"specially when self employed"
... or small ... or big shops delivering sequences of images :)
On 03/21/17 22:05, Jason S wrote:
Hi Jordi!
First I wanted to personally thank you for those docs, as they
Hi Jordi!
First I wanted to personally thank you for those docs, as they
really did go straight to the crux.
Yet for the points mentioned, I would have an easier time agreeing
with you if indeed I found "some things to be easier, and others
> many things are easier, others are not.
Haha! Those are very true words indeed! :)
Have to say though that the recent updates to the modelling workflow have
really made a huge difference. I'm almost starting to feel as comfortable in
Houdini as I did in Soft. The Polyfill SOP is probably my
Indeed I never managed to get fully where I wanted... as you can see VOPs was
missing, VEX, DOPs and so many other things but such were my limitations in
terms of knowledge and time.
Nevertheless I will suggest you take Andy’s comments and review them, he
certainly took the time to put some
Or alot of equivalence mapping was in
there (which was great help BTW),
yet could of course not map the parts that aren't mappable
(or not easily mappable without getting very technical such as for
any ice related stuff)
Must have overlooked the
Yep! Still reading :) Here’s the link to the cheat sheet as it didn’t come
through in your email: http://www.andynicholas.com/?p=1344
> I think it would be brilliant if he updated his Cheat Sheet for these post
> HScript days.
They're expressions, not HScript, or am I misunderstanding what
don't miss the FULL pdf from Jordy Bares that's all in there
On 21 March 2017 at 23:31, Jason S wrote:
> Hi,
> Indeed Object Merge can reference outputs from other nodes
> Thanks a bunch! (scraped the internet for that :) )
> -J
>
>
>
> On 03/21/17 18:22, Nono wrote:
>
>
Hi,
Indeed Object Merge can reference outputs from other nodes
Thanks a bunch! (scraped the internet for that :) )
-J
On 03/21/17 18:22, Nono wrote:
On 21 March 2017 at 19:36, Jason S
On 21 March 2017 at 19:36, Jason S wrote:
> I know about merge sop, but is it possible to refer to outputs or elements
> located in other object level networks?
> (or having object level items used as inputs for multiple other object
> level networks?)
Hi,
You don't read
Thanks Matt for your reply.
"asking naively", as I wrote. :D
No probs.
On Mon, Mar 20, 2017 at 11:24 AM, Matt Lind wrote:
> Generally speaking, mental ray is fairly finicky about versioning and
> compatibility. Usually shaders need to be re-compiled for each version of
>
tried watching the VEX masterclass
it was way over my head, haha
back to the drawing board
On Tue, Mar 21, 2017 at 12:07 PM, Jonathan Moore
wrote:
> I think Andy covered off most stuff. The only thing I can reiterate is the
> importance of VEX. I shared a link the
I think Andy covered off most stuff. The only thing I can reiterate is the
importance of VEX. I shared a link the other day to the VEX masterclass with
Jeff Wagner and had positive feedback from other XSI alumni on this list. If
you haven’t watched it yet, you should. It makes sense of many of
Hi Andy,
Thanks for the feedback!
- Can handle lots of objects or
elements and a few things became very much faster in recent
versions (multi-threaded or openCL)
(SI is still is king for
Hi Jason,
That's a good list. My thoughts and suggestions on your issues below:
**- Can handle lots of objects or elements and a few things became
very much faster in recent versions (multi-threaded or openCL)
(SI is still is king for sheer high-poly-count on fewer objects,
which includes
Hi,
In light of recent H ramblings, just wanted to share a few pros
and cons I personally found with H.
___
Good!
- Can easily 'Get' effects, like fire, pool of water etc... then
thanks for the link Jonathan. It is so informative! And it clearly points a
beginner to the right direction performance-wise, as there are many ways to
do the same thing in vex.
2017-03-21 0:42 GMT+01:00 Eugene Flormata :
> so this hasn't changed much since in the 16 update?
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