SPOILER ALERT - general Softimage 2013 description

News concerning 3D DCC business
azurecgi
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Re: SPOILER ALERT - general Softimage 2013 description

Post by azurecgi » 27 Mar 2012, 17:00

Cloud Shmoud!

SreckoM
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Re: SPOILER ALERT - general Softimage 2013 description

Post by SreckoM » 27 Mar 2012, 17:20

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_ ... _announced

Maya http://area.autodesk.com/products/features/maya
Last edited by SreckoM on 27 Mar 2012, 17:42, edited 1 time in total.
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iamVFX
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Re: SPOILER ALERT - general Softimage 2013 description

Post by iamVFX » 27 Mar 2012, 17:26

1000 crowd characters at 10 frames on 12 core machine

Image

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ActionArt
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Re: SPOILER ALERT - general Softimage 2013 description

Post by ActionArt » 27 Mar 2012, 17:40

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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Maximus
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Re: SPOILER ALERT - general Softimage 2013 description

Post by Maximus » 27 Mar 2012, 17:46

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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Nizar
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Re: SPOILER ALERT - general Softimage 2013 description

Post by Nizar » 27 Mar 2012, 17:53

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

Kzin
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Re: SPOILER ALERT - general Softimage 2013 description

Post by Kzin » 27 Mar 2012, 17:57

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. ;)

Chris_TC
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Re: SPOILER ALERT - general Softimage 2013 description

Post by Chris_TC » 27 Mar 2012, 18:00

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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Hirazi Blue
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Re: SPOILER ALERT - general Softimage 2013 description

Post by Hirazi Blue » 27 Mar 2012, 18:08

Nizar wrote:and I suppose they using a monster machine for their preview
Just to clarify: Chinny states in his viewport video he is using a Quadro FX 4800, this card was first presented in 2008 and might be considered a high-end but "previous-generation" card...
;)
Stay safe, sane & healthy!

SreckoM
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Re: SPOILER ALERT - general Softimage 2013 description

Post by SreckoM » 27 Mar 2012, 18:19

I am only concerned how much that cooking time will grow with more materials in scene.
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calmasacow
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Re: SPOILER ALERT - general Softimage 2013 description

Post by calmasacow » 27 Mar 2012, 18:33

so has anyone heard any mention of the street date for this? or when maintenance users will get it?

fabilabo
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Re: SPOILER ALERT - general Softimage 2013 description

Post by fabilabo » 27 Mar 2012, 18:34

I dont know maya and 3ds but both look have HUGUE update, specially 3DS, but maybe im wrong...
I wonder if the viewport works with vray, arnold, and all 3rd party rendering, because become useless to SI.
It's funny to see differences between SI preview viewport scene (an old crap scene with 150 polys) and the maya one, colored, nice looking etc

One more update useless to me ~x(

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ActionArt
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Re: SPOILER ALERT - general Softimage 2013 description

Post by ActionArt » 27 Mar 2012, 18:58

According to comments on the list other shaders such as Vray and Arnold can work with the new viewport with minor updates.

I thought the Maya update looked pretty light compared to SI. Max seems pretty major but it's a lot of old stuff that should have been done years ago.

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Memag
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Re: SPOILER ALERT - general Softimage 2013 description

Post by Memag » 27 Mar 2012, 18:59

SreckoM wrote:I am only concerned how much that cooking time will grow with more materials in scene.
luceric wrote:it doesn't bake textures. the lighting and procedural shaders are all running on the GPU.
http://www.xsibase.com/forum/index.php? ... 8;start=34

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origin
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Re: SPOILER ALERT - general Softimage 2013 description

Post by origin » 27 Mar 2012, 19:01

youre wrong.
all releases look 'solid', max is mostly fixing things from previous releases, massfx introduced in 2012 is outdated physx, the render pass system introduced in 2012 sap is a design/workflow joke, I thought they will kill it and start over again, etc.

Also I don't see those 'millions' of $$ pumped into maya (Luc?)

as for SI i think they rushed viewport stuff, its not that important.
Looking back I think it's the weakest release, of course people doing crowd sims will say something completly different but...

Maybe they should go back to 2 years relase cycle...

iamVFX
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Re: SPOILER ALERT - general Softimage 2013 description

Post by iamVFX » 27 Mar 2012, 19:14

The one big f***ing awesome thing for me is an updated Build Array From Set compound that speeded up and works with locations and set of topo's now. I'll probably cut it and paste into my SI 2012 directory :D
Last edited by iamVFX on 27 Mar 2012, 19:35, edited 1 time in total.