It was useful for myself today too :D ehehe
On Mon, Feb 29, 2016 at 1:02 AM, Jason S wrote:
> On 02/26/16 11:27, Olivier Jeannel wrote:
>
> Woa ! Super tool !
>
>
> SuperCoolTool indeed !
> Thanks!
>
> On Fri, Feb 26, 2016 at 5:20 PM, pedro santos
Woa ! Super tool !
On Fri, Feb 26, 2016 at 5:20 PM, pedro santos wrote:
> Try this one :)
>
> Compound: https://app.box.com/s/ktbzlozzx5ynzmk2yxmp2kk9vbla2hnv
> Quick Video: https://app.box.com/s/b1f1lf5ze4jbr5ahtk3gxs59542cvruc
>
> Cheers
>
> On Fri, Feb 26, 2016 at 10:10
Try this one :)
Compound: https://app.box.com/s/ktbzlozzx5ynzmk2yxmp2kk9vbla2hnv
Quick Video: https://app.box.com/s/b1f1lf5ze4jbr5ahtk3gxs59542cvruc
Cheers
On Fri, Feb 26, 2016 at 10:10 AM, Olivier Jeannel
wrote:
> And the compound made possible with the generous help
And the compound made possible with the generous help from pedro santos :)
It's pretty straight forward, works with quads only.
It can produce crossed quads in the uv if the polymesh has its vertexid
changed. Works better with a fresh extrated polymesh.
It is more for learning purpose I'd say...
[image: Inline image 1]
On Fri, Feb 26, 2016 at 10:39 AM, Olivier Jeannel
wrote:
> Let me know if you need it.
>
> On Thu, Feb 25, 2016 at 10:16 PM, Jason S wrote:
>
>>
>> This script can be useful for having one image file per UV which can also
Let me know if you need it.
On Thu, Feb 25, 2016 at 10:16 PM, Jason S wrote:
>
> This script can be useful for having one image file per UV which can also
> have it's benefits,
> as you can have an arbitrary and easy to setup image sequence of images
> which each UV can
This script can be useful for having one image file per UV which can
also have it's benefits,
as you can have an arbitrary and easy to setup image sequence of
images which each UV can pick from, which can also be easier to
manage and replace sources than having
ubject: Re: 1 texture per polygon
To: "softimage@listproc.autodesk.com"
<softimage@listproc.autodesk.com>
Hi,
Haven't looked through the whole thread, but would it make it easier to
splitting the polys into separate objects.. organising your uvs/images &
then merging agai
Hi,
Haven't looked through the whole thread, but would it make it easier to
splitting the polys into separate objects.. organising your uvs/images &
then merging again?
A.
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.@listproc.autodesk.com] *On Behalf Of *pedro santos
> *Sent:* Wednesday, February 24, 2016 11:55 AM
> *To:* Softimage Mailing List <softimage@listproc.autodesk.com>
> *Subject:* Re: 1 texture per polygon
>
>
>
> Yeah like I said, put all 100 pics in a 10x10 picture array pic a
] On Behalf Of pedro santos
Sent: Wednesday, February 24, 2016 11:55 AM
To: Softimage Mailing List <softimage@listproc.autodesk.com>
Subject: Re: 1 texture per polygon
Yeah like I said, put all 100 pics in a 10x10 picture array pic and use ICE an
manipulate those 0 to1 UVs to fit the 10x1
Proceduralism is for sissies.
[image: Inline image 1]
On Wed, Feb 24, 2016 at 5:54 PM, pedro santos wrote:
> Yeah like I said, put all 100 pics in a 10x10 picture array pic and use
> ICE an manipulate those 0 to1 UVs to fit the 10x10 grid. Dunno if that
> 10x10 pic is doable
Yeah like I said, put all 100 pics in a 10x10 picture array pic and use ICE
an manipulate those 0 to1 UVs to fit the 10x10 grid. Dunno if that 10x10
pic is doable for you.
Cheers
On Wed, Feb 24, 2016 at 4:24 PM, Olivier Jeannel
wrote:
> Do you have a method to do this ?
Do you have a method to do this ?
Right now I'm connecting my 100 textures in a Texture Array Switch. I feel
like in 1984...
I can't believe this was never addressed ...
On Wed, Feb 24, 2016 at 5:04 PM, pedro santos wrote:
> I don't know what is the project you are working
I don't know what is the project you are working on, but if you are able to
compromise with just one huge texture, it's doable I think:
http://screencast.com/t/SDUHtvLdf4P9
Cheers
On Wed, Feb 24, 2016 at 3:33 PM, Olivier Jeannel
wrote:
> Concatenate strings maybe. But
Concatenate strings maybe. But I'don't know how...
On Wed, Feb 24, 2016 at 4:29 PM, Olivier Jeannel
wrote:
> I'm around 100 pictures.
>
> On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon
> wrote:
>
>> yes, but then you are limited to a few images,
yes, but then you are limited to a few images, and it does not scale
procedurally to hundreds of images for example...but if just a few images
already do the work, then you can use the multi-color switch I believe.
2016-02-24 12:22 GMT-03:00 Olivier Jeannel :
> Yes,
I'm around 100 pictures.
On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon wrote:
> yes, but then you are limited to a few images, and it does not scale
> procedurally to hundreds of images for example...but if just a few images
> already do the work, then you can use the
"Color multy switch", but it's suicidal...
On Wed, Feb 24, 2016 at 4:22 PM, Olivier Jeannel
wrote:
> Yes, that's what I'm thinking too.
> Can't we build a "select case" thinguy within the render tree ?
>
> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon
Yes, that's what I'm thinking too.
Can't we build a "select case" thinguy within the render tree ?
On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon wrote:
> looks like the "Time Source" parameter on the image file nodes does not
> accept ice attributes on a mesh.
>
>
looks like the "Time Source" parameter on the image file nodes does not
accept ice attributes on a mesh.
2016-02-24 12:14 GMT-03:00 Olivier Jeannel :
> I just solved the uv part, meaning each polygon is now covering the hole
> 0-1 UV Space.
> But I'm not sure it helps,
I just solved the uv part, meaning each polygon is now covering the hole
0-1 UV Space.
But I'm not sure it helps, I've tried all sort of indices in the render
tree but it's not working.
On Wed, Feb 24, 2016 at 4:01 PM, pedro santos wrote:
> What do you mean you solved the
Hmmm I've done that the other day, but in LightWave... ahaha
I basically transformed the UV coordinates per polygon based on it's index
to fit a grid of images. insteading of having separate image files.. Can
you do it in ICE... dunno, never tried it x)
Good luck
On Wed, Feb 24, 2016 at 12:04
https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
On Wed, Feb 24, 2016 at 2:47 PM, pedro santos wrote:
> Hmmm I've done that the other day, but in LightWave... ahaha
>
> I basically transformed the UV coordinates per polygon based on it's index
> to fit a grid of
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