jun 2009, 15:45
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viewport seemed really slow to me, and didnt have lots of objects going on, also it was used with a quadro.. i wonder what happens with a geforce average card, and a whole scene textured..


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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 19:53 
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Joined: 30 May 2010, 22:54
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Yes, viewport is the thing I like more. But seems slow (and I suppose they using a monster machine for their preview). In any case, don't need rotate or pan, but it is (like they said) a fast alternative to render preview.

I was sure they will not give anything similar to maya or max viewport (is similar to nitro viewportor or I'm wrong?) , for differentiate the products. Seems the three work independently (next release we can see a crowd simulation for maya or max?
Like end user, AD marketing confusing me a "bit"

Rendering improvement is not transcendental but like it. Was curious about mental ray version in this release (complete 3.9 feature set?

I'm sure I'll never using crowd simulation, but pleased can play with it :D

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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 19:57 
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Joined: 09 Jun 2009, 11:36
Posts: 370
i hope they put in all the ibl stuff finally. the same for the new sss shaders.
good to see that you can use now fg and ip's together officially. nice render region addition and also the "local" tag is nice, small but nice. ;)


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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 20:00 
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Joined: 22 Mar 2010, 18:43
Posts: 391
Nizar wrote:
Yes, viewport is the thing I like more. But seems slow (and I suppose they using a monster machine for their preview). In any case, don't need rotate or pan, but it is (like they said) a fast alternative to render preview

It seems ridiculously slow. I might as well drag up a render region and leave it on auto update. Which is what I've been doing for many years, and it works great.


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