Discord is a terrible format IMO. Borderline unreadable and no permanent
record as far as I can tell. But, it seems millennials are not aware of the
concept of history.
Anyway, last email I received on the email list was July 5th, which feels
about right for the level of activity there.
On Fri,
Pretty sure that applies also to Mantra renders. But, most places have a
smaller pool of engine licenses and export all frames to .ass or .ifd for
rendering. Since export times are usually shorter than render times, it
works out quite efficiently. But yeah, definitely another expense to
consider.
generating was pretty quick, so we did not really have machines waiting to
render.
On Thu, Aug 20, 2015 at 3:30 PM, Ciaran Moloney moloney.cia...@gmail.com
wrote:
Pretty sure that applies also to Mantra renders. But, most places have a
smaller pool of engine licenses and export all frames to .ass
40 frames per minute vs 1.2 frames per second not exactly blowing my
mind.
On Tue, Mar 31, 2015 at 4:07 PM, Cristobal Infante cgc...@gmail.com wrote:
and if you have a nice GPU like a titan X:
https://vimeo.com/123128103
On 31 March 2015 at 16:04, Cristobal Infante cgc...@gmail.com
He's not using the super-secret workflow that makes opencl in Houdini smoke
at least a little worthwhile:
http://www.sidefx.com/index.php?option=com_forumItemid=172page=viewtopict=25234
On Tue, Mar 31, 2015 at 4:15 PM, Ciaran Moloney moloney.cia...@gmail.com
wrote:
40 frames per minute vs 1.2
I'm loving working with Houdini, but sometimes it's just frustratingly
slow. Even with the new VDB tools, converting and caching everything out as
volume fields is a real drag.
But then again the caching workflow is super-slick. I shudder at the
thought of all the time lost to the mysteries of ICE
I think you're mixing up software again!
On Thu, Mar 19, 2015 at 5:27 PM, Cristobal Infante cgc...@gmail.com wrote:
merge the curves, job done..
, Ciaran Moloney moloney.cia...@gmail.com wrote:
I'm loving working with Houdini, but sometimes it's just frustratingly
slow. Even with the new VDB tools, converting and caching everything out as
volume fields is a real drag.
But then again the caching workflow is super-slick. I shudder
If it must be done, you could always try siOnBeginCommand or soOnEndCommand
and filter for SelectObj.
On Tue, Feb 24, 2015 at 3:26 PM, Oscar Juarez tridi.animei...@gmail.com
wrote:
And according to the docs, the onSelectionChange Event is only available
inside the Custom Display Host.
On
Particle ID is unique, but point index is not.
For example, when you delete some particles, their ID is removed from the
set, but the point indices will be shifted. So for any particle ID, its
index could change from one frame to the next.
You might have an occasion when you want to grab an
No problem!
You can display any color attribute by selecting or typing its name in
the *vertex
color display property* of the object's material node.
On Thu, Jan 8, 2015 at 10:08 AM, olivier jeannel olivier.jean...@noos.fr
wrote:
Really excellent ! works superb !
One question, how do you
http://i.imgur.com/m0vD28x.jpg
On Wed, Jan 7, 2015 at 4:05 PM, olivier jeannel olivier.jean...@noos.fr
wrote:
I'm sorry, I don't get it.
How do I snap back on the vertices the averaged array ?
Le 07/01/2015 16:16, Stephen Blair a écrit :
this is about weight maps, but it's the same idea
You could try loading the scene with geometry operators disabled
(preferences data scene debugging).
On Thu, Dec 4, 2014 at 6:01 PM, adrian wyer adrian.w...@fluid-pictures.com
wrote:
it's not, i try and avoid clouds under models as they have caused
me trouble in the past.
a
Sounds like you need to look into particle runtime expressions. They're
pretty powerful, if you don't mind a bit of basic coding. So, obviously not
as straightforward as something like ICE.
On Tue, Nov 4, 2014 at 4:38 AM, Gerbrand Nel nagv...@gmail.com wrote:
Hey guys. I ask here because this
Mantra aint too shabby...
On Wed, May 21, 2014 at 3:08 AM, Sylvain Lebeau s...@shedmtl.com wrote:
My God Jordi
I am playing around with Houdini for the render sides of things with
Arnold these days We already use it for VFX in a somehow encapsulated
way.
And I just finished
Nice idea, thanks!
I ended up just parsing all inputports of the scene's expression nodes, but
your technique definitely will be useful to find outputs of any type.
Ciaran
On Fri, Apr 11, 2014 at 5:50 PM, Cesar Saez cesa...@gmail.com wrote:
Hi Ciaran,
You can parse the connection stack
Hi,
working with a parameter object, is there an obvious way to find if it is
connected as an input to an expression?
I can go the other way e.g. if a param is driven by an expression using
Parameter.Source etc., but, I can't see a way to tell if a param is driving
an expression.
I don't really
On Mon, Mar 17, 2014 at 6:50 PM, Dan Yargici danyarg...@gmail.com wrote:
I'm starting to think Houdini-land might be where I build my new home -
or at least a holiday home...
Come on in, the water's fine!
Yeah, it works fine on Windows. I had it up and running in a small Windows
studio, in no time at all. Getting it to work with Royal Render too was
quite easy. Writing your own ROP node (kind of like a render submission
script) with Python is too easy. Also, quite nice to set things up per
project
On Fri, Feb 28, 2014 at 10:51 AM, Emilio Hernandez emi...@e-roja.comwrote:
Don't stop your RD and updateds on your wonderful tools for Softimage
just because ADSK announce that Softimage 2015 will be the last release.
I haven't been following very closely, but where is this announcement?
On Thu, Feb 27, 2014 at 5:11 PM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:
Kris,
Dead for certain? Not yet, it is still rumor and hope to stay that way
only.
Nonesense! The hive has spoken!
X3DObject.AddChild()
On Mon, Jan 20, 2014 at 12:36 PM, Peter Agg peter@googlemail.comwrote:
Is there even an Object Model method for parenting? I thought it was one
of those areas that was command-only.
If you can use Houdini, then that would be your best bet.
Nowadays, you could even export the volumes and render them in Softimage,
if you must.
On Sun, Jan 12, 2014 at 9:14 PM, Katie krodtsbro...@gmail.com wrote:
Hey guys,
So I am looking to implement this into my departments pipeline and
Maybe we could rename constraints with ICE? Eat it Maya!
On Wed, Jan 8, 2014 at 9:57 PM, Matt Lind ml...@carbinestudios.com wrote:
Butbut.buteverybody said ICE can do oh so much more. Say it
ain't so.
Nice pour!
On Fri, Jan 3, 2014 at 5:34 PM, Emilio Hernandez emi...@e-roja.com wrote:
Hello list I want to share this two shots that we just delivered for a TVC.
They were entirely produced in Softimage.
For the fluid simulation we used Lagoa and the frost is ICE. The mesh was
generated
AFAIK all the DCCs out there are still on Python 2.6 or 2.7.
Also, this thread is wack.
On Sat, Jan 4, 2014 at 10:49 PM, Christoph Muetze c...@glarestudios.dewrote:
On 04/01/14 23:40, Stephen Blair wrote:
Softimage doesn't support Python 3.x
ain't that a good sign? :)
This may well me the case, but I can tell you with some certainty that in
multi-thousand object scenes, Softimage handles simple operations like a
total dog compared to some of its competitors. Especialy when there are
tons of operators, Softimage can be absolutely painful to use.
On Fri, Nov
On Mon, Oct 21, 2013 at 5:43 PM, Ciaran Moloney
moloney.cia...@gmail.comwrote:
Oh, are we talking about particles? Never mind then...
On Mon, Oct 21, 2013 at 10:40 PM, Rob Chapman tekano@gmail.comwrote:
and about now would be where the partio library compiled for softimage
would
You can possibly hack your way through it by stamping the attributes into
UVW channels and export to OBJ. I've done that on a few occasions, but of
course you'll run out of channels pretty quickly.
But, do you have access to alembic in XSI?
I remember an icecache to Houdini exporter, but not the
Oh, are we talking about particles? Never mind then...
On Mon, Oct 21, 2013 at 10:40 PM, Rob Chapman tekano@gmail.com wrote:
and about now would be where the partio library compiled for softimage
would very handy indeed!
On 21 October 2013 22:17, Ciaran Moloney moloney.cia
It's not available.
On Thu, Oct 10, 2013 at 9:45 AM, Christian Freisleder m...@buntepixel.euwrote:
hey list,
does anybody know how to get a custom menu into the box that appears if
you right click on an empty area in the ice view.
I can't find a siMenueAnchorPoint only for a click on a
I'd be interested if sending the geometry back and forth to CP (Splice, I
guess?) would be any faster than doing the work directly in ICE - assuming
the work can actually be done in ICE.
On Tue, Oct 1, 2013 at 5:10 PM, Mathieu Leclaire mlecl...@hybride.comwrote:
It can be very tricky to do.
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
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
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
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
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
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,
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
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
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
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.
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
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
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
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
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
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
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
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,
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
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
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'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
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:
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
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
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 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
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
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
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...
, 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
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:
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
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
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
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
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.
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
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
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,
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
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
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
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
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
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,
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
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
This is really sad news.
Good luck to all the 7%-ers
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'?
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