Re: etRenamer 3.0, now with PyQt version

2012-10-17 Thread Simon Anderson
Congrats on the release buddy! woop woop!

On Wed, Oct 17, 2012 at 4:54 PM, Waylon Winn way...@waylonwinn.com wrote:

 http://www.regexbuddy.com/

 http://www.regexmagic.com/

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Xavier Lapointe
 *Sent:* Tuesday, October 16, 2012 9:52 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: etRenamer 3.0, now with PyQt version

 ** **

 ... and this online tool is quite awesome: http://txt2re.com/ 

 ** **

 It builds a regex out of what it analyzed in the string you paste. 

 ** **

 Anywayz, congrats for the release! (: 

 ** **




-- 
---
Simon Ben Anderson
blog: http://vinyldevelopment.wordpress.com/


Re: Rendermap with Ambient Occlusion

2012-10-17 Thread Chris Marshall
Yeah, but as mentioned earlier, I have many many render trees already set
up and dojn't particularly want to have to go through them all, rejigging!
It's fine, I'm almost done.
Cheers


On 17 October 2012 00:29, Adam Sale adamfs...@gmail.com wrote:

 Not in front of Softimage right now, but what if you hook up a rendertree
 with a surface shader as the light color input for an occlusion shader?
 You should be able to rendermap that and have the both the surface color
 and occlusion baked into the map, non?



 On Tue, Oct 16, 2012 at 1:56 AM, Chris Marshall chrismarshal...@gmail.com
  wrote:

 Yeah but the problem isn't generating the ao map, it's that I want it to
 be generated baked into the surface colour in one hit. I just wonder why
 these are separate options in the drop down menu in RenderMap and why there
 isn't an option to render them in one?
 Not to worry.



 On 15 October 2012 18:59, olivier jeannel olivier.jean...@noos.frwrote:

  What about a pass or a group with an AO material and generate the
 rendermap from that  ? When it's done you should be able to multiply the
 result with your various materials either in compositing or even with an
 override.


 Le 15/10/2012 17:25, Chris Marshall a écrit :

 right. The reason it's on the camera is I wanted it to be a global
 effect on a load of materials that were already set up. It was the easiest
 way.
 No worries, I'll just work my way through and rendermap each with the
 AO. It's just a hassle to then photoshop all of them as well.



 On 15 October 2012 14:31, James De Colling james.decoll...@gmail.comwrote:

 on camera? as far as I know camera / lens shaders wont work with
 rendermap. hence why things like photographic exposure etc wont rendermap


 On Monday, October 15, 2012, Chris Marshall wrote:

 Thanks but I have no idea how to compute the AO in ICE!? Also,James,
 I'm not sure what you're suggesting? My AO is set on the camera. i don't
 want to go through each material and re-apply it as that's a big headache.


 On 15 October 2012 06:22, Leonard Koch leonardkoch...@gmail.comwrote:

 I recently solved this by computing AO in ice and using that vertex
 map in the rendertree which put the AO directly in the color map and was
 also a lot faster. It's resolution dependant of course, but a bit of 
 simple
 laplacian smoothing goes a long way.
  On Oct 12, 2012 5:43 PM, Chris Marshall chrismarshal...@gmail.com
 wrote:

 Hello,
 Haven't done much rendermap stuff before, but we're outputting some
 assets for a game engine. It appears that to render ambient occlusion 
 into
 the rendered texture map, it has to be done as a separate pass then
 photoshopped together? As I have quite a few objects to generate these 
 maps
 for, this is doubling my workload. Is there a way around this and render
 the AO in with the Surface Colour and Illumination map, or am I 
 approaching
 this in the wrong way?
 Thanks

  Chris







-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


RE: etRenamer 3.0, now with PyQt version

2012-10-17 Thread Szabolcs Matefy
Meanwhile I resolved, for some reason I had Python33 installed, and
Softimage doesn't seem to like it...Now it's Python 2.7, and everything
running :D

 

Now it's time to dig deep into Python and PyQt

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric
Thivierge
Sent: Wednesday, October 17, 2012 10:29 AM
To: softimage@listproc.autodesk.com
Subject: Re: etRenamer 3.0, now with PyQt version

 

I just realized there is probably an issue with how the PyQt modules are
imported in the header of the etRenamer module even for the PPG version.
Will tinker a bit tonight to rearrange some stuff.

 

For PyQt install you'll have to refer to the github page for that bit.
Once installed and with the PyQtForSoftimage addon installed you should
be in good shape.



Eric Thivierge
http://www.ethivierge.com



On Wed, Oct 17, 2012 at 7:23 PM, Szabolcs Matefy szabol...@crytek.com
wrote:

For some reason I have the red triangle next to the plugins names.

 

Maybe off, but how can I install the latest PyQtSoftimage? 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Waylon
Winn
Sent: Wednesday, October 17, 2012 7:55 AM
To: softimage@listproc.autodesk.com
Subject: RE: etRenamer 3.0, now with PyQt version

 

http://www.regexbuddy.com/

http://www.regexmagic.com/

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Xavier
Lapointe
Sent: Tuesday, October 16, 2012 9:52 PM
To: softimage@listproc.autodesk.com
Subject: Re: etRenamer 3.0, now with PyQt version

 

... and this online tool is quite awesome: http://txt2re.com/ 

 

It builds a regex out of what it analyzed in the string you paste. 

 

Anywayz, congrats for the release! (: 

 

 



Re: ICE rdb noob question

2012-10-17 Thread Gerbrand Nel

I forgot about the free momentum 1 and the free implosia over at rray.de
For this job, those did the trick.
Thanks for the advice.
oh and Stefan... Blender... Really??
No one has time to learn that interface, I would rather erase my memory 
and learn the zbrush interface again, before I try and do something more 
than import/export in blender. (I'm kidding of course before this starts 
a flame war.)


G
On 2012/10/17 01:22 AM, Adam Sale wrote:

momentum and implosia... done..
You can break up with ICE
http://vimeo.com/28138992

but you will need to extract the islands individually to run with 
vanilla bullet rbds..

And ICE shatter has issues with complex shapes, lots of concavities.

Which is where Implosia shines.

The default shattering with momentum is ok, but pales next to IFX
the two plugins should really become one, so interdependent they are.

Andy Moorer has this ICE plug thats pretty cool

Emit SRT Matched Instances

http://andy.moonbase.net/downloads

could provide useful for you...

Adam



On Tue, Oct 16, 2012 at 12:56 PM, Stefan Andersson 
sander...@gmail.com mailto:sander...@gmail.com wrote:


The hours you spend on trying to get that to work you could have spent
on buying a Momentum or ImplosiaFX license :)

Here are two things you can do.

1.) Brute force method
But you can break up the mesh with ice and then freeze the geo, and
then extract the pieces. Then use those to simulate.

2.) OpenSource
Do it in Blender. http://www.youtube.com/watch?v=IV0j4h2zERs

I would chose Option 2, but that's me... :)

best regards
stefan andersson


On Tue, Oct 16, 2012 at 2:38 PM, Gerbrand Nel
g...@cannonballbunny.com mailto:g...@cannonballbunny.com wrote:
 Hey guys
 I know you can do RDB in ice using particles, but I want to
fracture and
 simulate chunks breaking apart.
 I know Momentum does this with two buttons, but I don't own that
yet, and
 this is a small job so I cant spend half my budget on software.
 Can this be done with out of the box softimage in ICE?
 It seems like it should be a walk in the park, but I'm pretty
stumped with
 how to start.
 Up until now I've always done this kind of stuff with the normal
non-ICE RDB
 in soft, but I'd like to try it in ICE if possible
 Thanks
 G



--
stefan andersson - digital janitor - http://sanders3d.wordpress.com


No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.2741 / Virus Database: 2614/5835 - Release Date: 10/16/12





Re: ICE rdb noob question

2012-10-17 Thread Thomas Volkmann
I thought the interface argument was valid before they did the rebuild does
it still feel so bad to those that are not used to it?
Personally I like it a lot, but then I originally started learning 3D in Blender
:/

/Thomas


Gerbrand Nel g...@cannonballbunny.com hat am 17. Oktober 2012 um 13:23
geschrieben:

  I forgot about the free momentum 1 and the free implosia over at rray.de
  For this job, those did the trick.
  Thanks for the advice.
  oh and Stefan... Blender... Really??
  No one has time to learn that interface, I would rather erase my memory and
 learn the zbrush interface again, before I try and do something more than
 import/export in blender. (I’m kidding of course before this starts a flame
 war.)
 
  G
  On 2012/10/17 01:22 AM, Adam Sale wrote:
 
momentum and implosia... done..
   You can break up with ICE
   http://vimeo.com/28138992 http://vimeo.com/28138992
  
   but you will need to extract the islands individually to run with
  vanilla bullet rbds..
   And ICE shatter has issues with complex shapes, lots of concavities.
  
   Which is where Implosia shines.
  
   The default shattering with momentum is ok, but pales next to IFX
   the two plugins should really become one, so interdependent they are.
  
   Andy Moorer has this ICE plug thats pretty cool
  
   Emit SRT Matched Instances
  
   http://andy.moonbase.net/downloads http://andy.moonbase.net/downloads
  
   could provide useful for you...
  
   Adam
  
  
  
   On Tue, Oct 16, 2012 at 12:56 PM, Stefan Andersson sander...@gmail.com
  mailto:sander...@gmail.com  wrote:
   The hours you spend on trying to get that to work you could have
   spent
 on buying a Momentum or ImplosiaFX license :)
   
 Here are two things you can do.
   
 1.) Brute force method
 But you can break up the mesh with ice and then freeze the geo, and
 then extract the pieces. Then use those to simulate.
   
 2.) OpenSource
 Do it in Blender. http://www.youtube.com/watch?v=IV0j4h2zERs
   http://www.youtube.com/watch?v=IV0j4h2zERs
   
 I would chose Option 2, but that's me... :)
   
 best regards
 stefan andersson
   
   
 On Tue, Oct 16, 2012 at 2:38 PM, Gerbrand Nel 
   g...@cannonballbunny.com mailto:g...@cannonballbunny.com  wrote:
  Hey guys
  I know you can do RDB in ice using particles, but I want to
  fracture and
  simulate chunks breaking apart.
  I know Momentum does this with two buttons, but I don't own that
  yet, and
  this is a small job so I cant spend half my budget on software.
  Can this be done with out of the box softimage in ICE?
  It seems like it should be a walk in the park, but I'm pretty
  stumped with
  how to start.
  Up until now I've always done this kind of stuff with the normal
  non-ICE RDB
  in soft, but I'd like to try it in ICE if possible
  Thanks
  G
   
   
 --
 stefan andersson - digital janitor - http://sanders3d.wordpress.com
   http://sanders3d.wordpress.com
  
   No virus found in this message.
   Checked by AVG - www.avg.com http://www.avg.com
   Version: 2013.0.2741 / Virus Database: 2614/5835 - Release Date:
  10/16/12
  



Re: ICE rdb noob question

2012-10-17 Thread Gerbrand Nel
I don't know.. maybe you just cant teach an old animator new software.. 
and I'm not even old :P


On 2012/10/17 01:41 PM, Thomas Volkmann wrote:
I thought the interface argument was valid before they did the 
rebuild does it still feel so bad to those that are not used to it?
Personally I like it a lot, but then I originally started learning 3D 
in Blender :/

/Thomas

Gerbrand Nel g...@cannonballbunny.com hat am 17. Oktober 2012 um 13:23 
geschrieben:

I forgot about the free momentum 1 and the free implosia over at rray.de
For this job, those did the trick.
Thanks for the advice.
oh and Stefan... Blender... Really??
No one has time to learn that interface, I would rather erase my 
memory and learn the zbrush interface again, before I try and do 
something more than import/export in blender. (I’m kidding of course 
before this starts a flame war.)


G
On 2012/10/17 01:22 AM, Adam Sale wrote:

momentum and implosia... done..
You can break up with ICE
http://vimeo.com/28138992
but you will need to extract the islands individually to run with 
vanilla bullet rbds..

And ICE shatter has issues with complex shapes, lots of concavities.
Which is where Implosia shines.
The default shattering with momentum is ok, but pales next to IFX
the two plugins should really become one, so interdependent they are.
Andy Moorer has this ICE plug thats pretty cool
Emit SRT Matched Instances
http://andy.moonbase.net/downloads
could provide useful for you...
Adam


On Tue, Oct 16, 2012 at 12:56 PM, Stefan Andersson 
sander...@gmail.com mailto:sander...@gmail.com wrote:


The hours you spend on trying to get that to work you could have
spent
on buying a Momentum or ImplosiaFX license :)

Here are two things you can do.

1.) Brute force method
But you can break up the mesh with ice and then freeze the geo, and
then extract the pieces. Then use those to simulate.

2.) OpenSource
Do it in Blender. http://www.youtube.com/watch?v=IV0j4h2zERs

I would chose Option 2, but that's me... :)

best regards
stefan andersson


On Tue, Oct 16, 2012 at 2:38 PM, Gerbrand Nel 
g...@cannonballbunny.com mailto:g...@cannonballbunny.com wrote:
 Hey guys
 I know you can do RDB in ice using particles, but I want to
fracture and
 simulate chunks breaking apart.
 I know Momentum does this with two buttons, but I don't own
that yet, and
 this is a small job so I cant spend half my budget on software.
 Can this be done with out of the box softimage in ICE?
 It seems like it should be a walk in the park, but I'm pretty
stumped with
 how to start.
 Up until now I've always done this kind of stuff with the
normal non-ICE RDB
 in soft, but I'd like to try it in ICE if possible
 Thanks
 G


--
stefan andersson - digital janitor - http://sanders3d.wordpress.com

No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.2741 / Virus Database: 2614/5835 - Release Date: 
10/16/12




No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2013.0.2741 / Virus Database: 2614/5836 - Release Date: 10/16/12





Re: etRenamer 3.0, now with PyQt version

2012-10-17 Thread Tim Crowson
Sweet update, Eric! I have used the PPG version a good deal since you 
released. Nice to see a Qt version too.


*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams Animation Studio, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com




On 10/17/2012 4:15 AM, Szabolcs Matefy wrote:


Meanwhile I resolved, for some reason I had Python33 installed, and 
Softimage doesn't seem to like it...Now it's Python 2.7, and 
everything running :D


Now it's time to dig deep into Python and PyQt

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric 
Thivierge

*Sent:* Wednesday, October 17, 2012 10:29 AM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: etRenamer 3.0, now with PyQt version

I just realized there is probably an issue with how the PyQt modules 
are imported in the header of the etRenamer module even for the PPG 
version. Will tinker a bit tonight to rearrange some stuff.


For PyQt install you'll have to refer to the github page for that bit. 
Once installed and with the PyQtForSoftimage addon installed you 
should be in good shape.




Eric Thivierge
http://www.ethivierge.com

On Wed, Oct 17, 2012 at 7:23 PM, Szabolcs Matefy szabol...@crytek.com 
mailto:szabol...@crytek.com wrote:


For some reason I have the red triangle next to the plugins names.

Maybe off, but how can I install the latest PyQtSoftimage?

*From:*softimage-boun...@listproc.autodesk.com 
mailto:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com 
mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Waylon Winn

*Sent:* Wednesday, October 17, 2012 7:55 AM
*To:* softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com

*Subject:* RE: etRenamer 3.0, now with PyQt version

http://www.regexbuddy.com/

http://www.regexmagic.com/

*From:*softimage-boun...@listproc.autodesk.com 
mailto:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] 
mailto:[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf 
Of *Xavier Lapointe

*Sent:* Tuesday, October 16, 2012 9:52 PM
*To:* softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com

*Subject:* Re: etRenamer 3.0, now with PyQt version

... and this online tool is quite awesome: http://txt2re.com/

It builds a regex out of what it analyzed in the string you paste.

Anywayz, congrats for the release! (:



--
Signature




Re: Rendermap with Ambient Occlusion

2012-10-17 Thread Adam Sale
ah yes. You did mention that.. carry on. Nothing to see here.

Adam

On Wed, Oct 17, 2012 at 1:51 AM, Chris Marshall
chrismarshal...@gmail.comwrote:

 Yeah, but as mentioned earlier, I have many many render trees already set
 up and dojn't particularly want to have to go through them all, rejigging!
 It's fine, I'm almost done.
 Cheers


 On 17 October 2012 00:29, Adam Sale adamfs...@gmail.com wrote:

 Not in front of Softimage right now, but what if you hook up a rendertree
 with a surface shader as the light color input for an occlusion shader?
 You should be able to rendermap that and have the both the surface color
 and occlusion baked into the map, non?



 On Tue, Oct 16, 2012 at 1:56 AM, Chris Marshall 
 chrismarshal...@gmail.com wrote:

 Yeah but the problem isn't generating the ao map, it's that I want it to
 be generated baked into the surface colour in one hit. I just wonder why
 these are separate options in the drop down menu in RenderMap and why there
 isn't an option to render them in one?
 Not to worry.



 On 15 October 2012 18:59, olivier jeannel olivier.jean...@noos.frwrote:

  What about a pass or a group with an AO material and generate the
 rendermap from that  ? When it's done you should be able to multiply the
 result with your various materials either in compositing or even with an
 override.


 Le 15/10/2012 17:25, Chris Marshall a écrit :

 right. The reason it's on the camera is I wanted it to be a global
 effect on a load of materials that were already set up. It was the easiest
 way.
 No worries, I'll just work my way through and rendermap each with the
 AO. It's just a hassle to then photoshop all of them as well.



 On 15 October 2012 14:31, James De Colling 
 james.decoll...@gmail.comwrote:

 on camera? as far as I know camera / lens shaders wont work with
 rendermap. hence why things like photographic exposure etc wont rendermap


 On Monday, October 15, 2012, Chris Marshall wrote:

 Thanks but I have no idea how to compute the AO in ICE!? Also,James,
 I'm not sure what you're suggesting? My AO is set on the camera. i don't
 want to go through each material and re-apply it as that's a big 
 headache.


 On 15 October 2012 06:22, Leonard Koch leonardkoch...@gmail.comwrote:

 I recently solved this by computing AO in ice and using that vertex
 map in the rendertree which put the AO directly in the color map and was
 also a lot faster. It's resolution dependant of course, but a bit of 
 simple
 laplacian smoothing goes a long way.
  On Oct 12, 2012 5:43 PM, Chris Marshall 
 chrismarshal...@gmail.com wrote:

 Hello,
 Haven't done much rendermap stuff before, but we're outputting some
 assets for a game engine. It appears that to render ambient occlusion 
 into
 the rendered texture map, it has to be done as a separate pass then
 photoshopped together? As I have quite a few objects to generate these 
 maps
 for, this is doubling my workload. Is there a way around this and 
 render
 the AO in with the Surface Colour and Illumination map, or am I 
 approaching
 this in the wrong way?
 Thanks

  Chris







 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk





Re: ICE rdb noob question

2012-10-17 Thread Andy Moorer
I built the emit srt-matched instances compound a few years back prior to 
momentum and implosia entering the scene. The idea was to pre-cut geometry 
using pre-ice scripts that are probably still around (though later I began to 
use Houdini to make fragmented models, looked better.) the compound then simply 
makes I standing all the fragments easy for use with standard ice RBDs.

Today I too would just use MoM/implosia, but it's not difficult to old-school 
shattering, just irritating . :)

On Oct 16, 2012, at 7:22 PM, Adam Sale adamfs...@gmail.com wrote:

 momentum and implosia... done.. 
 You can break up with ICE
 http://vimeo.com/28138992
 
 but you will need to extract the islands individually to run with vanilla 
 bullet rbds.. 
 And ICE shatter has issues with complex shapes, lots of concavities.
 
 Which is where Implosia shines. 
 
 The default shattering with momentum is ok, but pales next to IFX 
 the two plugins should really become one, so interdependent they are.
 
 Andy Moorer has this ICE plug thats pretty cool
 
 Emit SRT Matched Instances
 
 http://andy.moonbase.net/downloads
 
 could provide useful for you... 
 
 Adam 
 
 
 
 On Tue, Oct 16, 2012 at 12:56 PM, Stefan Andersson sander...@gmail.com 
 wrote:
 The hours you spend on trying to get that to work you could have spent
 on buying a Momentum or ImplosiaFX license :)
 
 Here are two things you can do.
 
 1.) Brute force method
 But you can break up the mesh with ice and then freeze the geo, and
 then extract the pieces. Then use those to simulate.
 
 2.) OpenSource
 Do it in Blender. http://www.youtube.com/watch?v=IV0j4h2zERs
 
 I would chose Option 2, but that's me... :)
 
 best regards
 stefan andersson
 
 
 On Tue, Oct 16, 2012 at 2:38 PM, Gerbrand Nel g...@cannonballbunny.com 
 wrote:
  Hey guys
  I know you can do RDB in ice using particles, but I want to fracture and
  simulate chunks breaking apart.
  I know Momentum does this with two buttons, but I don't own that yet, and
  this is a small job so I cant spend half my budget on software.
  Can this be done with out of the box softimage in ICE?
  It seems like it should be a walk in the park, but I'm pretty stumped with
  how to start.
  Up until now I've always done this kind of stuff with the normal non-ICE RDB
  in soft, but I'd like to try it in ICE if possible
  Thanks
  G
 
 
 
 --
 stefan andersson - digital janitor - http://sanders3d.wordpress.com
 


Re: ICE rdb noob question

2012-10-17 Thread Gustavo Eggert Boehs
The opensource versions of both Implosia and Momentum are quite usable...
of course if you are in production you probably want the latest and
greatest. Specially since they are not that expensive.


Re: ICE rdb noob question

2012-10-17 Thread Andy Moorer
@$#%!ing autocorrect... I standing = instancing.  That's what I get for 
using mobile devices for email.

And btw for the record Siri is a useless $@!%.. ;)


  the compound then simply makes I standing all the fragments easy for use 
 with standard ice RBDs.



Re: ICE rdb noob question

2012-10-17 Thread Tim Crowson

See, it can't even spell 'Autocowrecked' right tsk tsk...
-Tim C.

On 10/17/2012 3:31 PM, Andy Moorer wrote:

@$#%!ing autocorrect... I standing = instancing.  That's what I get for 
using mobile devices for email.

And btw for the record Siri is a useless $@!%.. ;)



 the compound then simply makes I standing all the fragments easy for use 
with standard ice RBDs.


--
Signature


flood simulation

2012-10-17 Thread Pablo Tufaro


Hello everybody!

I just want to know if its possible to make rigid body objects, interact 
with lagoa fluid simulations.


I have to make a flood effect and I dont know if I have to animate the 
objects that the water colide by hand or if the simulation can take care 
of it.


Couldnt find anything in the manual.

Cheers to all!

P.


Re: flood simulation

2012-10-17 Thread Alan Fregtman
Lagoa is a unified simulator which means it combines several solvers in the
same evaluation, which is to say you can theoretically do water, cloth,
softbodies and rigidbodies... so yes, you can.


On Wed, Oct 17, 2012 at 7:05 PM, Pablo Tufaro pablo@gmail.com wrote:


 Hello everybody!

 I just want to know if its possible to make rigid body objects, interact
 with lagoa fluid simulations.

 I have to make a flood effect and I dont know if I have to animate the
 objects that the water colide by hand or if the simulation can take care of
 it.

 Couldnt find anything in the manual.

 Cheers to all!

 P.



Caustics Only Pass

2012-10-17 Thread Byron Nash
Is there a way I can just render out the caustics on a surface and not the
light? I have been trying some things with the visibility and Ray_Type
switch but can't get it to work. It seems like there would be a way to get
a pass like this out.


Re: Caustics Only Pass

2012-10-17 Thread Byron Nash
Spoke too soon. Found this link in case anyone else runs into a similar
need.
http://area.autodesk.com/forum/autodesk-softimage/rendering/caustic-pass/

On Wed, Oct 17, 2012 at 9:54 PM, Byron Nash byronn...@gmail.com wrote:

 Is there a way I can just render out the caustics on a surface and not the
 light? I have been trying some things with the visibility and Ray_Type
 switch but can't get it to work. It seems like there would be a way to get
 a pass like this out.