[Job] Maya/Softimage Juniors for The Marmalade

2016-11-16 Thread Andreas Böinghoff

Hey!

we are searching two new junior generalists (1. animation focus, 1. 
modeling focus) to join our Team in Hamburg. Currently our pipline is 
mixed (Softimage, Maya and Houdini), but we do still many of our tasks 
in SI.


For more information please visit https://themarmalade.com/jobs/

If you are interested, please send your application and your showreel to 
Miriam Nabbefeld at j...@themarmalade.com


Andreas

ANDREAS BĂ–INGHOFF
3D Artist
THE | MARMALADE
POST

Post Hamburg
t +4940 432 91 200
f +4940 432 91 222
p...@themarmalade.com 

Lippmannstrasse 79
22769 Hamburg
Germany



Post Duesseldorf
t +49 211 913 70 10
f +49 211 913 701 99
p...@themarmalade.com 

Steinstrasse 11
40212 Duesseldorf
Germany



Post Frankfurt
t +49 69 484 484 90
f +49 69 484 484 999
p...@themarmalade.com 

Hanauer Landstrasse 151-153
60314 Frankfurt
Germany

www.themarmalade.com 

The Marmalade Post GmbH & Co.KG
Geschaeftsfuehrung Manfred Brunwey, Torsten Eichten
DE 214892548 | Amtsgericht Hamburg HRA 95793





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Re: How to initialize particle emmision?

2016-11-16 Thread gareth bell
if conditions or states should do that




From: softimage-boun...@listproc.autodesk.com 
 on behalf of Morten Bartholdy 

Sent: 15 November 2016 13:34:47
To: softimage@listproc.autodesk.com
Subject: Re: How to initialize particle emmision?

Thanks for the good tips guys - I actually just found a way while digging a 
bit. Filter by Null and Filter By Geometry do what I need, so I have one thing 
solved.

I would also like to use a null to set velocity and start simulation on 
existing particles which are sitting idle on a surface with poly islands 
attached. This is what Momentum does very fine, but I would like to use surface 
force to push them away and can't get that working with Momentum, plus I have 
yet to figure out how to avoid RBD collisions between particle instance geo 
while keeping collisions with other geometry, so I am looking in to doing it 
with regular particle sim now.

I guess that should be done with a Test inside Null/Volume node, but how do I 
use it to trigger the simulation?

Morten




> Den 15. november 2016 klokken 14:04 skrev Andi Farhall :
>
>
> the weightmap or test inside null rout would work but you'll end up emitting 
> a shed load of particles thaty ou don't need. You could use raycast or 
> closest location to get a point that you could use with emit from position, 
> but you would need to randomize the emission position in track with the scale 
> of the null, that would be a faster sim.
>
>
> ...
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>
>
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
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> From: softimage-boun...@listproc.autodesk.com 
>  on behalf of Morten Bartholdy 
> 
> Sent: 15 November 2016 12:44
> To: Userlist, Softimage
> Subject: How to initialize particle emmision?
>
> I am looking at different methods for initializing particle emmmisions from 
> various geometry. Ideally I would like to move a Null along a surface and the 
> part of the surface which is inside the Null (with a volumic icon) starts 
> emitting particles, and stops when the null moves on away.
>
> Momentum has a good way to do this but gets slow due to the collisions and 
> with an ordinary particle sim I have gotten reasonable results with the Emit 
> Splash from Surface Collision compound, but it is a bit quirky with its 
> calculation of velocity.
>
> So if I have a surface and just want it to emit particles from the part of 
> the surface which is inside a null, how would I do that?
>
> Thanks
> Morten
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