Hi list,
I turned on the High Quality viewport in SI 2014 in my scene to get
anti-aliasing. But the anti-aliasing only works when the camera is
stationary. As soon as start navigating, I get the old pixelated mess. I
want it to be enabled all the time, not just when I stop navigating. What
gives?
I love that idea :)
Could you keep us posted on that if you manage to get something working?
In that forum, there is a similar (I think) discussion
http://forum.openframeworks.cc/index.php?topic=10514.0
that link to this : https://github.com/roymacdonald/kinectToTexturedOBJ
seems to convert .oni
Oni Split maybe ?
http://wiki.oni2.net/OniSplit
says :
|-extract:dae destination directory dat/oni file| Extracts 3D data
in .oni file (or all M3GM, ONWC and ONCC instances in a .dat) into
Collada DAE files
It's possible to get collada in softimage
Le 11/06/2013 10:37, olivier jeannel a écrit
yeah i will keep it up to date here.
I think i will do it without the oni format so it's a bit less limited to
kinect.
Could some people send me some different Icecache files so i have some
examples to look at.
2013/6/11 olivier jeannel olivier.jean...@noos.fr
Oni Split maybe ?
There you go :
https://www.dropbox.com/s/7ajcaq8ai3rueu4/Xport_Icecache.rar
The cache is in /Simulation/
and the scene in /scene/
Le 11/06/2013 11:22, Doeke Wartena a écrit :
yeah i will keep it up to date here.
I think i will do it without the oni format so it's a bit less limited
to
Hello, having got completely stuffed by crowd texturing and FBX exporting i've
taken the fairly drastic measure of not using textured characters and just
using a coloured shader, and also reverted to the conventional point cache way
of caching rather than using fbx which is much simpler and
Hi people,
i was wondering if there is a simple way to fracture (voronoi or else)
an object but without any thickness.
For example when you shatter an object with the old Kratos, it gives you
big fat volumic chunks .
What if I want only the surface ?
I'd like to prepare a pealing effect.
Hi,
I thought a few people in the list might be interested in a little bit about
how I use Softimage as the core of the 3d asset pipeline I have created for
my game engine. A mini post mortem, if you will. I'm always promoting
Softimage in the various social spaces I hang out in, giving advice
Hey Matt, Thank you !
I just throwed the question here before I give any try. Might be as easy
as you say ^^;
Le 11/06/2013 18:14, Matt Morris a écrit :
one of those guys (momentum/kratos) I'm sure creates clusters for the
surface object and clusters for the inner faces - select cluster and
Nope, sorry can't use that. I need 1 sided poly, but thanks Adam !
Le 11/06/2013 18:27, Adam Sale a écrit :
what if you were to boolean the surface with a pushed copy of the
original, to get a thin shell, and then fracture the result?
On Tue, Jun 11, 2013 at 9:14 AM, Matt Morris
Great idea !
Le 11/06/2013 19:16, Renaud Bousquet a écrit :
Hi,
Could this one be helpful?
http://www.si-community.com/community/viewtopic.php?f=19t=2262
cheers,
Renaud
On 11/06/2013 1:05 PM, olivier jeannel wrote:
Nope, sorry can't use that. I need 1 sided poly, but thanks Adam !
Le
Looks like this
methodhttp://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/NurbsSurfaceMesh.GetSubSurfaceIndexArray.html,topicNumber=si_om_NurbsSurfaceMesh_GetSubSurfaceIndexArray_htmlwould
be useful to you if it was implemented in ICE. It'd be perfect with
You only need that method when comparing PointLocators across multiple
subsurfaces to make decisions. In my case I only need the nearest location on
the surface mesh. NURBSSurfaceMesh.GetClosestSurfacePosition2() returns the
subsurface index as part of the PointLocator object.
In the case of
BTW - you get the UVW coordinates from the polygon node index array returned
from the PointLocator.
The UVW coordinates are stored in a ClusterProperty of type 'uvspace'. You
need to use the Polygon Node Indices returned from the PointLocator to look
them up in the uvspace property.
Matt
hello all,
i need to place particle instances.on a surface. each of 5 instances in a
group are rectangular, but of different lengths.
like boards in a floor. there can be no gaps. i can do this with similarly
sized rectangles but fail in arranging these randomly and sensing their
Finding the distance across a parametric surface is a miminization problem
(there is no direct solution to just go from this point give me a point at
this distance along this axis, you have to integrate your way to it), and
setting rectangles flush within boundaries is a packing problem, which is
Figured I'd start a new thread. This has been arousing my curiosity for a
while and I need your wisdom :-)
In Houdini I build locations by providing a polygon index and what is
called a uv parametric location. The term uv is misleading here. All it
is, is a coordinate on each polygon plane.
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