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 Post subject: Re: Modo 601 Preview
PostPosted: 01 Mar 2012, 18:27 
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TwinSnakes007 wrote:
ActionArt wrote:
if I didn't have SI, Modo would be my second choice.


You'd goto Modo before Cinema4D?


Definitely. I like the workflow overall and I do mostly still images which Modo is well suited for. I've never liked C4D's interface. Just a personal thing I suppose.

I'm glad Modo is adding volume rendering, that was the last deal breaker for me because I need it so much.

However, I think we've just begun to see the flood of third party development through ICE for SI and I think SI will outstrip all others if it hasn't already. With SI I don't need Modo at all, just saying, if I didn't have SI I would give Modo a serious try.


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 Post subject: Re: Modo 601 Preview
PostPosted: 01 Mar 2012, 18:34 
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ActionArt wrote:
However, I think we've just begun to see the flood of third party development through ICE for SI and I think SI will outstrip all others if it hasn't already.


So glad you said that, I was thinking the same thing. I think the investment in ICE is going to pay huge dividends in the near term for SI.


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 Post subject: Re: Modo 601 Preview
PostPosted: 01 Mar 2012, 19:32 
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TwinSnakes007 wrote:
ActionArt wrote:
However, I think we've just begun to see the flood of third party development through ICE for SI and I think SI will outstrip all others if it hasn't already.


So glad you said that, I was thinking the same thing. I think the investment in ICE is going to pay huge dividends in the near term for SI.


You still have to render things out :)
And at the moment the weakest thing in Softimage is rendering.
Every year we are at the same weak points and arguments tho :-w
I bet we will have almost 0 news regarding mental ray, another year passed and it will be another ridicolous release regarding rendering.
We still gonna fight with the Framebuffer not updating etc etc.

I am not a VFX guy, but everytime i tried to simulate something with softimage it never once used my full machine cores for some reason. I'd like someone to explain me that.
I have a 990 xtreme processor clocked, 24gb ram, ssd hard disk and a geforce 570. Put for example a lagoa sim in action, my cores % doesnt go above 35% usage and the viewport is slow as hell with 2fps.

Now i wonder whats happening? The same goes with normal ICE too, not only lagoa, just milions particles. Its a bit weird to me whats happening but i never cared that much since again i dont use those things. Still i am curious how people work with such unstable and slow environment. Your viewport is totally unusuable after you pop out milions particles (those things should be handled by gpu in my opinion) but even that you dont have your machine fully used at 100% of its potential.


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 Post subject: Re: Modo 601 Preview
PostPosted: 01 Mar 2012, 19:52 
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-nobody works with million particles in view, you lower particle display as much as you can. Just like nobody is skinning imported million poly mesh from zbrush etc
-as far as I know ice is the only fully multithreaded particle system out there.
-if your sims are ALWAYS below 40%, there is something wrong. lagoa/regular trees should eat everything you have (that is 100% cpu utilization almost all the time)...

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 Post subject: Re: Modo 601 Preview
PostPosted: 01 Mar 2012, 19:59 
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origin wrote:
lagoa/regular trees should eat everything you have (that is 100% cpu utilization almost all the time)...


Really? I've always got 2 threads most of the time (50% on a quad core) on Lagoa. Are you getting more that that? I'd like to know what the difference is. Maybe something to do with what forces are active or something?

@ Maximus - there are a whole lot of other rendering options available now ;)

I do agree that simulation of any sort is painful slow but I think that's pretty much true for any package. Would love to see some sort of improvement in that area though, however it's done.


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 Post subject: Re: Modo 601 Preview
PostPosted: 01 Mar 2012, 20:11 
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seems steady over 75% here...

geaven it is just a demo scene and no production example... but still thats how it seems to work here most of the times. It actually gets to 100% many times when sim is way too havy, I guess it must probably stumble on something that is completaly multi-threaded for a good while since there are so many particles


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 Post subject: Re: Modo 601 Preview
PostPosted: 01 Mar 2012, 20:15 
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just to prove the point... here it is hitting the hundreds


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 Post subject: Re: Modo 601 Preview
PostPosted: 01 Mar 2012, 20:19 
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@Actionart, same i always got 2 thread used out of 12.

But again it might be the way multithread works, it uses resources when it needs. I dont know.
Anyway its not my field so i will refrain to comment any further

Regarding the more rendering options, yeah i know but that doesnt sound encouraging especially when you need to renew your subscription and you see 0 benefit from upgrading in a tool you use everyday. Its a matter of preferences.

Guess we should go back to topic, sorry for derailing O:-)


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 Post subject: Re: Modo 601 Preview
PostPosted: 01 Mar 2012, 20:38 
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As wrote, really like Luxology attitude, and in this release they really listen the users request. In major parts, users request, was for motion graphic, CA animation and render pass, all these are practically done. Also they improve paint system, another request from the users.

Here a nice conference did by Brad Peebler, Luxology CEO (he is the voice you ear in the major parts of the video preview):
http://www.youtube.com/watch?v=Zdlz66Gmxq8&feature=youtu.be
Luxology appear like a big family and the appeal of their software increased by this attitude.

We can buy it for a really cheaper price:
http://www.luxology.com/offers/

Only 800 $ if you just are a Softimage users. Really good price!


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 Post subject: Re: Modo 601 Preview
PostPosted: 01 Mar 2012, 21:29 
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Until they give an alternative to the render tree and multiple hierarchical scene graphs, it's a no go for me.


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