Hi,
accessing chunks works OK for me. What happens when you try to access the
returned data chunk? What size chunks are you trying to get?
If you turn on verbose logging, then perhaps you'll see a message like this
upon attempting to get the chunk:
*# VERBOSE : 5403 - The data is not set on this
Hi,
I'm pretty sure you can't lookup user data with the built in shaders.
However, as you suggest a simple ICE setup to label an object would allow
you to write an object or poly context integer attribute, which could be
brought into the render tree.
On Wed, May 9, 2012 at 9:12 PM, Alok Gandhi
Partio supports .prt, but not .icecache. I'd be interested to know if
anyone was able to compile the icecache patch from the good folks at Mad
Crew? I couldn't get it to compile...
The PRT format is really simple and a Python script to convert particles
would be pretty straightforward, especially
@listproc.autodesk.com
*Subject:* Re: pointvelocity to drive motion vectors on geometry - does
it work?
Yeah; for a UserMotion example, go to your XSI_SAMPLES project under:
/Scenes/ICE/RotatingGearWithICEUserMotions.scn
On Thu, May 10, 2012 at 3:43 AM, Ciaran Moloney
moloney.cia...@gmail.comwrote:
Hi
It doesn't transfer the UVs to a cluster property, instead they get stored
in an ICE vector attribute. Freezing has retained this attribute for me in
the past.
Ciaran
On Fri, May 25, 2012 at 4:23 PM, Adam Seeley adam_see...@yahoo.com wrote:
Hi,
question of the day...
I've created an Ice
Well, I can see you!
On Sat, May 26, 2012 at 1:50 PM, Sebastian Kowalski l...@sekow.com wrote:
please list, let me in again!
Any chance you have a dependency cycle between the low and high res clouds?
You usually have to cache out the low res cloud to avoid such things...
Ciaran
On Wed, Jun 6, 2012 at 11:26 AM, Sebastian Kowalski l...@sekow.com wrote:
Hey Rob,
thanks for the good suggestion, i will try how far i
How are you fracturing the mesh? IIRC Momentum and ImplosiaFX both provide
polygon island IDs.
On Wed, Jun 6, 2012 at 7:12 PM, Simon Van de Lagemaat
si...@theembassyvfx.com wrote:
Is this feasible? I'm trying to assign random color values to points
based on their connectivity i.e. fractured
You don't happen to be using the get closest location/points node do you?
On Thu, Jun 7, 2012 at 5:10 PM, Sebastian Kowalski l...@sekow.com wrote:
hey list,
still having issues with 10.000.000+ points. well, ice handling that
really great, simply vector calculations performing in super
I can't repro that. Memory stays pretty much flat when tweaking the seed on
emit from geometry. How are you generating the particles?
On Fri, Jun 8, 2012 at 12:06 PM, Sebastian Kowalski l...@sekow.com wrote:
ok now it is getting really messy.
its not the caching, its the different seeds.
schrieb Ciaran Moloney:
I can't repro that. Memory stays pretty much flat when tweaking the seed
on emit from geometry. How are you generating the particles?
On Fri, Jun 8, 2012 at 12:06 PM, Sebastian Kowalski l...@sekow.com
wrote:
ok now it is getting really messy.
its
Hi,
You can access a plugin's UserData from outside of the plugin, even from
another plugin.
Ciaran
On Wed, Jun 27, 2012 at 5:06 AM, Jared Glass
jared.gl...@triggerfish.co.zawrote:
Hi
I need to store a vairable created by a plugin and then access it later on
from a different plugin. For
Thanks for putting this stuff out there!
On Mon, Jul 2, 2012 at 4:34 PM, tak...@earthlink.net wrote:
Hey guys,
A while back Psyop hosted an informal event (featuring a rather broad
cross-section of presenters) that we'd recorded and have now put online.
Yeah, Autodesk should have them do a case study or something. Lots of cool
work was done.
I can say we use Naiad, ICE and FumeFX for the water stuff. Marvelous
Designer for the cloth (Jamie Franks will know more if he's here).
AFAIK it was rendered with V-Ray with only one or two of the heavy
Yeah, looks like it only works as expected with factory properties :(
If I were you I might filter an object's properties by type not name, since
users can change that. For multiple properties of any type, you could then
determine the priority yourself using the property's Owners to check for
No need for all that. Just use the 'Merge texture projections' compound and
it'll merge the desired projections into an ICE UVs attribute.
On Mon, Jul 9, 2012 at 5:25 PM, Vincent Ullmann
vincent.ullm...@googlemail.com wrote:
Seems like you ust have to subtract the own kine.global to get the
Which list did you check?
On Mon, Jul 23, 2012 at 9:23 AM, Sandy Sutherland
sandy.sutherl...@triggerfish.co.za wrote:
...anywhere - I have checked the one I knew of before - there are a lot
of links that go awol now - and also studios that have moved to the 'dark
side'.
Thanks
Sandy
Hi,
yes volume emission is slow. I guess that's just the nature of the problem,
especially since ICE volume emission is really accurate. You can get
quicker volume emission by generating lower resolution distance fields that
approximate the shape.
I'm just making an uninformed guess here, but I
Try plugging the jitter emission along velocity node (taken from emit from
geometry) into your add point's execute on emit. Looks like that causes the
geometry to be evaluated multiple times (per-particle?)
On Mon, Aug 13, 2012 at 2:19 PM, Gustavo Eggert Boehs
gustav...@gmail.comwrote:
The
Also, I'm pretty sure this is how Oleg's ImplosiaFX works, so I guess there
is some production basis to the workflow.
On Wed, Aug 15, 2012 at 1:03 PM, Chris Chia chris.c...@autodesk.com wrote:
Hi Rob,
What do you wish to do? Export the topo attribute of a prim and read it in
with another
on a current job where its
perfect for the intended effect, just suprised that this has not been added
yet since Ice topo has been available for quite some time now. I cant be
the first person who needs to do this :)
On 15 August 2012 13:06, Ciaran Moloney moloney.cia...@gmail.com wrote
No, it is (was?) a stand-alone application with a gui called Naiad Studio.
There were plugins for data transfer between various 3D apps and renderers
and with a little effort you could send stuff back and forth between
Softimage. I'm sure an ICE integration would rock if you had a plugin
developer
...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ciaran Moloney
*Sent:* Thursday, 16 August 2012 2:44 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Autodesk aquires Naiad
** **
No, it is (was?) a stand-alone application with a gui called Naiad Studio
I'd rather it didn't do that to be honest.
On Fri, Aug 17, 2012 at 2:56 PM, Eugen Sares softim...@keyvis.at wrote:
Am 17.08.2012 15:42, schrieb Jeff McFall:
If the render tree window is open and one assigns a new material to the
selected object the window does not automatically refresh to
real ones already)
On Aug 18, 2012, at 12:03 AM, Eugen Sares softim...@keyvis.at wrote:
As always, when people have different needs - checkbox in the RT
preferences.
Am 18.08.2012 08:17, schrieb Ciaran Moloney:
I'd rather it didn't do that to be honest.
On Fri, Aug 17, 2012 at 2:56 PM
perhaps a command event?
On Mon, Aug 20, 2012 at 3:57 PM, Ana Gomez agomezalca...@gmail.com wrote:
Hi,
Today I've realized that there is no event for undo :(
I'm writting an interface with pyqt and I need to refresh it when the user
undo something in the scene.
Any ideas?? Thanks,
Ana
Works here in Soft 2013 for selection and undoing selection. What string
are you putting in there?
Ciaran
On Tue, Aug 21, 2012 at 4:56 PM, Ana Gomez agomezalca...@gmail.com wrote:
Writing a command on Selection Change in the preferences doesn't work.
It is never called, nor when you select
Also works for me in 2012 SAP and SP1. I don't have anything earlier...
On Tue, Aug 21, 2012 at 5:10 PM, Ana Gomez agomezalca...@gmail.com wrote:
I'm using 2012
...@listproc.autodesk.com] On Behalf Of Ciaran Moloney
Sent: August-21-12 12:23 PM
To: softimage@listproc.autodesk.com
Subject: Re: undo event??!!
Also works for me in 2012 SAP and SP1. I don't have anything earlier...
On Tue, Aug 21, 2012 at 5:10 PM, Ana Gomez agomezalca...@gmail.com
mailto:agomezalca
oLightNulls = oModel.FindChildren2({*light*,*lamp*},c.siNullPrimType)
On Tue, Aug 21, 2012 at 9:47 PM, Sam Cuttriss tea...@gmail.com wrote:
oLightNulls = oModel.FindChildren2(*lamp* or *light*
,c.siNullPrimType,,True)
the above does not work,
im just curious if there is a notation that
No problem. Look for string expressions in the docs.
On Tue, Aug 21, 2012 at 10:23 PM, Sam Cuttriss tea...@gmail.com wrote:
nice one, thanks so much.
ciaran, i wouldnt have considered using python dictionary brackets.
where in the help is the info on these types of syntax?
all the standard
On Sat, Aug 25, 2012 at 6:07 PM, Peter Agg peter@googlemail.com wrote:
Talking of symmetry mode: it would be nice if you didn't have to be at
zero for it to work - I know there's a menu, but it doesn't seem to
actually do anything!
This works as expected here.
Hi,
the easiest way to deal with this type of thing is indeed using matrices,
but you need a local matrix per polygon. You can get a 3x3 matrix using
Self.polygonreferenceframe. You're going to want to zero-out this matrix
(it just describes the local axis of the polygon), but matrix multiplying
Wait, can I call mysterious segmentation faults on Linux a 'small annoying
thing'?
This is really sad news.
Good luck to all the 7%-ers
How about integrating Momentum and ImplosiaFX? That would be a super combo!
Ciaran
On Tue, Sep 4, 2012 at 3:19 PM, Ben Houston b...@exocortex.com wrote:
SlipstreamVX 2 isn't even out yet! :-) We have thought about
integrating SlipstreamVX to the Momentum product and having both
interact
Sounds like you want a convex hull of the null's points. Pretty sure there
was a compound once, if not you might try Mr. LaForge's Convex
Hullhttp://frenchdog.wordpress.com/2012/01/05/happy-2012/ICE node.
On Wed, Sep 5, 2012 at 11:13 AM, Rob Chapman tekano@gmail.com wrote:
yeah I dont
On Wed, Sep 12, 2012 at 12:46 PM, Sajjad Amjad sajjad.am...@gmail.comwrote:
For me, when looking at out-of-the-box functionality, Houdini ticks more
boxes than any comparable AD product.
I'm with you 1000% Sajjad. Hell, Houdini's even more fun to use! However,
as far as freelance work goes,
I always wondered what that meme was. Now I know it's me :(
On Fri, Sep 14, 2012 at 9:57 AM, Rob Chapman tekano@gmail.com wrote:
Forever alone!
don't know wether to laugh or cry at this :s
On 14 September 2012 01:24, Eric Thivierge ethivie...@gmail.com wrote:
For some fun since its
Would be nice if we could have fcurve controls on the penumbra falloff
On Fri, Sep 28, 2012 at 11:28 AM, patrick nethercoat
patr...@brandtanim.co.uk wrote:
I think a projector shader is definitely the way to go with lights. You
can directly control the falloff and colour impurity you want in
Hi,
you can get some funky two-way coupling between lagoa and bullet RBD
particles. There is some trickery involving ICE topo and instances to get
interaction to work in both directions, I'll post an example some time.
Ciaran
On Thu, Oct 18, 2012 at 6:33 PM, Pablo Tufaro pablo@gmail.com
Hi,
so it's pretty simple after all to have interesting interaction between
RBDs and Lagoa simulations: https://vimeo.com/51754990.
But, if you have a bunch of objects in your scene that need to interact
with the fluid, you'll need to instance them to a pointcloud - not such a
big deal most of the
Yeah, it looks like the interactive pivot overrides the pivot parameters of
the kinematics property. It lives in its own universe. Confusing...
On Wed, Oct 24, 2012 at 7:23 AM, Szabolcs Matefy szabol...@crytek.comwrote:
But I’m afraid that the current pivot (the one the artist repositioned
Yes. There's also the momentum users google group mailing list.
Ciaran
On Tue, Nov 6, 2012 at 9:56 PM, Nick Angus n...@altvfx.com wrote:
Do we have any Exocortex Momentum users on the list that might be able
to offer me some advice on a little simulation problem?
** **
Cheers,
Dive inside the turbulence compound and replace any instances of
pointposition with polygonposition. Also, swap polygonindex for point ID.
On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat
si...@theembassyvfx.com wrote:
Hey all,
A while ago I asked how to assign random attributes to
Used it on a few jobs. It's great! Sorry, that's not helpful at all. Also,
no disconnected nodes here when I do a simple dd from the preset browser.
2012 or 13?
On Mon, Nov 12, 2012 at 6:26 PM, Andy Nicholas a...@andynicholas.comwrote:
Hi guys,
Has anyone managed to get the Curl Noise
On Tue, Nov 13, 2012 at 12:22 PM, Andy Nicholas a...@andynicholas.comwrote:
Sure thing. It's attached.
Yep, for some reason the version of the compound included with our current
install of XSI is broken, but Michal's version works fine.
Yes, you're right the factory version is broken (sort
They can't complain about my work if they can't see it!
On Tue, Nov 13, 2012 at 1:25 PM, Guillaume Laforge
guillaume.laforge...@gmail.com wrote:
Thanks for the answers. So it sounds like a good compound for invisible
effects :D.
Sometimes when that happens (the definition mismatch thing), you just need
to reload the scene and it sorts itself out.
On Fri, Nov 23, 2012 at 9:22 AM, Sebastian Kowalski l...@sekow.com wrote:
Hey list,
i can't read the Lagoa_Density attribute from my cache files, giving me
this error
Really..there are more competent Houdini TDs than ICE? Or just an L.A.
thing?
On Wed, Dec 5, 2012 at 6:45 PM, Andy Moorer andymoo...@gmail.com wrote:
So if you're in these areas, or if you do remote contracts, contact me,
please! There's more work here than people available by a wide
You could also convert the .csv to .icecache format with python.
On Wed, Dec 5, 2012 at 8:15 PM, Steven Caron car...@gmail.com wrote:
reading that thread i am going to agree with luc-eric, create a python
script/tool which creates ice attributes. the only downside is that if you
are actively
If popen won't cooperate from within your callbacks, why not try the built
in SIUtils
.LaunchProcess method or even the System command?
Ciaran
On Fri, Dec 7, 2012 at 10:34 AM, Gareth Bell
gareth.b...@primefocusworld.com wrote:
Yeah that's right, within a button callback.
I'll have a look
Haven't we been hearing this for like 4 years? If it happens it happens.
On Wed, Dec 19, 2012 at 2:57 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
I always thought the reason ice works so well was its in-depth
integration, surely if they want to achieve such results in maya
I'd guess 90% of ICE users don't know what goes on under the hood. They do
OK.
On Thu, Dec 20, 2012 at 12:17 AM, Matt Lind ml...@carbinestudios.comwrote:
The value is understanding how things work under the hood so you know how
to construct the graphs efficiently to accomplish goals. Having a
One way to try to save memory would be to ensure that the instances are
pointing to the deforming polymesh on whole frames only. So, whatever value
you use to drive shapeInstanceTime should be equivalent to a whole frame at
whatever fps you're rendering.
On Thu, Dec 27, 2012 at 1:38 PM, Antonieo
for bonus points, since you're using Arnold...export your animation cycle
to a .ass file sequence and reference that on a stand-in property. Instance
the stand-in on your ICE tree and scene memory should be negligible.
On Thu, Dec 27, 2012 at 2:59 PM, Peter Agg peter@googlemail.com wrote:
, especially Ciaran Moloney.
At 2012-12-27 23:51:58,Ciaran Moloney moloney.cia...@gmail.com wrote:
for bonus points, since you're using Arnold...export your animation cycle
to a .ass file sequence and reference that on a stand-in property. Instance
the stand-in on your ICE tree and scene memory should
For a single post, I'd say Andy Jones. But, he would also win for value per
word. His stuff is pure gold.
On Thu, Jan 3, 2013 at 3:05 PM, Dan Yargici danyarg...@gmail.com wrote:
I wonder who'd win on post length? I guessing Matt Lind, or Raff...
hmmm...
I suppose you could probably attach custom float and string data to the
Alembic geometry description. But you'd then need to do some work to tell
the DCC to rebuild an envelope from that.
On Mon, Jan 28, 2013 at 2:07 PM, Stefan Andersson sander...@gmail.comwrote:
Does anyone here on the list
People got annoyed when moving back and forth between Nuke and Soft.
On Mon, Jan 28, 2013 at 8:55 PM, David Barosin dbaro...@gmail.com wrote:
Anyone know if there is a way to turn off the middle mouse for panning in
the ICE Tree. I *really* miss the old behavior that had middle mouse
handle
Yes, very!
I've always looked with deep suspicion upon the dark arts of rigging. Would
be nice to have an insight to that world.
On Wed, Feb 13, 2013 at 6:30 AM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:
Heya all,
I'm currently fishing around for interest and feedback on a
You know the rules, Andreas. Renders or it didn't happen.
On Thu, Feb 14, 2013 at 2:10 AM, Andreas Bystrom
andreas.byst...@gmail.comwrote:
prman can render that classroom in 7.5 minutes with better quality
On Wed, Feb 20, 2013 at 1:27 AM, Steven Caron car...@gmail.com wrote:
its not subjective... octane has access to more hardware. so what i am
saying is, arnold would preform similarly if it was using a machine with
1500 cores. we would set the sampling really high and be done in 10 mins
and it
You should probably have a look at unified sampling.
On Sat, Feb 23, 2013 at 11:31 AM, Tim Leydecker bauero...@gmx.de wrote:
Hi,
On 23.02.2013 03:54, Steven Caron wrote:
i dont miss mental ray... :)
Depends a lot on the DOF.
Here愀 the rendering without DOF and glare
but AA min0 max2
yeah, it's pretty cool. Might help with sampling the scene more
efficiently, especially all those shader samples.
On Sat, Feb 23, 2013 at 11:38 PM, Tim Leydecker bauero...@gmx.de wrote:
On 24.02.2013 00:23, Ciaran Moloney wrote:
You should probably have a look at unified sampling
Looks great! You should be able to drop all of your shader samples
(including AO) right down to 1. Then push up the max samples and quality in
unified sampling. Keeping shader samples at a minimum will allow for more
efficient sampling of the scene, only where it needs to be done.
As much as I
The Python OM way of doing this is to use the polygonmesh.Set method, to
which you provide lists of vertices and polygon definitions. IIRC this uses
the same format as the ICE polygon description attribute.
Ciaran
On Wed, Feb 27, 2013 at 8:24 AM, Christian Gotzinger
cgo...@googlemail.comwrote:
I've yet to work in a studio that had their own sequencer...I guess they
weren't established?
On Thu, Feb 28, 2013 at 6:16 AM, joshxsi josh...@gmail.com wrote:
Any established studio probably already has one of these, so is this
Autodesk's attempt to make starting up a new studio easier as
But, the HQV can support any renderer not just MRay, provided there are
shaders available. I don't see how they could reasonably be expected to
have out of the box support for 3rd party shaders that don't come bundled
with the package...
On Wed, Mar 13, 2013 at 12:36 PM, Mirko Jankovic
I don't think it's all sweetness and light in Houdini land. It's a bug-fest
just like all of these other software. And just like everybody else, users
get cranky about bugs or features that have been on the list for years.
Clearly there's way more positivity to every release than most every other
The days of sending your work to the render farm then playing ping-pong
for a while are pretty much over.
I too think the new Lagoa tech is really promising, but this is just about
the silliest thing I've heard all day. Still, it's early
Also there's now way to be sure which of the open ICE trees the user wants
to place a new node into. PITA.
On Mon, Apr 8, 2013 at 10:45 AM, Stefan Kubicek s...@tidbit-images.comwrote:
also, we can't even get decent SDK functionality for the views so we can
create this ourselves.
Right,
it are appreciated as it may help in future cases.
Cheers,
Eric Thivierge
===
Character TD / RnD
Hybride Technologies
On 07/05/2013 7:23 PM, Ciaran Moloney wrote:
IIRC implementing the ray intersect technique is problematic in ICE, since
the raycast node only returns the first
Yeah, in your example scene, you've created a texture projection on your
copy geometry and you're attempting to write the UVs that. Forget about
using standard texture projections with ICE topo - just store UV data in a
custom vector ICE attribute. Of course, you'll have to modify your exporter
to
In ICE, you can pull an attribute from a node context and write it back to
a UV property, but I wouldn't exactly say it's a stable or recommended
workflow. Honestly, updating your exporter would be simpler, but in that
case you almost certainly will encounter the previously mentioned aggresive
I'm sorta , kinda sure that's a dead end for a custom node. You might be
better off optimizing your ICE tree. It doesn't sound like such a complex
problem, care to share?
On Wed, May 15, 2013 at 2:41 AM, Matt Lind ml...@carbinestudios.com wrote:
I’ve been looking at the ICE SDK as a start to
You can also use the push node.
On Fri, May 24, 2013 at 3:14 PM, Matthew Graves mattg1...@gmail.com wrote:
No problem I have included an image of the setup. the scalar number is
what you are adding and SomeArray is the array you want to put the value
in. In the setup shown the new value is
True, it originated as a REYES renderer, but now it may be better thought
of as a hybrid renderer taking advantage of both techniques when needed.
I like working with Arnold too, but I don't think fast renders are one of
its strongest selling points.
Ciaran
On Tue, May 28, 2013 at 4:48 PM, Alan
.3delight.com
On 2013-05-28, at 12:33 PM, Ciaran Moloney moloney.cia...@gmail.com
wrote:
True, it originated as a REYES renderer, but now it may be better thought
of as a hybrid renderer taking advantage of both techniques when needed.
I like working with Arnold too, but I don't think fast
On Wed, May 29, 2013 at 4:58 PM, Paul Griswold
pgrisw...@fusiondigitalproductions.com wrote:
They offer a free dual-core license too, which I think is pretty cool
rather than having watermarks or size limitations. (though the wonky
licensing scheme still seems unnecessary)
I wouldn't say
with refmodels? I know ObjectID sometimes changes with
refmodels. Does this ObjectGUID suffer the same fate?
On Tue, Jun 4, 2013 at 11:52 AM, Ciaran Moloney
moloney.cia...@gmail.comwrote:
Hi,
did you try XSIUtils.DataRepository.GetIdentifier() passing the
siObjectGUID argument?
I've used
.
** **
Matt
** **
** **
** **
*From:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ciaran Moloney
*Sent:* Tuesday, June 04, 2013 8:52 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Persistent objects ids
the same GUID. Same goes for CLSID.
** **
Matt
** **
** **
** **
** **
** **
*From:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ciaran Moloney
*Sent:* Tuesday, June 04, 2013 3:55 PM
*To:* softimage
be in very deep
S*** :)
Identical GUIDs on one platform should be centuries apart.
It's more likely a case of generation/re-use on Soft's side, either
intentional for non-obvious reasons or a bug.
On Wed, Jun 5, 2013 at 9:00 AM, Ciaran Moloney
moloney.cia...@gmail.comwrote:
So, if the GUID
What do you expect it to do?
The end result of using Curve Distance to Curve Location is the setting of
a data attribute (CurveLocation).
The compounds are pointing to Self because you can only set data on Self,
not any other object.
On Wed, Jun 26, 2013 at 2:10 PM, Ponthieux, Joseph G.
Point ID to location get strand positions do stuff Set
Self.Orientation
Ciaran
On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman alan.fregt...@gmail.comwrote:
Hey guys,
Scratching my head over this...
So, I have two sets of particles. One is emitted then a second particle is
born (via
both ID to Location Point Index to Location.)
On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney
moloney.cia...@gmail.comwrote:
Point ID to location get strand positions do stuff Set
Self.Orientation
Ciaran
On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman
alan.fregt...@gmail.comwrote
at
it if you don't get it working.
Chris
--
christian keller
visual effects|direction
m +49 179 69 36 248
f +49 40 386 835 33
chris3...@me.com
gesendet von meinem iDing
Am 17.07.2013 um 12:02 schrieb Ciaran Moloney moloney.cia...@gmail.com:
Maybe you're not getting the right ID to look up
Did you try Desktop.RedrawUI() ? Will probably want to have a OGL window
open somewhere...
Ciaran
On Mon, Jul 15, 2013 at 11:54 PM, Vincent Ullmann
vincent.ullm...@googlemail.com wrote:
@Sandy:
Hmm... i kind a dont like the Mixer... ;-)
But i will give him a try tomorrow, for the
I don't think there should be any debate on this. Job postings are always
welcome!
On Tue, Jul 30, 2013 at 3:15 PM, Simon Reeves si...@simonreeves.com wrote:
Hey everybody,
I recall debates about whether it's appropriate or not for asking on here,
so I apologise if it's annoying!
But here
Likewise, anybody used Katana?
On Tue, Jul 30, 2013 at 11:52 PM, Sebastian Kowalski l...@sekow.com wrote:
do I hear fabric engine?
Am 31.07.2013 um 00:36 schrieb Matt Lind ml...@carbinestudios.com:
I would question whether a one-size fits all application is relevant
anymore.
The
For an OOTB solution, did you try resampling your curve onto a very dense
linear curve, followed by a chord length reparameterization of that linear
curve. UV to location on the linear curve should give you a pretty even
point distribution...
Ciaran
On Thu, Aug 1, 2013 at 1:25 AM, Ponthieux,
Yes, but the points generally won't be equidistant.
What are you trying to do?
On Fri, Aug 2, 2013 at 2:11 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
Is there in any way in Soft to convert a NURBS curve of any shape, to a
high density linear curve with equidistant
GetData : PointPosition.
Depending on the context in which you need to use the data, it may be
useful to use 'Build Array from Set' after getting the attribute.
On Mon, Aug 5, 2013 at 4:08 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
j.ponthi...@nasa.gov wrote:
In Soft, when you have a curve
I think that's a better question for his employer.
On Fri, Aug 9, 2013 at 12:58 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
That raises an interesting question, which would best be put to a Fabric
person, but if Guillaume where to create a hair module/instancer engine
from the
Houdini's had it since 2009, I think...
On Mon, Aug 19, 2013 at 1:51 PM, adrian wyer adrian.w...@fluid-pictures.com
wrote:
**
wuh?! distributed fluid solver, for real?!
** **
holy grail of vfx!!!
** **
a
**
would require a long list of notes and
details.
We've been fully scalable here since 2008, and there are fully scalable,
unified domain commercial solutions around since 2010.
On Tue, Aug 20, 2013 at 8:15 AM, Ciaran Moloney
moloney.cia...@gmail.comwrote:
Houdini's had it since 2009, I think
Would trade all my kittens for a good scene graph editor in Soft.
Eric Thivierge ethivie...@hybride.com**mailto:ethivie...@hybride.com**
hat am 11. September 2013 um 19:24 geschrieben:
I think it's an incorrect observation as the Node Editor (different
than Hypershade and the Hypergraph)
Really solid here on linux, but not doing any rendering.
However, 9 times out of 10 there is a segfault reported at the console upon
quitting the program.
Nothing like a good rumour from an anonymous source to get some undies in a
bunch!
On Tue, Sep 10, 2013 at 10:43 AM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:
and after all of this...
*autodesk had a meeting with all the studios in london who use xsi and
said they arent really going
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