Re: Shift+z in Maya

2017-09-12 Thread Lawrence Pankhurst
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
>
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> with "unsubscribe" in the subject, and reply to confirm.
>
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Shift+z in Maya

2017-09-12 Thread Lawrence Pankhurst
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
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Aerial imagery

2016-05-03 Thread Lawrence Pankhurst
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
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Softimage job!

2015-09-10 Thread Lawrence Pankhurst
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

2012-09-21 Thread Lawrence Pankhurst
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

2012-09-05 Thread Lawrence Pankhurst
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

2012-09-05 Thread Lawrence Pankhurst
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

2012-09-05 Thread Lawrence Pankhurst
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

2012-09-05 Thread Lawrence Pankhurst
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

2012-04-24 Thread Lawrence Pankhurst
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


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Re: Geo lights

2012-04-24 Thread Lawrence Pankhurst
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


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 04/23/12


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