Thanks for elaborating, Mathieu!
Another interesting point would be the city generator and your tree system.
Did you build everything in Softimage from the ground up, or is there a
mixed pipeline behind all the assets you needed?
Do you plan to ever go public with those systems?
Am 03.07.2013
I'm creating a rig with Gear, but when I use Chain (simple), the compiled rig
has a strange IK behavior. It looks like that the IK chain is scaled compared
to the FK. It is visible when I switch the blending to IK and the deformers
start to offset from their original position...
Cheers
OK, now it seems to be an issue with the chain itself. In a brand new scene I
created a chain with 3 guide elements. I unhide the deformers group to see the
deformers, and when I play with IK/FK blend value, the deformer seems to move
along its local X axis. At blending of 1 the deformer is
most of this easily done in ICE, but, as usual, max guys get an 'out of the
box' push button solution
http://www.youtube.com/watch?v=hak829qxBLc
http://www.youtube.com/watch?v=hak829qxBLcfeature=player_embedded#at=16
feature=player_embedded#at=16
Adrian Wyer
Fluid Pictures
75-77
Not much in there that cannot be done with ICE, there are plenty of ready-made
compounds being shared by others for this kind of stuff. What's really nice is
the procedural texture support in realtime (at least I'm under the impression
it's not only render time) in the viewport though, not
Max guys have lost ability to do anything that is not 1 button press away
for long time now :)
As long as I remember Max guys since 10-15 years ago it was always, this
plugin that plugin...
But on the side note... it wold be good to have shortcuts within ICE that
could create fast starting ICE
this is one of my biggest complaints with Soft
in maya you can get a fractal texture and drive anything with it, and see it
in the viewport
so, for example you can drive the emission rate of particles or their size
i know you can use turbulize, but you can't see the turbulence, unless you
I totally second that. With 2014 at least it's possible to see procedural
textures in Realtime in the HQ vewport, but
still opening up ICE to scene texture reading/writing is one of it's main
missing features (that, and the lack for NURBS geometry support).
this is one of my biggest
You would need to export your scenes to some kind of universal format
(early fbx, obj etc) and then re-import to 2013. No easy solution
unfortunately.
On 5 July 2013 11:19, Pingo van der Brinkloev xsil...@comxnet.dk wrote:
Hey,
I'm running into some problems with render farm services that
and if you have animated characters situation gets even worse :( not sure
if anyone tried to create geometry cache in 2014 and then get that cache
into meshes in 2013?
I guess it is easy to check that fast just to get some time :)
On Fri, Jul 5, 2013 at 12:26 PM, Matt Morris matt...@gmail.com
Ys imfdisp!
Beers are on me!
P
On 04/07/2013, at 14.47, Sandy Sutherland sandy.mailli...@gmail.com wrote:
Is imf_disp what you are looking for? As far as I remember you can use it to
display images such as exr files as they are being rendered.
S.
On 2013/07/04 2:08 PM, pingo van
It would be easy to get the caches back - just use MDD I should think -
the only problem is getting textured geometry back - otherwise use obj
and then redo texturing in the earlier version - or try .xsi/crosswalk -
whichever - somehow think it will be difficult that side.
S.
On 2013/07/05
I don't evern have caches. This scene is so simple. I'm using 2 texture maps
and everything else is super simple animation and geo.
Isn't there a cheat? Somehow to get soft to think it's a 2013 scene?
P
On 05/07/2013, at 12.33, Sandy Sutherland sandy.mailli...@gmail.com wrote:
It would be
If scene is so simple how much render nodes do you need to render it out?
maybe better to spend weekend rendering instead of converting? just a wild
guess.. brute force :)
On Fri, Jul 5, 2013 at 12:38 PM, Pingo van der Brinkloev xsil...@comxnet.dk
wrote:
I don't evern have caches. This scene
Well you could write out caches - then export obj of geometry - go into
the previous Softimage, import the obj - load the cache onto it and redo
the texture - UV should go with the obj - camera you could try fbx.
S.
On 2013/07/05 12:38 PM, Pingo van der Brinkloev wrote:
I don't evern have
Hello,
Sandy's cache suggestion will work; unfortunately there is no save as option
to save the scene as a older version of Soft. We sometimes need to cache
geo/animation from one version of software to another and this works for us!
Hopefully you can get your renderfarm updated to 2014
or try an earlier .xsi version export of the scene made into a model...?
On 5 July 2013 12:41, Sandy Sutherland sandy.mailli...@gmail.com wrote:
Well you could write out caches - then export obj of geometry - go into
the previous Softimage, import the obj - load the cache onto it and redo
Anyone uses Gear here?
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Friday, July 05, 2013 11:22 AM
To: softimage@listproc.autodesk.com
Subject: RE: Gear IK chain seems to be scaled
OK, now it seems to be
* What's really nice is the procedural texture support in realtime (at
least I'm under the impression it's not only render time) in the viewport
though, not sure if that's possible with SI atm.*
That's easier than the voxels actually.
Set a texturemap on the object then Get Closest Location -
but that's a texture map, an image (or sequence of images) NOT a procedural
texture
a
_
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: 05 July 2013 15:00
To: XSI Mailing List
Subject: Re: OT rayfire
In max any procedural texture can be used in all the builtin modifiers that
support mapping and stuff (as input or as mask), which is very nice. dont
know if that applies to custom built procedural textures...
that is not the same things as viewing procedural textures in the viewport
(rendering),
I can't say I've ever had issues with this and I have quite an elaborate rig
added to a GEAR rig.
The schematic helps me to quickly discover unusual problems like.. enveloped
deformers.. or something...
In the Shematic, enable Show'Operator links' and 'Associated Model links' and
perhaps
Hi,
Having a quick look at this, and I manage to repro it here.
What causes the deformer to move when doing fk-ik blend is the
expression that is driving the position of (chain_C0_1_loc etc..
assuming that the bone will translate) is blending between the local
position of ik bone that has no
Yes, but you can render/bake a procedural to an image file (or sequence)
but I agree with you that it'd be sweet if you could use them directly.
On Fri, Jul 5, 2013 at 10:07 AM, adrian wyer adrian.w...@fluid-pictures.com
wrote:
** ** ** ** **
but that's a texture map, an image (or sequence
Converting a scene is wasted time imo and may yield bad results at render due
to passes and data that doesn’t port over.
Personally, I would override the render manager and just render with
xsibatch –render [“scenepath”] –skip
in a command prompt.
You can run on 5 separate terminals to one SI
the problem i had is that the fractals are set up as a matte in the beauty
pass, which is rendered in arnold, when you rendermap the fractals in mental
ray, they don't match!
much better all round if we could pipe rendertree nodes into ice!
a
_
From:
Hey everyone,
Here at Analog we've just finished up working on a commercial directed by
Smith Foulkes with Nexus for Honda, and I convinced the guys here to give
Softimage a go ;)
http://www.analogstudio.co.uk/work/honda
quoting from the link above (because it is true):
*'We were responsible
great work guys!
a
_
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Reeves
Sent: 05 July 2013 17:06
To: softimage@listproc.autodesk.com
Subject: Honda 'Hands' Commercial
Hey everyone,
Here at Analog we've
Great stuff.. very good work. Congrats guys! :)
On Fri, Jul 5, 2013 at 5:19 PM, adrian wyer
adrian.w...@fluid-pictures.comwrote:
** ** **
great work guys!
** **
a
** **
--
*From:* softimage-boun...@listproc.autodesk.com [mailto:
Genial !
Le 05/07/2013 18:05, Simon Reeves a écrit :
Hey everyone,
Here at Analog we've just finished up working on a commercial directed
by Smith Foulkes with Nexus for Honda, and I convinced the guys here
to give Softimage a go ;)
http://www.analogstudio.co.uk/work/honda
quoting from
Friday Flashback #127
Falling Bodies #Softimage|3D plugin for creating your own fall stunts
http://wp.me/powV4-2Ma
Do you reckon they will work with you again using a softimage pipe ?
On 5 July 2013 18:40, olivier jeannel olivier.jean...@noos.fr wrote:
Genial !
Le 05/07/2013 18:05, Simon Reeves a écrit :
Hey everyone,
Here at Analog we've just finished up working on a commercial directed
by Smith
ow and props, that was a treat for the eyes i wish there where more magic
tricky stuff done in cg.
On 5 July 2013 19:32, Sebastien Sterling sebastien.sterl...@gmail.comwrote:
Do you reckon they will work with you again using a softimage pipe ?
On 5 July 2013 18:40, olivier jeannel
Great work, Simon and friends! That was a treat to the eyes. :)
On Fri, Jul 5, 2013 at 12:05 PM, Simon Reeves si...@simonreeves.com wrote:
Hey everyone,
Here at Analog we've just finished up working on a commercial directed by
Smith Foulkes with Nexus for Honda, and I convinced the guys
great work, I love the Isle of Man TT and John McGuiness reference.
On Fri, Jul 5, 2013 at 9:05 AM, Simon Reeves si...@simonreeves.com wrote:
Hey everyone,
Here at Analog we've just finished up working on a commercial directed by
Smith Foulkes with Nexus for Honda, and I convinced the guys
empolygonizer does this as a 'push button' solution...
http://www.mootzoid.com/wb/pages/documentation/empolygonizer4.php#ThePPGSimple
s
On Fri, Jul 5, 2013 at 2:23 AM, adrian wyer
adrian.w...@fluid-pictures.comwrote:
** ** ** ** **
most of this easily done in ICE, but, as usual, max guys
Besides, doing voxels that move and scale using different variables is
definitely not something I want to do with the push of a button. I want
full procedurability for this kind of stuff. Yes it takes longer to
setup, but I can do exactly what I want. I can even do what the client
wants. ;)
i agree entirely, i actually removed my 'grass is always greener' comment
before posting. after this new rayfire plugin gets released we might be
seeing a slew of new voxelization effects on tv and web ;)
On Fri, Jul 5, 2013 at 1:14 PM, Francois Lord flordli...@gmail.com wrote:
Besides, doing
Both are 100% ICE based systems and it's not Hybride's policy to go
public with our tools. We did collaborate with Fabric Engine on CP
Flora. We wanted to use it on this project and we had a huge input into
it's design, but because of time constraints and lack of familiarity
with their code to
I'm wondering about the suggested use of the rayswitch node for this.
Especially Matt and Ahmidou suggested it. Do you mean the
mip_rayswitch_advanced? And would I use it to split up the shader influences on
one sphere instead of making the two spheres as in Matt's suggestion?
Because in your
Btw, CP Flora has been used for some shots done in the trailer :). But as
Mathieu said, we finally switch to a 100% ICE based system that could give
more realistic results on the shape of the trees. It could generate a
simulated tree from a polygon mesh model, so the control on the look could
be
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