I suspect Raff is correct as you used to have to put in the frame token,
which now I looked because of your question has gone!
S.
On 07/05/2013 23:55, Raffaele Fragapane wrote:
I think it used to be before the arbitrary tokenization was added, but
then disappeared.
I might be spectacularly
Hi all,
I've recently been exploring ways to quickly and easily combine tiled .exr
renders. I'm preferably looking for a free, lightweight and standalone
tool. I know I could do it in the FXTree or Nuke, but I'm looking for a
lightweight and simple command line tool.
The best candidate so far
Cool!
I always wanted to add the ray intersect test to make this thing more
robust, but have long since run out of energy...
Ciaran
On Wed, May 8, 2013 at 1:14 AM, Eric Thivierge ethivie...@hybride.comwrote:
Thanks guys,
Ciaran, your addon actually works exceptionally well in my case. The
Hiya,
Situation:
I have 1 simulated Ice tree with 3 emit from geo, each with different
color. I have them cached.
Question:
Now, how can I use those 3 colors separately for cached particles in
rendering. Color Attribute gives me only one color output which is all
three of them together.
You should be able to use Equal To and IF nodes in the ice tree to separate
them and save out the colors to individual attributes.
/Jens
On Wed, May 8, 2013 at 1:31 PM, Artur Woźniak ar...@platige.com wrote:
Hiya,
Situation:
I have 1 simulated Ice tree with 3 emit from geo, each with
Hey,
I will test both ways.
Thanks
Artur
W dniu 2013-05-08 13:38, Sandy Sutherland pisze:
Hello,
I would test the colour from the attribute in a simple ice tree on the
cache in cloud and use that to determine what you need. You can then
change the colour depending on the incoming colour, or
Hi Chris! ..
It was 2013 sp1 x64, rendered in Arnold.
But we will jump on 2014 as soon as my subscription problems are worked
out.
sly
*Sylvain Lebeau // SHED**
*V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM
Beautiful work guys, loved every part of it, character design, layout,
animation, render, FX
Congrats!!
What was the time frame and ressources avaliable for this commercial ?
--
*JM Khayat*
Founder / COO
www.moondog-animation.com
mobile: +33 6 99 79 56 98
*CONFIDENTIALITY NOTICE:
Thanks for the kind words!
The project ran a little more than two months including pre-production
(character design, storyboard, animatic). All in all we had fourteen
artists spread over all department, with several artist wearing multiple
hats, especially toward the end of the pipeline.
It
very nice!
From: jm khayat j...@moondog-animation.com
To: softimage@listproc.autodesk.com
Sent: Wednesday, May 8, 2013 10:08 AM
Subject: Re: Latest work from SHED - Behind-The-Scenes
Beautiful work guys, loved every part of it, character design, layout,
They sure have. I can't wait to tell my children the stories of how we did 3D
back in the 20th century.
I wonder if they will be impressed by our accomplishments or just pity us...
-Original Message-
From: softimage-boun...@listproc.autodesk.com
In simulation mode and with States it should be easy.
Le 08/05/2013 18:37, Pingo van der Brinkloev a écrit :
Looks like a Motion tools or EmTopo-job..
Or gimme a call and I can do it in Cinema for u (mwaaahaha)
Cheers M ;)
On 08/05/2013, at 09.53, Morten Bartholdy x...@colorshopvfx.dk
yes building ice in maya does sound excessively enterprising, which is why
i asked if it would be doable as supposed to viable. i'm much more
interested in a simple artisan tool counterpart for softimage
there would be a nice place for it, right on the shelf beneath the weight
painting tooles :P
I would suggest Sandy's way as your colour information will travel with
your particles and like he said you will have better control as you grow
the complexity of your ICE tree. This method does work very nicely, I
recently had to do something along those lines with multiple colours on one
ICE
for the time being...
LivePaint - Ahmidou
http://www.si-community.com/community/viewtopic.php?t=1735
On Wed, May 8, 2013 at 3:51 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
yes building ice in maya does sound excessively enterprising, which is why
i asked if it would be
Yes i have seen this before, however it is only for 32 bit ? i still think
it is impressive, but it doesn't have the most important tool the relax
tool, the one tool that would complete mudbox... so they horde it as a maya
exclusive...
On 9 May 2013 01:07, Steven Caron car...@gmail.com wrote:
:) I think both.
It will all depend on how well we communicate to the younger generations
several things, for example...
1. How difficult and complex the state of CGI was 25 years ago.
2. The fact we were having an absolute blast rendering with a maximum of one
512x488 texture map, no
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