Re: Shift+z in Maya
Hi Brent, Many thanks, exactly what I was after! Cheers Lawrence On Tue, Sep 12, 2017 at 10:02 AM, Brent McPherson < brent.mcpher...@autodesk.com> wrote: > - Tap Backslash (\) to toggle in/out of 2D pan/zoom mode in Maya > > - Hold Backslash (\) and use middle/right button to pan and zoom in 2D. > > - Hold Backslah (\) then Ctrl+right mouse to rectangle zoom in 2D > > > > http://cgbreakdown.com/Blog/maya-tips-camera-panzoom > > -- > > Brent > > > > *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@ > listproc.autodesk.com] *On Behalf Of *Lawrence Pankhurst > *Sent:* 12 September 2017 08:17 > *To:* softimage@listproc.autodesk.com > *Subject:* Shift+z in Maya > > > > Hi everyone, > > Another how to do this in Maya question I'm afraid! > > In Soft if you have rotoscope enabled in a perspective view and press > shift+z draw a rectangle you can zoom into that area without actually > changing the position of the camera or FoV, very useful for checking > positions of objects relative to a large back plate etc. > > Any ideas how to do this or something similar in Maya? > > Cheers > > > > Lawrence > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Shift+z in Maya
Hi everyone, Another how to do this in Maya question I'm afraid! In Soft if you have rotoscope enabled in a perspective view and press shift+z draw a rectangle you can zoom into that area without actually changing the position of the camera or FoV, very useful for checking positions of objects relative to a large back plate etc. Any ideas how to do this or something similar in Maya? Cheers Lawrence -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Aerial imagery
Hi, Has anyone got a source for copyright free aerial imagery, specifically of the UK that they could share please? Struggling to find anything that doesn't cost or fortune or has to have a watermark on it throughout! Cheers Lawrence -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Softimage job!
Hi, We are are currently looking for someone to join our team here at Sky to specifically work on sports content CG. The job is permanent and the work has historically been done in Softimage, there are no plans to change from Soft for this project in the near future! Link to job description below, https://bskyb.taleo.net/careersection/bskyb_external/jobdetail.ftl?job=27031=JB-10900 or on linkedin https://www.linkedin.com/jobs2/view/71892520?trk=vsrp_jobs_res_name=VSRPsearchId%3A1588063191441792169371%2CVSRPtargetId%3A71892520%2CVSRPcmpt%3Aprimary anyone interested please apply online. Cheers Lawrence
Re: Our latest work
Very nice, and quick turnaround!! Cheers Lawrence On Thu, Sep 20, 2012 at 3:22 AM, Nick Angus n...@altvfx.com wrote: Johnnie Walker commercial completed by us last week, took around 8 weeks with five 3d artists and two compositors. The before and after video is on the right side of screen. Completed entirely in Softimage and rendered in Vray (except sand partices that were done in Fury). It is nice to be able to sleep again after this one! ** ** Thanks to everyone on the list that helps me out from time to timeā¦ ** ** http://www.altvfx.com/videos/jw.php ** ** ** ** [image: Description: ALT_signature_NANGUS] ** ** image001.gif
nulls2mesh
Hi guys, I thought I remembered a nulls2mesh script knocking about, can't find it anywhere! I've got a set of nulls and want to turn them into a mesh, ie position of each null becomes a vertex in said mesh! So anyone now where the script is or is there an ICE tool? Had a look on http://rray.de/xsi/ but couldn't see what I was after! Any help appreciated. Cheers Lawrence
Re: nulls2mesh
Nice clean mesh would be good, it's a one off so I might just do it by hand, just thought it would be a useful tool to have and it would exist already (sure there used to be a script)!! Polygoniser takes the nulls but gives blobs rather then a single mesh! Thanks for looking though! Cheers Lawrence On Wed, Sep 5, 2012 at 9:42 AM, Rob Chapman tekano@gmail.com wrote: oh! ICE topo should be able to do this, :) but not sure how you are to build the polygon description from a set of random positions!? not so easy what kind of mesh are you after? if its not just a regular clean topology then you could simply put all nulls into a group and use the global.kini.pointpositions to feed into a polygoniser mesh. hth On 5 September 2012 09:17, Lawrence Pankhurst lp3ds...@gmail.com wrote: Hi guys, I thought I remembered a nulls2mesh script knocking about, can't find it anywhere! I've got a set of nulls and want to turn them into a mesh, ie position of each null becomes a vertex in said mesh! So anyone now where the script is or is there an ICE tool? Had a look on http://rray.de/xsi/ but couldn't see what I was after! Any help appreciated. Cheers Lawrence
Re: nulls2mesh
Thanks Adam, Will give that a go, sounds like it will do the job I'm after! Cheers Lawrence On Wed, Sep 5, 2012 at 10:55 AM, Adam Seeley adam_see...@yahoo.com wrote: Hi, I cobbled together a solution for this a while ago. Depends on the shape the nulls form, this was for more of a terrain scenario. 1. Duplicate a small piece of geometry at each of the nulls positions (e.g. tetrahedron). using script/ice/etc. 2. Scaled them all to zero so all the vertices sat on the relevant nulls position. 3. Merged them together to create one piece of geo. (filtered out extra points maybe). 4. Positioned a fine grid near the points (so theres at least a couple of grid squares between each null). 5. Shrinkwrapped the grid to the merged mesh using Closest Vertex to snap all the grid points to the closest available point. 6. Filtered points again. It's a bit rough but may do if you just need matte/shadows/reflections passes etc. Was handy for a tracked shot on uneven ground. Adam. -- *From:* Lawrence Pankhurst lp3ds...@gmail.com *To:* softimage@listproc.autodesk.com *Sent:* Wednesday, 5 September 2012, 9:17 *Subject:* nulls2mesh Hi guys, I thought I remembered a nulls2mesh script knocking about, can't find it anywhere! I've got a set of nulls and want to turn them into a mesh, ie position of each null becomes a vertex in said mesh! So anyone now where the script is or is there an ICE tool? Had a look on http://rray.de/xsi/ but couldn't see what I was after! Any help appreciated. Cheers Lawrence
Re: nulls2mesh
Hi Guys, Thanks for all the replies, I went with Adam's solution in the end, quick and dirty but did the job, I'll have a look at the convex hull stuff when I get a bit more time!! Cheers Lawrence On Wed, Sep 5, 2012 at 1:13 PM, Chris Chia chris.c...@autodesk.com wrote: Oops, after reading on what he wants, it's pretty unpredictable as to how the polygon description should be... Mine only reads from a input mesh info and output a new mesh ;) (for topo caching mostly) Chris On 5 Sep, 2012, at 8:02 PM, Rob Chapman tekano@gmail.commailto: tekano@gmail.com wrote: for sure! but it was Mr Pankhurst who asked first :) On 5 September 2012 12:57, Chris Chia chris.c...@autodesk.commailto: chris.c...@autodesk.com wrote: Hey Rob, do you need a compound for building the description? I might have a plugin for you... Chris
Re: Geo lights
Hi, Have you tried the wom_archlight, I've had some success with this on similar stuff in the past, about 3 years ago I think! Cheers Lawrence On Tue, Apr 24, 2012 at 12:47 PM, Gerbrand Nel g...@cannonballbunny.comwrote: Yeah the constant material is working ok-ish for this. I'll give v-ray a try next. I need to present my client with a rendering solution, so I'm trying MR and Arnold at the moment. G On 2012/04/24 01:30 PM, Fabian Schnuer Gohde wrote: Oh just checked and it wasn't user but object, sorry remembered wrong. I'm not sure what you are doing exactly but you might be just as well off trying to use constant materials unless stuff is really tiny. Even then maybe you can get creative with portal lights or fg shooter? The geo light depending on type needs a fair bit of sampling to get the shadows to clean up in my experiments, although I might have been doing something wrong of course. As Tim said the vray is quite a bit nicer at handling this sort of thing. Especially area light have been faster in the one project i've done with it so far. And texturing lights you can't do out of the box to the best of my knowledge. The slide projector works with spots only I think. Fabian On 24 April 2012 12:31, Gerbrand Nel g...@cannonballbunny.com wrote: While I have your attention, Could I texture the geo and get the light to use the texture and uv to generate the light? G On 2012/04/24 12:05 PM, Gerbrand Nel wrote: Thanks! I had a feeling the render time would go through the roof :) On 2012/04/24 11:56 AM, Fabian Schnuer Gohde wrote: Light Area Light User Pick Geo Then reserve a nice big time-slot on the renderfarm ;) Good luck, Fabian On 24 April 2012 11:46, Gerbrand Nel g...@cannonballbunny.com wrote: Hey guys I'm a bit rusty with mental ray, so excuse me if this is a super dumb question. Is there a way to turn geometry into lights? I need to model light emitting shapes, and it needs to work with FG and have an effect on the fast simple sss shader. Thanks G No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.1913 / Virus Database: 2411/4955 - Release Date: 04/23/12 No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.1913 / Virus Database: 2411/4955 - Release Date: 04/23/12 No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.1913 / Virus Database: 2411/4956 - Release Date: 04/24/12
Re: Geo lights
http://www.xsibase.com/forum/index.php?board=29;action=display;threadid=39944 old thread but I think the link is still good On Tue, Apr 24, 2012 at 2:40 PM, Gerbrand Nel g...@cannonballbunny.com wrote: Ok not to sound like a lazy idiot, but what or where is a wom_archlight. I know my questions have been borderline RTFM up to now, but I cant find this WOM_Archlight you speak off Q.Q G On 2012/04/24 03:34 PM, Fabian Schnuer Gohde wrote: I found the best place to start the 3dsmax doc on spot3d.com but it will take a bit to get results tbh. Good luck. Fabian On 24 April 2012 15:23, Gerbrand Nel g...@cannonballbunny.com wrote: No I'll check it out... for now I'm banging my head against a wall called Vray. seriously, who has time to tweak all these settings ??? G On 2012/04/24 03:19 PM, Lawrence Pankhurst wrote: Hi, Have you tried the wom_archlight, I've had some success with this on similar stuff in the past, about 3 years ago I think! Cheers Lawrence On Tue, Apr 24, 2012 at 12:47 PM, Gerbrand Nel g...@cannonballbunny.comwrote: Yeah the constant material is working ok-ish for this. I'll give v-ray a try next. I need to present my client with a rendering solution, so I'm trying MR and Arnold at the moment. G On 2012/04/24 01:30 PM, Fabian Schnuer Gohde wrote: Oh just checked and it wasn't user but object, sorry remembered wrong. I'm not sure what you are doing exactly but you might be just as well off trying to use constant materials unless stuff is really tiny. Even then maybe you can get creative with portal lights or fg shooter? The geo light depending on type needs a fair bit of sampling to get the shadows to clean up in my experiments, although I might have been doing something wrong of course. As Tim said the vray is quite a bit nicer at handling this sort of thing. Especially area light have been faster in the one project i've done with it so far. And texturing lights you can't do out of the box to the best of my knowledge. The slide projector works with spots only I think. Fabian On 24 April 2012 12:31, Gerbrand Nel g...@cannonballbunny.com wrote: While I have your attention, Could I texture the geo and get the light to use the texture and uv to generate the light? G On 2012/04/24 12:05 PM, Gerbrand Nel wrote: Thanks! I had a feeling the render time would go through the roof :) On 2012/04/24 11:56 AM, Fabian Schnuer Gohde wrote: Light Area Light User Pick Geo Then reserve a nice big time-slot on the renderfarm ;) Good luck, Fabian On 24 April 2012 11:46, Gerbrand Nel g...@cannonballbunny.com wrote: Hey guys I'm a bit rusty with mental ray, so excuse me if this is a super dumb question. Is there a way to turn geometry into lights? I need to model light emitting shapes, and it needs to work with FG and have an effect on the fast simple sss shader. Thanks G No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.1913 / Virus Database: 2411/4955 - Release Date: 04/23/12 No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.1913 / Virus Database: 2411/4955 - Release Date: 04/23/12 No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.1913 / Virus Database: 2411/4956 - Release Date: 04/24/12 No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.1913 / Virus Database: 2411/4956 - Release Date: 04/24/12 No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.1913 / Virus Database: 2411/4956 - Release Date: 04/24/12