I don't think you have a full grasp of what non-associative means, Sven.
A non-associative light is a light which doesn't care about associations.
It will illuminate everything in the scene regardless whether objects are
associated to it or not. That IS the default behavior of lights in
I made a mistake in wording. An exclusive light in XSI is not the same as a
non associated light. There are three states:
Associated-inclusive -> default behavior to all obj in a scene -> obj get
illuminated or de-illuminated (negative lights) even if not associated. If
associated (attribute set)
Thanks Mirko and Stephen and Matt! I will try these.
On 8/15/2016 11:33 PM, Mirko Jankovic wrote:
just to remove this case, did you try assigning proper UV space for
texture in image node?
I've sen sometimes that happens, mostly when more objects share same
material, after assigning proper
There *are* three values but the third is just not translated. It's
non-associative but present. The result however (an obj is illuminated by a
light) is the same as associative-inclusive (in semantics this sounds
illogical somehow, but it makes sense work wise). A strictly non associative
light
I cannot comment as I've never used Arnold inside of Softimage to witness
what you're describing.
Matt
Date: Tue, 16 Aug 2016 15:12:34 -0500
From: Pierre Schiller
Subject: Re: redshift materials show gray in viewport
To: softimage@listproc.autodesk.com
Matt ,
I strongly disagree Sven.
It's horrible and misleading because the parameter's dropdown menu only
shows 2 possible values - inclusive or exclusive. But if you check the SDK
for both Softimage and mental ray, you'll find there are actually 3 possible
values: non-associative,
Matt , while we´re at it (brute force representation UVws), sometimes
arnold materials do not show themselves on the Material explorer, is that
the reason why?
On Tue, Aug 16, 2016 at 2:48 PM, Sven Constable
wrote:
> *"…**By default all lights in the scene are shown to
"…By default all lights in the scene are shown to be inclusive, but they are
not actually 'inclusive'. XSI is only showing that as the default value. You
must explicitly click and set the association to inclusive or exclusive for it
to actually kick in and become active. Horrible UI design
XSI has a concept called “Instance data”. Instance data is data that is
generically common to all objects for a given parameter, but has unique
values per individual object (or 'instance'). For example, all geometry
have a concept of texture UVW coordinates, but the actual UVW coordinates
Didn't think of that one - thanks!
//Morten
> Den 16. august 2016 klokken 12:21 skrev Olivier Jeannel
> :
>
>
> Modulate by volume connected in the amplitude of the turbulize ?
>
> On Tue, Aug 16, 2016 at 12:13 PM, Morten Bartholdy
> wrote:
>
Thats a nice one Patrick - thanks!
Morten
> Den 16. august 2016 klokken 12:21 skrev patrick nethercoat
> :
>
>
> you can multiply your turbulize variance by the weight map like this.
>
>
>
> On 16 August 2016 at 11:13, Morten Bartholdy
Here is one place to look...
http://softimage.wiki.softimage.com/xsidocs/property521.htm
If you are using multiple UV sets, the correct one may not be selected for
viewing in the viewport
Best Regards,
* Stephen P. Davidson*
*(954) 552-7956*sdavid...@3danimationmagic.com
*Any sufficiently
you can multiply your turbulize variance by the weight map like this.
On 16 August 2016 at 11:13, Morten Bartholdy wrote:
> I would like to do a simple flagstyle nonsimulated turbulent animation in
> ICE using Turbulize mesh. I need to modulate the effect with a
Modulate by volume connected in the amplitude of the turbulize ?
On Tue, Aug 16, 2016 at 12:13 PM, Morten Bartholdy
wrote:
> I would like to do a simple flagstyle nonsimulated turbulent animation in
> ICE using Turbulize mesh. I need to modulate the effect with a weightmap
I would like to do a simple flagstyle nonsimulated turbulent animation in ICE
using Turbulize mesh. I need to modulate the effect with a weightmap but ran
into it not being applicable as a scalar value for resizing a vector. I guess
this is because the weightmap contains a value per vertex, so
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