Honestly I would love to see Max being killed as well...not because I hate
Max, but because it will show how much AD don't care about customers but
only about money and profit...
There are A LOT of people currently using Max, so there is a big difference
between forcing a relative small amount of
The blogger has a really distorted perspective on market, apps and
qualities. There's a distinct fanboi smell to the article.
I don't think MAX will be terminated in the next couple years, but if I had
to bet money, I'd gladly put it on it being massively requalified for viz,
and maybe, just
looks not so bad, thumbs up,
what do you missing(compared with softimage)? you controll the mouth via
an nurbsface or is it shapebased?,
thanks for showing,
Walter
Am 7/14/2014 4:51 PM, schrieb Max Evgrafov:
https://www.youtube.com/watch?v=3lS-JGTxLBc
I agree with your Max view,
Let's remember that is their core audience, architecture and engineering so
killing the software that complements the key product in such a way would be
foolish.
A different story is that they keep putting VFX goodies on it… that may be very
possible..
Jordi Bares
Hey guys,
Just installed Maya 2015, because I need its SDK to compile some plugins.
Out of curiosity I took a look at the new version, especially the node
editor. A few weeks ago I heard or read that they had improved the node
editor, but from what I saw it is the same unusable piece of crap
Very nice Max! It's great you are now able to fully rig a character in
Houdini!!
So , is it more or less easy to rig a character, compared to XSI?
These face controls made me think of a question: is there a synoptic
view equivalent in Houdini?
Keep up the good work!!
David
On 2014-07-14
More about Colorway and Colimo :(
http://etereaestudios.com/blog/2014/07/about-colorway-colimo-chat-victor-feliz-motiva
On Fri, Jul 11, 2014 at 9:10 AM, Vladimir Koylazov vl...@chaosgroup.com
wrote:
It is a start; however it looks they have more work to do - notice how
reflections of the
To do face rig i used shapes and bones.
I want do animation test to understand can i use houdini for character
animation. the main advantage is possibility change rig at any place. I can
even do copy-paste part of rig between different sessions of Houdini.
Confuses the issue of speed when i play
If that's true it sucks.
More about Colorway and Colimo :(
http://etereaestudios.com/blog/2014/07/about-colorway-colimo-chat-victor-feliz-motiva
On Fri, Jul 11, 2014 at 9:10 AM, Vladimir Koylazov vl...@chaosgroup.com wrote:
It is a start; however it looks they have more work to do - notice
Yes, it is true. I know the people of Motiva CG and they told me that they meet
with The Foundry to talk about Colimo.
Javier Vega
CGI Artist | Web designer
T: +34 616 647 357
Web
El Blog de Zao3D
www.zao3d.com
http://gestionportalescomercio.com
Redes Sociales
Canal de Youtube:
make sure your 'ground' has plenty of subdivisions, throw a CAV property on
it, use turbulence in an ice tree to push a fractal pattern through it
us the rgb values as vectors for clump rotation?
a
_
From: softimage-boun...@listproc.autodesk.com
Will Autodesk kill Max is not too hard to answer as lessons learned from the
past. No speculation there. Big question is where would be the user
transitioning !
I don't think Max offers any unique advantage for arch viz or games. All can be
done anywhere else and in my opinion, more
Game-wise a lot of companies use Max together with Zbrush, and lots of
developers during the last couple of years released their own plugins for
Max to cooperate with their engineregarding archviz...I saw lots of
studios adopting Max mainly because of Vray...
2014-07-15 11:30 GMT+02:00 Alok
I don't think Max offers any unique advantage for arch viz or games. All can be
done anywhere else and in my opinion, more efficiently.
As much as I'd want that to be true I need to disagree: Max still is hands down
the single most efficient application for ArchViz. It comes with a ton of
2 or 3 years ago I was reading similar denial posts about the rumour
Softimage demise.
This company is profit driven, the signs are already out there, I could
come up with arguments for each possibility, the thing is, it depends
really on Autodesk plans, imho...
On Tue, Jul 15, 2014 at 11:04
This company is profit driven
Like any other company, and it makes more money out of 3Dsmax than Maya. A
lot more.
So no, It will not die. It's a bit like a zombie ;)
On 15 July 2014 11:12, Nuno Conceicao nunoalexconcei...@gmail.com wrote:
2 or 3 years ago I was reading similar denial posts
Come on guys, this just another so called journalist surfing. Absolutely
no infos, just speculating on not even rumours.
Nothing to read here, except if you're in the toilet...
Le 15/07/2014 12:12, Nuno Conceicao a écrit :
2 or 3 years ago I was reading similar denial posts about the rumour
From the outside I couldn't tell which ones makes more money. Just out of
curiosity: Do you have any concrete numbers?
This company is profit driven
Like any other company, and it makes more money out of 3Dsmax than Maya. A lot
more.
So no, It will not die. It's a bit like a zombie ;)
Can I ask what are your sources?
If that is true. I didn't have idea. I always perceived the market (games,
tv, movies) heavily Maya oriented.
Martin
On Tue, Jul 15, 2014 at 7:15 PM, Cristobal Infante cgc...@gmail.com wrote:
This company is profit driven
Like any other company, and it
I did some toon rendering in 2014Sp2 and that worked without problems.
Hi. I create a toon paint and host material, go to my cam. Add a toon lens.
Render preview: none, zilch, nada.
Apparently there´s nothing that´s got changed on SI 2014 for the toon lens to
be broken.
Anyone else
The question is will max become purely developed for Archi Viz by Autodesk
going forward. I think that is a distinct possibility. Max will always have the
horde of plug in folks to fill in the gaps but the important thing here is
where Autodesk is going to put it.
Autodesk has to focus on
Hi,
We also did a quick test on 2014sp and 2015 and it was working as expected. Can
you provide us with a test scene that shows the problem? Also could you give us
the exact version of Softimage 2014 that you are using? (Go to Help-About
Autodesk Softimage and look at the Build Version)
it's just a matter of looking at a user survey, it may not be very accurate
but gives you an idea of which software is used more:
http://halfblog.net/2010/02/24/3ds-max-vs-blender-revealing-results-of-a-cg-software-user-survey/
On 15 July 2014 11:26, Angus Davidson angus.david...@wits.ac.za
I believe to have seen a different survey not too long ago that spoke a bit
more in favor of Maya than this one, putting both Max and Maya somewhere it in
the 30% range, but certainly abobe 19%.
I guess there is quite a big dependency on where you are conducting that
survey. Is it a portal
I believe you need to use mental ray for this lens shader.. ;)
On 15 Jul 2014 11:30, John Voltaire Tensuan
john.voltaire.tens...@autodesk.com wrote:
Hi,
We also did a quick test on 2014sp and 2015 and it was working as
expected. Can you provide us with a test scene that shows the problem?
I don't think a survey like that one truly reveals the market situation. In
fact I don't think that info is reliable at all. It only tells you that
more max users frequent that portal (a portal that seems down since 2013).
I doubt any 3d company is taking part in those portal surveys, and they
It comes with a ton of import options, great and fast Spline editing
features, good enough proceduralism.
Softimage has all of that. So does others like Maya, Modo, Houdini,
Blender, C4D etc.
As for VRay and Readymade assets I agree, but these are third party stuff
not shipped with Max. So I
Well I meant very profit driven, I don't see similar behaviours in
companies like Newtek , Side Effects, even Foundry...
On Tue, Jul 15, 2014 at 11:15 AM, Cristobal Infante cgc...@gmail.com
wrote:
This company is profit driven
Like any other company, and it makes more money out of 3Dsmax
Soft had about a tenth of the user base and was facing a market overlap
with Maya of nearly 100%. Max has utter dominance in viz and a clear
distinction in market and user base, and an obvious waning phase elsewhere.
Soft was a product the patent company didn't understand or know how to
manage,
Parent, not patent, damn autocorrection
On 15 Jul 2014 22:14, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:
Soft had about a tenth of the user base and was facing a market overlap
with Maya of nearly 100%. Max has utter dominance in viz and a clear
distinction in market and user base,
Freudian slip?? ;-P
Rob
\/-\/\/
On 15-7-2014 14:15, Raffaele Fragapane wrote:
Parent, not patent, damn autocorrection
On 15 Jul 2014 22:14, Raffaele Fragapane
raffsxsil...@googlemail.com mailto:raffsxsil...@googlemail.com wrote:
Soft had about a tenth of
Yep, it's called the Node Editor (to make the difference with the Hypergraph
and Hypershade). As to improved... Well, I guess you already found out for
yourself. It's basically a new look with the same old workflows from 20 years
ago (ok, not really... Now you can drag connection wires instead
Modo also comes with a shit tone of assets and pre made materials, its
early design choices are very beneficial to ARCviz, it too has a real unit
system it costs one third of the price comes with one of the best renderers
in the industry (vs mental ray) i mean 3ds max with subscription must be
Again I'd love to agree, but nope, it does not. We spent inordinate amounts of
time (mostly Eugen) pimping Soft's curve editing features to the point where we
felt almost as comfortable as in Max, and it was still not there, let alone raw
performance (i.e. loading/displaying 20.000 curves and
Max is to big to kill, even for Autodesk. It's the beaten-up, forgotten hen
laying (still) the golden eggs. It is my impression Autodesk wants to move all
ME accounts towards Maya (since several years ago, to different degrees of
success), and make Max the 3D solution for their Archvis and CAD
True. I know there has been the rare oddball doing Archvis/design with Maya,
and few souls would endure such a test. Max is still the king when it comes to
managing CAD data and being able to use more artist-friendly workflows on it to
deliver visual imagery.
Sergio Muciño.
Sent from my iPad.
I'm thinking more of a scenario where the clumps (or whatever is being
instanced) is actually being deformed by some kind of cache (pointcache
probably). I'd like to find a way to offset their animation, but not
strictly randomly...
On 7/15/2014 4:13 AM, adrian wyer wrote:
Signature
make
The most interesting (read: the only interesting) aspect of this blog
post to me was that it was published on the official Digital Tutors blog.
One would have expected them to shy away from a subject like that,
seeing that Autodesk is probably their main business partner.
Greetz
Leendert
--
I'm basically going to say the same thing Adrian said... we had a
similar project with the same problem.
If there is a direction to your wind, you need to minimize the amount of
rotation the instance have. If your cached plant had wind blowing in
your +X axis, you have to make sure all your
Basically... I'm wanting to treat plants as though they were actors in a
crowd sim. I'm experimenting with that now, but not getting very far,
since the Crowd tools seem to want enveloped geo...
On 7/15/2014 8:34 AM, Tim Crowson wrote:
I'm thinking more of a scenario where the clumps (or
Good point Leendert, i wonder if this is due to there own customer base
asking questions or if someone had a little too much to drink last night
and decided to hit the forums :P
On 15 July 2014 14:39, Leendert A. Hartog hirazib...@live.nl wrote:
The most interesting (read: the only
Ah yes! I think that's something I can run with! I'll check that out.
Thank you.
-Tim
On 7/15/2014 8:48 AM, Mathieu Leclaire wrote:
I'm basically going to say the same thing Adrian said... we had a
similar project with the same problem.
If there is a direction to your wind, you need to
It is there to show you just how old and useless Maya is.
So far I've only found one cool thing it can do. You can re-connect
expressions with ituuhhm yes.. it realy blows the mind -_-
The more I learn, the angrier I get.
G
On 2014/07/15 03:00 PM, Sergio Mucino wrote:
Yep, it's called the
My point was more to the effect that the way things are going AD won't have
to kill max, max will die out on it's own. from an ME perspective, this is
almost assured, so yea archviz remains the big question mark, sure wish we
had a couple of veteran archviz aficionados hanging around to ask :P
Yeah guys this is working great! Thanks!
-Tim
On 7/15/2014 8:58 AM, Tim Crowson wrote:
Ah yes! I think that's something I can run with! I'll check that out.
Thank you.
-Tim
On 7/15/2014 8:48 AM, Mathieu Leclaire wrote:
I'm basically going to say the same thing Adrian said... we had a
Hope you like grey on fucking grey !
On 15 July 2014 15:17, Peter Agg peter@googlemail.com wrote:
To be fair it's easier than using the Hypergraph + Connection Editor if
you're used to modern software. But yeah, it doesn't offer anything new or
anything. It's the same workflow with
Peter Agg schreef op 15-7-2014 16:17:
It's the same workflow with lipstick on.
Hmm, lipstick should at least improve the situation cosmetically. The
node editor doesn't even accomplish that...
Greetz
Leendert
AKA Hirazi Blue
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the
lol, that moment when HBO decided to go full on DD :P
great work, was soft used for any of this ?
On 15 July 2014 15:21, adrian wyer adrian.w...@fluid-pictures.com wrote:
https://vimeo.com/100556838
minor spoilers if you havent seen season 4 of game of thrones
a
Adrian Wyer
Fluid
Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far
better than the hypergraph, but still... it's not good at all. Had hoped
that they would make that better, but no.
To be fair it's easier than using the Hypergraph + Connection Editor if
you're used to modern software. But yeah, it doesn't offer anything new or
anything. It's the same workflow with lipstick on.
On 15 July 2014 14:59, Gerbrand Nel nagv...@gmail.com wrote:
It is there to show you just how
Yeah, I don't think much was done to the Node Editor for 2015, other than some
fixes and minor tweaks. It's by no means a complete replacement for some Maya
features yet, because you can't properly graph things like the Hypershade,
Hypergraph, and Bifrost.yet. :-)
Eric, you
Wow… couldn’t they have protected themselves better?
Why didn’t TF offer to buy them or the product and make it part of their
product offering?
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Javier El
Elástico
Sent: 15 juillet 2014
Define make it better?
On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:
Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far better
than the hypergraph, but still... it's not good at all. Had hoped that they
would make that better, but no.
On Tue, Jul 15, 2014 at 11:06 AM, Marc-Andre Carbonneau
marc-andre.carbonn...@ubisoft.com wrote:
Wow… couldn’t they have protected themselves better?
Why didn’t TF offer to buy them or the product and make it part of their
product offering?
That's only a cost/benefit question for most
maybe they have a exclusivity deal with AD :P
On 15 July 2014 16:06, Marc-Andre Carbonneau
marc-andre.carbonn...@ubisoft.com wrote:
Wow… couldn’t they have protected themselves better?
Why didn’t TF offer to buy them or the product and make it part of their
product offering?
*From:*
Possibly , make it
Intuititive,
Useful but mostly
Meaninful from a workflow point of view
Ie make it be where people want to go in order to get stuff done in a
quick, visually helpful manner.
On 2014/07/15, 5:07 PM, Luc-Eric Rousseau luceri...@gmail.com
well, you could make it work like ice :P
On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
Define make it better?
On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote:
Thanks, guys.
I had already used the node editor in Maya 2014 and yes, it is far better
than the hypergraph,
I don¹t think that is a solution at all. Ice has a workflow and the ice
node editor compliments it very well. It doesn¹t mean its the right thing
for the maya Node editor though. The main issue in Maya is actually
defining what it is would be useful for people to be spending their time
doing in a
Text and color coding the nodes is good, icons not so much, an icon needs
to be learnt, text and color coding impart directly the meaning of the node.
icons can be good too, but in maya you have icons that look like other
icons, and it is confusing as all hell
On 15 July 2014 16:29, Gerbrand
Really Angus ? do tell of these Modo nodes :)
On 15 July 2014 16:47, Angus Davidson angus.david...@wits.ac.za wrote:
I don靖 think that is a solution at all. Ice has a workflow and the ice
node editor compliments it very well. It doesn靖 mean its the right thing
for the maya Node editor
For those folks who haven’t seen them in action you can have a look at the
videos at
http://www.thefoundry.co.uk/products/modo/latest-version/
Its like a great playpen. If you want to can drag what your interested into the
workspace and just start exploring,
To me it makes me want to use
Modo has the nicest schematic view I've had the pleasure of using, after
ICE. It still needs some work (it lacks any form of layout and management
tools), but I believe this will change soon.
Modo's schematic is based on workspaces. These are basically viewports
that provide a view into a part of
Lesson learned: Even have your grandmother sign a f**ing NDA before telling her
anything.
On Tue, Jul 15, 2014 at 11:06 AM, Marc-Andre Carbonneau
marc-andre.carbonn...@ubisoft.com wrote:
Wow… couldn’t they have protected themselves better?
Why didn’t TF offer to buy them or the product
Regarding Modo, found this site:
http://www.sabertoothproductions.com/late-night-animator-blog/2014/6/3/welcome-to-the-late-night-animator-blog
The river-eco system is very nice :-)
Rob
\/-\/\/
On 15-7-2014 18:32, Serch Mucino wrote:
Modo has the nicest schematic
I have less pangs with such things provided they innovate and try to
further the technology. the ability to send information/choices to a
client, then back into modo, is an innovation, and it is early days yet.
The worst are Joe Alter style scenarios when one paten holds back
innovation.
I still
Actually Eric i asked a little while back on the modo forum, the best place
for modo c++ related help and information, turns out there is a Skype
channel
modo Community SDK Developers Channel.
it is possible to get an invite by posting on the modo foundry forum :)
On 15 July 2014 17:59, Rob
He, he, the owner of a restaurant that serves healthy food containing
everything the body needs (calories, vitamines etc.) but that looks,
tastes and smeels bad, must not be surprised if people complain :)
Seriously, the problem is not the functionality, it is the usability,
the look and
well how many times guys frmo AD on forums, no need to mentioned names,
were praising how maya is sooo great for development opened bla bla... and
how many times people said to them WHO GIVES sh about that when we
can;t use it normaly.
intuitive, nice clean and easy to work with... having all
Here. It should work now.
https://s3.amazonaws.com/public.francoislord.com/RealLens2.2.xsiaddon
On 14-Jul-14 17:01, Tim Crowson wrote:
Thanks Francois, but perhaps I've installed it incorrectly... I get
the camera primitive, but I get the following errors... I installed it
via 'Install
Defining better would be quite an exercise so if the question is serious I
would invite Autodesk to form a product experts team, bring the best XSI
artists to the table and formalise how Maya should evolve to make it usable.
I would happily be part of it if you really are interested but I will
It's a public channel, not sure an invite is required.
modo Community SDK Developers Channel
On 7/15/2014 12:17 PM, Sebastien Sterling wrote:
Actually Eric i asked a little while back on the modo forum, the best
place for modo c++ related help and information, turns out there is a
Skype
Howdy XSI!
There are new updates available for emTools, emReader and emTopolizer2.
_New stuff in emTools_:
- new compounds Null to Plane(s).
- new compound Bend.
- new compound Bend and Slice.
- the Arnold shader OSO is now also available for Linux.
- improved behavior of the Liquid Shaper
As they said so many times so far they don;t have intention to make Maya
more into Softimage
On Tue, Jul 15, 2014 at 7:39 PM, Jordi Bares jordiba...@gmail.com wrote:
Defining better would be quite an exercise so if the question is serious I
would invite Autodesk to form a product experts
Thanks, it's working great now.
-Tim
On 7/15/2014 12:38 PM, Francois Lord wrote:
Here. It should work now.
https://s3.amazonaws.com/public.francoislord.com/RealLens2.2.xsiaddon
On 14-Jul-14 17:01, Tim Crowson wrote:
Thanks Francois, but perhaps I've installed it incorrectly... I get
the
I didn't say the purpose was to make Maya like Softimage.
Jordi Bares
jordiba...@gmail.com
On 15 Jul 2014, at 18:53, Mirko Jankovic mirkoj.anima...@gmail.com wrote:
As they said so many times so far they don;t have intention to make Maya more
into Softimage
On Tue, Jul 15, 2014 at
The biggest misconception that I've been met with while interacting
with long time Maya users about changing things is that they think I'm
trying to turn Maya into Softimage, when in reality, I know that the
workflow in Maya is slow and archaic and can be more efficient /
improved. I really
We Softies are all one-eyed men...
On Tue, Jul 15, 2014 at 2:17 PM, Eric Thivierge ethivie...@hybride.com
wrote:
The biggest misconception that I've been met with while interacting with
long time Maya users about changing things is that they think I'm trying to
turn Maya into Softimage, when
That’s an image that is gonna linger ;)
From: Ed Manning etmth...@gmail.commailto:etmth...@gmail.com
Reply-To:
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Tuesday 15 July 2014 at 8:23 PM
To:
I'd prefer switching to Povray rather having to go any AD product.
And that's better if they don't integrate any SI intelligence in Maya.
There are nicer companies out there that are willing to do proper work.
Le 15/07/2014 19:53, Mirko Jankovic a écrit :
As they said so many times so far they
Modo's nodes are quite pretty, all they need is a bit of color to identify
different components of a tree :), why is no one else doing this ?
is it because an ICE trees layout is linear ? so its easier to identify
where the beginning and end of things is happening and subsequent color
coding ?
The color coding of nodes in Modo's is very different from ICE's:
instead of coding by node type, they inherit the color assigned to the
item they represent. So for example, in the Item List, if you select
something, right-click, and set the 'Editor Color', the corresponding
node(s) will be
You can also assign colors to nodes directly in the schematic view (even
non-item related nodes, such as math nodes). I would like Modo to
color-code sockets by data type. That would be quite useful.
Sergio Mucino
On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson tim.crow...@magneticdreams.com
Yes Data type socket color scheme would bring us one step closer to home :)
On 15 July 2014 20:03, Serch Mucino sergio.muc...@gmail.com wrote:
You can also assign colors to nodes directly in the schematic view (even
non-item related nodes, such as math nodes). I would like Modo to
color-code
have you seen already the *Maya LT indie game development software*
website?
http://www.autodesk.com/products/maya-lt/overview
On Tue, Jul 15, 2014 at 10:53 AM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
My point was more to the effect that the way things are going AD won't
have
Ah that's true! I forgot about that! Good reminder...
On 7/15/2014 2:03 PM, Serch Mucino wrote:
You can also assign colors to nodes directly in the schematic view
(even non-item related nodes, such as math nodes). I would like Modo
to color-code sockets by data type. That would be quite
The sweet irony of flogging a striped down maya to indi developers for 30
squids a month, is not lost on me.
You've effectively taken a pipline tool, notorious for its unfriendliness
and high maintenance requirement, and lobed it at teams of between 2 and 8
artists. maya isn't exactly a get up
Ooo ! does it have a system for gathering a group of nodes with a statement
and moving them around ?,
On 15 July 2014 20:25, Tim Crowson tim.crow...@magneticdreams.com wrote:
Ah that's true! I forgot about that! Good reminder...
On 7/15/2014 2:03 PM, Serch Mucino wrote:
You can also
Thank you, It's a must have in my tool set.
Cheers.
Paulo Duarte
2014-07-15 15:04 GMT-03:00 Tim Crowson tim.crow...@magneticdreams.com:
Thanks, it's working great now.
-Tim
On 7/15/2014 12:38 PM, Francois Lord wrote:
Here. It should work now.
thanks! I've used realLens 1 all the way!!!
On Tuesday, 15 July 2014, Paulo Cesar Duarte paulocdua...@gmail.com wrote:
Thank you, It's a must have in my tool set.
Cheers.
Paulo Duarte
2014-07-15 15:04 GMT-03:00 Tim Crowson tim.crow...@magneticdreams.com
I'm not sure what you mean by with a statement. Can you elaborate?
Sergio Muciño.
Sent from my iPad.
On Jul 15, 2014, at 3:46 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
Ooo ! does it have a system for gathering a group of nodes with a statement
and moving them around ?,
This! there is a term for it, but i can't remember. :P gathering nodes and
organizing them.
http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png
On 15 July 2014 20:53, Sergio Mucino sergio.muc...@gmail.com wrote:
I'm not sure what you mean by with a
just put a request in for color coded node sockets in the designated
request area of the modo forum:)
On 15 July 2014 21:01, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
This! there is a term for it, but i can't remember. :P gathering nodes
and organizing them.
No, Modo doesn't not /yet /have a Group Comment node.
-Tim
On 7/15/2014 3:01 PM, Sebastien Sterling wrote:
This! there is a term for it, but i can't remember. :P gathering
nodes and organizing them.
http://wpfiles.darkvertex.com/wp/wp-content/uploads/2010/11/ICEtree_DeformWithSourceMesh.png
If they do get one, please someone make sure that they make it work with
auto arrange! My CTRL+R addiction in ICE renders Soft's one useless. :(
On 15 July 2014 21:08, Tim Crowson tim.crow...@magneticdreams.com wrote:
No, Modo doesn't not *yet *have a Group Comment node.
-Tim
On 7/15/2014
I am aware that making a pretty UI is - at least from a programmer's stand
point, not a cool challenge, but having nice and meaningful colors, good drag
and drop functionality, text instead of ugly icons and all the other nice
little things as one finds in the ICE Tree or Modo's schematic view
I agree Eric, 100%
As of now we're probably shifting lighting, shading and scene setup in
Houdini instead of Maya now that HtoA is in play. It's much closer to Soft
in terms of usability and UI maturity. We primarily use Arnold but Mantra
is a fantastic sidekick and when you combine them you end
Same here.
On Jul 15, 2014, at 22:28, Simon van de Lagemaat si...@theembassyvfx.com
wrote:
As of now we're probably shifting lighting, shading and scene setup in
Houdini instead of Maya now that HtoA is in play. It's much closer to Soft in
terms of usability and UI maturity. We primarily
Subject way out of left field.
Anyone have any experience in Grid Computing / Virtualisation. Currently we
employ the standard 1 person / per workstation rational. In the longer run its
an unsustainable model because we are unable to push up lab fees to keep up
with our required expenditure.
Exactly the same here Simon, I think Mantra has come a long way in the last
couple of years. In fact it would be my next choice behind Arnold right now.
The beauty is you can have both!, the Alembic workflow in Houdini is also
brilliant.
It really is a no brainer for us at this stage...
Is it possible to get around it without code ? or is scripting very much a
part of the process ?
On 16 July 2014 01:49, Nick Angus n...@altvfx.com wrote:
Exactly the same here Simon, I think Mantra has come a long way in the
last couple of years. In fact it would be my next choice behind
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