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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 21:33 
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TwinSnakes007 wrote:
iamVFX wrote:
an updated Build Array From Set compound that speeded up and works with locations and topo's now.


I dont get it. Please explain....

Image

Image

Now we can do this

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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 21:37 
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LOL

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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 21:45 
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I don't know if I like it or not, but think is hardly call modelling improvement this:

Quote:
Modeling

Merging or Blending Polygon Meshes
When merging or blending polygon meshes, you can now transfer all clusters even if they don't have any properties (like local materials, weight maps, vertex colors, etc.).
The Split Edge tool has been improved to make it easier to split edges close to existing vertices. If you still have difficulty, try zooming the view.


I found softimage one of the best (if not the best) 3d software, but this release seems a bit stunted (if you don't need crowd simulation), expecially if I compared with last modo release (ok, with all the adding of 601 release modo don't have all the tools softimage have from years, but the list of addition in modo is quite impressive if compared to softimage 2013).

Another little point, not so important, but I see a lack of enthusiasm... next time can you call Brad Peebler for doing your preview? :D Ok, is only a joke, hope no one be offended ( Chiny, I really like the work you doing every time )

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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 21:59 
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Nizar wrote:
expecially if I compared with last modo release

Are you kidding? Look at the Houdini 12 release, all that speedy fire and smoke (fire and smoke, AD, please make it happen at least 2014), speed improvements, etc...

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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 22:07 
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What is the price of "fire and smoke" Houdini 12?

Weird no one mentioned Zbrush or 3dcoat updates yet.


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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 22:12 
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Memag wrote:
What is the price of "fire and smoke" Houdini 12?

Weird no one mentioned Zbrush or 3dcoat updates yet.


And Zbrush update is free (one of the best feature :)

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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, 22:13 
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Memag wrote:
What is the price of "fire and smoke" Houdini 12?

$6,695 vs $3,745, double priced, yeah, I get your point :ympeace:

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Last edited by iamVFX on 27 Mar 2012, 22:13, edited 1 time in total.

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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 22:13 
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Yeah Houdini Master version is really pricey. Escape version is acceptable, but no particles and dynamics.
On other hand for studios price is not that much high if you consider that you get unlimited Mantra nodes.

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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 22:14 
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If you had a farm that had 256GB of ram on it, you could sim a volcano eruption similar to what they did in Houdini 12 as well.


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 Post subject: Re: SPOILER ALERT - general Softimage 2013 description
PostPosted: 27 Mar 2012, 22:28 
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ok, so it seems that people have had some time to digest the announcements regarding the 2013 releases, there's certain some mixed views.

Overall I think Softimage 2013 looks like a good release, there's still some things I would like but there's alot in there. The viewport is something that is long overdue, but I disagree with the comment of it being rushed. At the moment, its not using the same viewport framework as Maya and Max, but as Chinny says in his video, we're converting the rendertree over so we can output to the viewport in realtime - CGFX.
As you can see in the video, you'll be able to preview and adjust some elements that usually you'd have to draw a render region for. I can see what people mean about the performance and the recording software never helps, but like anything there's a trade off. The more stuff you throw at it, then performance will always take a hit.
Its the same for Maya/Max as well, they can look good, but once you start to really turn the various effects on, then performance will be effected.

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