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><channel><title>darkvertex.com &#187; tutorials</title> <atom:link href="http://darkvertex.com/wp/category/softimage/tutorials/feed/" rel="self" type="application/rss+xml" /><link>http://darkvertex.com/wp</link> <description>Bringing CG to life, one rig at a time...</description> <lastBuildDate>Tue, 24 Aug 2010 04:17:36 +0000</lastBuildDate> <language>en</language> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <atom:link rel='hub' href='http://darkvertex.com/wp/?pushpress=hub'/> <item><title>Benchmarking your Python experiments</title><link>http://darkvertex.com/wp/2010/05/19/benchmarking-python-code/</link> <comments>http://darkvertex.com/wp/2010/05/19/benchmarking-python-code/#comments</comments> <pubDate>Wed, 19 May 2010 23:58:10 +0000</pubDate> <dc:creator>Alan</dc:creator> <category><![CDATA[tutorials]]></category> <category><![CDATA[howto]]></category> <category><![CDATA[python]]></category> <category><![CDATA[script]]></category> <category><![CDATA[tips]]></category> <category><![CDATA[tricks]]></category><guid isPermaLink="false">http://darkvertex.com/wp/?p=288</guid> <description><![CDATA[Which is the fastest way to do this or that? Why not try them all and benchmark! All you need to do is lock at the time.clock()&#8230; # We need this for OS detection: from platform import system as OStype &#160; # Step 1: tick, tock... from time import clock start_time = clock&#40;&#41; &#160; &#160; [...]]]></description> <content:encoded><![CDATA[<p>Which is the fastest way to do this or that? Why not try them all and benchmark! <img src='http://darkvertex.com/wp/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p><p>All you need to do is lock at the <a href="http://docs.python.org/library/time.html#time.clock">time.clock()</a>&#8230;<br /> <span id="more-288"></span></p><div class="wp_syntax"><div class="code"><pre class="python" style="font-family:monospace;"><span style="color: #808080; font-style: italic;"># We need this for OS detection:</span>
<span style="color: #ff7700;font-weight:bold;">from</span> <span style="color: #dc143c;">platform</span> <span style="color: #ff7700;font-weight:bold;">import</span> system <span style="color: #ff7700;font-weight:bold;">as</span> OStype
&nbsp;
<span style="color: #808080; font-style: italic;"># Step 1: tick, tock...</span>
<span style="color: #ff7700;font-weight:bold;">from</span> <span style="color: #dc143c;">time</span> <span style="color: #ff7700;font-weight:bold;">import</span> clock
start_time = clock<span style="color: black;">&#40;</span><span style="color: black;">&#41;</span>
&nbsp;
&nbsp;
<span style="color: #808080; font-style: italic;"># Step 2: ???</span>
<span style="color: #808080; font-style: italic;"># (You do your procedures here.)</span>
<span style="color: #808080; font-style: italic;"># You NEED to do SOMETHING. Don't leave this blank!!</span>
&nbsp;
<span style="color: #808080; font-style: italic;"># Here's a filler of nothingness:</span>
<span style="color: #ff7700;font-weight:bold;">from</span> <span style="color: #dc143c;">time</span> <span style="color: #ff7700;font-weight:bold;">import</span> sleep
sleep<span style="color: black;">&#40;</span><span style="color: #ff4500;">0.05</span><span style="color: black;">&#41;</span>
&nbsp;
&nbsp;
<span style="color: #808080; font-style: italic;"># Step 3: calculate duration</span>
timeTaken = clock<span style="color: black;">&#40;</span><span style="color: black;">&#41;</span> - start_time
&nbsp;
<span style="color: #808080; font-style: italic;"># In Windows clock() returns seconds but in Linux it's milliseconds, so:</span>
units = <span style="color: black;">&#91;</span><span style="color: #483d8b;">&quot;seconds&quot;</span> <span style="color: #ff7700;font-weight:bold;">if</span> OStype<span style="color: black;">&#40;</span><span style="color: black;">&#41;</span> <span style="color: #ff7700;font-weight:bold;">is</span> <span style="color: #483d8b;">&quot;Windows&quot;</span> <span style="color: #ff7700;font-weight:bold;">else</span> <span style="color: #483d8b;">&quot;milliseconds&quot;</span><span style="color: black;">&#93;</span><span style="color: black;">&#91;</span><span style="color: #ff4500;">0</span><span style="color: black;">&#93;</span>
&nbsp;
msg = <span style="color: #483d8b;">&quot;It took &quot;</span>+<span style="color: #008000;">str</span><span style="color: black;">&#40;</span>timeTaken<span style="color: black;">&#41;</span>+<span style="color: #483d8b;">&quot; &quot;</span>+units+<span style="color: #483d8b;">&quot; to process your code.&quot;</span>
&nbsp;
Application.<span style="color: black;">LogMessage</span><span style="color: black;">&#40;</span>msg<span style="color: black;">&#41;</span> <span style="color: #808080; font-style: italic;"># if you're in Softimage,</span>
<span style="color: #808080; font-style: italic;"># otherwise use print() or whatever.</span></pre></div></div><p>I tried to make the snippet above as generic as possible, but if you&#8217;re using Python in Softimage, you can use XSIUtils.IsWindowsOS() for detecting Windows instead of my OStype stuff.</p> ]]></content:encoded> <wfw:commentRss>http://darkvertex.com/wp/2010/05/19/benchmarking-python-code/feed/</wfw:commentRss> <slash:comments>1</slash:comments> </item> <item><title>Softimage Tip: ExtrudeOp Transforms</title><link>http://darkvertex.com/wp/2009/12/03/softimage-extrude-transforms/</link> <comments>http://darkvertex.com/wp/2009/12/03/softimage-extrude-transforms/#comments</comments> <pubDate>Thu, 03 Dec 2009 06:19:10 +0000</pubDate> <dc:creator>Alan</dc:creator> <category><![CDATA[softimage]]></category> <category><![CDATA[tutorials]]></category> <category><![CDATA[tips]]></category> <category><![CDATA[tricks]]></category> <category><![CDATA[tutorial]]></category><guid isPermaLink="false">http://darkvertex.com/wp/?p=86</guid> <description><![CDATA[A lot of people are unaware of the possibilities of the ExtrudeOp operator.  See below&#8230; Try this yourself: Get a sphere. (My screenshot example was a half-sphere.) Select all polys. (Press Y to enter poly mode then Ctrl+A to select all.) Press Ctrl+D to Extrude. In an Explorer open your object&#8217;s operator stack, find the ExtrudeOp and [...]]]></description> <content:encoded><![CDATA[<p>A lot of people are unaware of the possibilities of the ExtrudeOp operator.  See below&#8230;</p><div id="attachment_87" class="wp-caption alignnone" style="width: 310px"><a rel="shadowbox[Mixed];width=1176;height=713" href="http://wpfiles.darkvertex.com/wp/wp-content/uploads/2009/12/xsi_extrudes_great.jpg"><img class="size-medium wp-image-87 " title="xsi_extrudeop_transforms_trick" src="http://wpfiles.darkvertex.com/wp/wp-content/uploads/2009/12/xsi_extrudes_great-300x181.jpg" alt="Fiddling with the ExtrudeOp options" width="300" height="181" /></a><p class="wp-caption-text">Fiddling with the ExtrudeOp options</p></div><p><span id="more-86"></span><br /> Try this yourself:</p><ol><li>Get a sphere. (My screenshot example was a half-sphere.)</li><li>Select all polys. (Press <strong>Y</strong> to enter poly mode then <strong>Ctrl+A</strong> to select all.)</li><li>Press <strong>Ctrl+D</strong> to <em>Extrude</em>.</li><li>In an <em>Explorer</em> open your object&#8217;s operator stack, find the <em><strong>ExtrudeOp</strong></em> and open its PPG.</li><li><strong>Turn off <em>Merge</em></strong>, then fiddle with <strong><em>Length</em></strong>, <strong><em>Inset Amount</em></strong> and <strong><em>Subdivs</em></strong>.</li><li>Then in the <em>Transform</em> tab, play with the sliders there.<br /> You can get some very interesting (and often abstract) results! <img src='http://darkvertex.com/wp/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></li></ol><p><span style="color: #ffcc00;">*</span><strong><span style="color: #ffcc00;">UPDATE [21/05/10]*</span></strong><strong>:</strong> A buddy of mine who uses Maya informs me that the mayan Extrude has options to do this as well if you peek in the channel box. Just so you know. <img src='http://darkvertex.com/wp/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p> ]]></content:encoded> <wfw:commentRss>http://darkvertex.com/wp/2009/12/03/softimage-extrude-transforms/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Tutorial: ReCentering with Components</title><link>http://darkvertex.com/wp/2009/04/22/recentering-with-components/</link> <comments>http://darkvertex.com/wp/2009/04/22/recentering-with-components/#comments</comments> <pubDate>Wed, 22 Apr 2009 18:30:06 +0000</pubDate> <dc:creator>Alan</dc:creator> <category><![CDATA[softimage]]></category> <category><![CDATA[tutorials]]></category> <category><![CDATA[tutorial]]></category><guid isPermaLink="false">http://darkvertex.com/wp/?p=9</guid> <description><![CDATA[[CLICK TO SEE VIDEO] FILES: DOWNLOAD TUTORIAL (22Mb SWF, play it with Adobe&#8217;s standalone Flash Player) and grab the example scenefile to try this yourself! BREAKDOWN: 1. Set an OK center position with &#34;Move Center to Bounding Box&#34; / &#34;Move Center to Vertices&#34;. 2. Enter &#34;Center&#34; mode. (top right) 3. Right-click on &#34;Ref&#34; button (below [...]]]></description> <content:encoded><![CDATA[<p><a rel="shadowbox[Mixed];width=640;height=498" href="http://cdn.darkvertex.com/tutorialfiles/recentering/recentering_tutorial_stream.swf"><br /> <img src="http://s3.darkvertex.com/tutorialfiles/recentering/recentering_tutorial_thumb.png" alt="Click to play video" /><br /> [<strong>CLICK TO SEE VIDEO</strong>]</a><br /> <span id="more-9"></span><br /> <strong>FILES</strong>: <a href="http://cdn.darkvertex.com/tutorialfiles/recentering/recentering_tutorial_highQuality.swf" rel="shadowbox[post-9];width=640;height=385;">DOWNLOAD TUTORIAL</a> (22Mb SWF, play it with Adobe&#8217;s <a href="http://s3.darkvertex.com/inc/Adobe.Flash.Player.exe">standalone Flash Player</a>) and grab <a href="http://s3.darkvertex.com/tutorialfiles/recentering/recenteringTutorial_start.scn">the example scenefile</a> to try this yourself!</p><p><strong>BREAKDOWN</strong>:<br /> <strong>1.</strong> Set an OK center position with &quot;<em>Move Center to Bounding Box</em>&quot; / &quot;<em>Move Center to Vertices</em>&quot;.<br /> <strong>2.</strong> Enter &quot;<em>Center</em>&quot; mode. (top right)<br /> <strong>3.</strong> Right-click on &quot;<em>Ref</em>&quot; button (below <em>Local</em>) and choose &quot;<em>Pick Polygon/Edge/Point Reference</em>&quot;.<br /> Click an object to select it and highlight the desired components.<br /> <strong>4.</strong> While still in both &quot;<em>Center</em>&quot; and &quot;<em>Ref</em>&quot; modes, reset rotation to 0,0,0 then go back to &quot;<em>Object</em>&quot; mode (top right), go &quot;<em>Local</em>&quot; mode and reset rotation to 0,0,0 again. &#8212; That&#8217;s it! <img src='http://darkvertex.com/wp/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p><p><strong>FORUM THREADS</strong>: [<a href="http://www.xsibase.com/forum/index.php?board=6;action=display;threadid=39429">xsibase</a>] [<a href="http://www.xsiforum.com/forum/index.php/topic,6736.0.html">xsiforum.com</a>]</p> ]]></content:encoded> <wfw:commentRss>http://darkvertex.com/wp/2009/04/22/recentering-with-components/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>How: SSS Skin with Refractive Transparency</title><link>http://darkvertex.com/wp/2008/06/25/sss-with-refraction/</link> <comments>http://darkvertex.com/wp/2008/06/25/sss-with-refraction/#comments</comments> <pubDate>Wed, 25 Jun 2008 22:47:16 +0000</pubDate> <dc:creator>Alan</dc:creator> <category><![CDATA[softimage]]></category> <category><![CDATA[tutorials]]></category> <category><![CDATA[howto]]></category><guid isPermaLink="false">http://darkvertex.com/wp/?p=55</guid> <description><![CDATA[** Download Example Scene (XSI 6.02+) ** &#8212; Raw Rotation &#38; with post-blur [QT MP4] Why? The fast skinshader (mentalray) material that comes with XSI off the bat is pretty awesome, but it has one downfall which is the lack of a transparency input. How? A Refraction node combined with Binary Alchemy&#8217;s wonderful SSS shader, [...]]]></description> <content:encoded><![CDATA[<p><img src="http://s3.darkvertex.com/tutorialfiles/ssswithalpha/ssswithalpha_proof.jpg" width=500 /></p><p><a href="http://s3.darkvertex.com/tutorialfiles/ssswithalpha/ssswithalpha_example.scn">** Download Example Scene (XSI 6.02+) **</a> &#8212; <a href="http://s3.darkvertex.com/tutorialfiles/ssswithalpha/SSS_with_True.Refracting.Transparency.mov" rel="shadowbox[post-55];width=640;height=385;">Raw Rotation </a> &amp; <a href="http://s3.darkvertex.com/tutorialfiles/ssswithalpha/SSS_with_True.Refracting.Transparency_and_Post.Blur.mov" rel="shadowbox[post-55];width=640;height=385;">with post-blur</a> [QT MP4]</p><p><span id="more-55"></span></p><h2>Why?</h2><p>The fast skinshader (mentalray) material that comes with XSI off the bat is pretty awesome, but it has one downfall which is <strong>the lack of a transparency input</strong>.</p><h2>How?</h2><p>A <em>Refraction</em> node combined with <a href="http://www.binaryalchemy.de/index_dev.htm">Binary Alchemy&#8217;s</a> wonderful <strong>SSS shader</strong>, from their (freeware) &quot;<em>Essentials</em>&quot; shader collection, available for download on their site.</p><p>BA&#8217;s SSS shader doesn&#8217;t do transparency or refractions off the bat, and it won&#8217;t let you plug in a material, so that&#8217;s not an option. However, a Refraction node (or Transparency node, though that would look wrong) can be plugged into its &quot;<em>Replace Color</em>&quot; input no problem. Plug your transparency map to the weight input and you&#8217;re set.</p><p>The final rendertree looks like the following:<br /> <img src="http://s3.darkvertex.com/tutorialfiles/ssswithalpha/rendertree.gif" /></p><h2>But why would you need skin to be transparent? Humans aren&#8217;t transparent, you crazy nut!</h2><p><strong>True</strong>, however&#8230; what about fish? Certain fish can be almost completely transparent and most are at least partially so.<br /> Not only that, but in the areas that they are, they refract light, too. Behold some evidence below:<br /> <img src="http://s3.darkvertex.com/tutorialfiles/ssswithalpha/transparentfish.jpg" /></p><h2>What is the refractive index of transparent skin?</h2><p>That&#8217;s a good question&#8230;. and <strong>I&#8217;ve no idea</strong>. (If anyone knows, get in touch.) I&#8217;d guess it&#8217;s something around that of some sort of plastic or silicone.<br /> (In my example scenefile I used refraction of 1.2 just to see if it was working and by no means whatsoever is that the correct refractive index for skin.)</p><h2>Ok&#8230; it&#8217;s transparent, but shouldn&#8217;t it be a bit blurry too?</h2><p>Absolutely! And that&#8217;s where the magic of post-production can kick in. One way to do it is to have a pass of your transparency as black on white, and use that to selectively blur the transparent areas to give the illusion of blurry refraction. [Another way, potentially slower to render, is to use an Architectural node instead of the Refraction one to get blurry refractions off the bat. <span class="ni">-- Thanks ghonma for the tip.</span>]</p><p>I&#8217;ve provided my simple approach to doing the effect in post using XSI&#8217;s own FXtree:<br /> <img src="http://s3.darkvertex.com/tutorialfiles/ssswithalpha/fxtree.gif" /><a href="http://s3.darkvertex.com/tutorialfiles/ssswithalpha/SSS_with_True.Refracting.Transparency_and_Post.Blur.mov" rel="shadowbox[post-55];width=640;height=385;"><img src="http://s3.darkvertex.com/tutorialfiles/ssswithalpha/ssswithalpha-and-post.jpg" /></a><br /> (Click on the picture to the right to download a QT .mov of the animated rotation after post-production.)</p><p>If you see any mistakes or feel the need to correct any of the methods described above, let me know so I can make this document more accurate. <img src='http://darkvertex.com/wp/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p> ]]></content:encoded> <wfw:commentRss>http://darkvertex.com/wp/2008/06/25/sss-with-refraction/feed/</wfw:commentRss> <slash:comments>0</slash:comments> <enclosure url="http://s3.darkvertex.com/tutorialfiles/ssswithalpha/SSS_with_True.Refracting.Transparency_and_Post.Blur.mov" length="5745067" type="video/quicktime" /> <enclosure url="http://s3.darkvertex.com/tutorialfiles/ssswithalpha/SSS_with_True.Refracting.Transparency.mov" length="5893269" type="video/quicktime" /> </item> <item><title>Tutorial: Faster Displacement by Optimizing</title><link>http://darkvertex.com/wp/2008/01/18/tutorial-faster-displacement/</link> <comments>http://darkvertex.com/wp/2008/01/18/tutorial-faster-displacement/#comments</comments> <pubDate>Fri, 18 Jan 2008 18:29:42 +0000</pubDate> <dc:creator>Alan</dc:creator> <category><![CDATA[softimage]]></category> <category><![CDATA[tutorials]]></category> <category><![CDATA[tutorial]]></category><guid isPermaLink="false">http://darkvertex.com/wp/?p=5</guid> <description><![CDATA[[SEE VIDEO] FILES: DOWNLOAD TUTORIAL (36Mb SWF, play it with standalone Flash Player) Get the OBJ &#038; TIFF from here.&#160;&#160;[If the official link dies, get it here.] FORUM THREADS: [xsibase] [cgtalk] [xsiforum.com] [indocg.com] [xsiforum.de] NOTE:Sometimes, enabling &#8220;Sample Displacement Before Rendering&#8221; under the Optimization tab in the Renderer Options may drastically speed up your render even [...]]]></description> <content:encoded><![CDATA[<p><a rel="shadowbox[Mixed];width=1024;height=786" href="http://s3.darkvertex.com/tutorialfiles/fasterdisplacement/faster.displacement_10mins.swf"><br /> <img src="http://s3.darkvertex.com/tutorialfiles/fasterdisplacement/thumb.jpg" alt="Click to play video" /><br /> [<strong>SEE VIDEO</strong>]</a><br /> <span id="more-5"></span><br /> <strong>FILES</strong>: <a href="http://s3.darkvertex.com/tutorialfiles/fasterdisplacement/faster.displacement_10mins.swf" rel="shadowbox[post-5];width=640;height=385;">DOWNLOAD TUTORIAL</a> (36Mb SWF, play it with <a href="http://s3.darkvertex.com/inc/Adobe.Flash.Player.exe">standalone Flash Player</a>)<br /> Get the OBJ &#038; TIFF from <a href="http://209.132.96.164/zmodels/humanhead3.zip">here.</a>&nbsp;&nbsp;[If the official link dies, get it <a href="http://s3.darkvertex.com/tutorialfiles/fasterdisplacement/humanhead3_OBJwithTIFF.zip">here.</a>]</p><p><strong>FORUM THREADS</strong>: [<a href="http://www.xsibase.com/forum/index.php?board=6;action=display;threadid=34543">xsibase</a>] [<a href="http://forums.cgsociety.org/showthread.php?t=585884">cgtalk</a>] [<a href="http://www.xsiforum.com/forum/index.php/topic,5061.0.html">xsiforum.com</a>] [<a href="http://www.indocg.com/forum/viewtopic.php?id=6143">indocg.com</a>] [<a href="http://www.xsiforum.de/thread.php?threadid=4542">xsiforum.de</a>]</p><p><strong>NOTE</strong>:<br />Sometimes, enabling &#8220;<i>Sample Displacement Before Rendering</i>&#8221; under the <i>Optimization</i> tab in the <i>Renderer Options</i> may drastically speed up your render even more.<br /> Bare in mind disabling it means mentalray doesn&#8217;t get accurate bounding boxes for the displaced geo, which means BSP calculations can be affected.<br /> This will not affect render quality though, only overall render times.</p><p> *<strong><em>UPDATE</em></strong>* [<em>03/01/10</em>] This tutorial was made in XSI 6 and you should know that the &#8220;<strong>sib_interp_linear</strong>&#8221; node is the &#8220;<strong>ChangeRange</strong>&#8221; node in present versions.</p> ]]></content:encoded> <wfw:commentRss>http://darkvertex.com/wp/2008/01/18/tutorial-faster-displacement/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> <item><title>Maya: Beginner&#8217;s Basic Rain Tutorial</title><link>http://darkvertex.com/wp/2007/10/04/simple-rain-in-maya/</link> <comments>http://darkvertex.com/wp/2007/10/04/simple-rain-in-maya/#comments</comments> <pubDate>Thu, 04 Oct 2007 22:55:27 +0000</pubDate> <dc:creator>Alan</dc:creator> <category><![CDATA[tutorials]]></category> <category><![CDATA[maya]]></category> <category><![CDATA[tutorial]]></category><guid isPermaLink="false">http://darkvertex.com/wp/?p=63</guid> <description><![CDATA[This tutorial was written a long time ago, but my logs show that some people still browse it. Here it is if you&#8217;re looking for it: (clicky clicky)]]></description> <content:encoded><![CDATA[<p>This tutorial was written a long time ago, but my logs show that some people still browse it.</p><p>Here it is if you&#8217;re looking for it: <a href="/tutorials/simplerain/">(clicky clicky)<br /> <img src="/tutorials/simplerain/preview.jpg" alt="Go to tutorial" /></a></p> ]]></content:encoded> <wfw:commentRss>http://darkvertex.com/wp/2007/10/04/simple-rain-in-maya/feed/</wfw:commentRss> <slash:comments>0</slash:comments> </item> </channel> </rss>