RE: test again
I don’t think Gmail shows you the messages that you sent. There may be a setting for that. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier Jeannel Sent: Thursday, August 27, 2015 4:17 AM To: r...@casema.nl; softimage@listproc.autodesk.com Subject: Re: test again Sorry, I send answers yesterday from my gmail account for the Animate polygon faces individualy, and for some reasons they don't appear. I wonder if Gmail works well with mail list ? On Thu, Aug 27, 2015 at 10:14 AM, Rob Wuijster r...@casema.nlmailto:r...@casema.nl wrote: nope... nothing. Rob \/-\/\/ On 27-8-2015 10:12, Olivier Jeannel wrote: test gmail On Thu, Aug 27, 2015 at 10:09 AM, olivier jeannel olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote: No virus found in this message. Checked by AVG - www.avg.comhttp://www.avg.com Version: 2015.0.6125 / Virus Database: 4409/10521 - Release Date: 08/27/15 attachment: winmail.dat
Re: test again
test gmail On Thu, Aug 27, 2015 at 10:09 AM, olivier jeannel olivier.jean...@noos.fr wrote:
Re: test again
nope... nothing. Rob \/-\/\/ On 27-8-2015 10:12, Olivier Jeannel wrote: test gmail On Thu, Aug 27, 2015 at 10:09 AM, olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote: No virus found in this message. Checked by AVG - www.avg.com http://www.avg.com Version: 2015.0.6125 / Virus Database: 4409/10521 - Release Date: 08/27/15
Re: test again
Sorry, I send answers yesterday from my gmail account for the Animate polygon faces individualy, and for some reasons they don't appear. I wonder if Gmail works well with mail list ? On Thu, Aug 27, 2015 at 10:14 AM, Rob Wuijster r...@casema.nl wrote: nope... nothing. Rob \/-\/\/ On 27-8-2015 10:12, Olivier Jeannel wrote: test gmail On Thu, Aug 27, 2015 at 10:09 AM, olivier jeannel olivier.jean...@noos.fr wrote: No virus found in this message. Checked by AVG - www.avg.com Version: 2015.0.6125 / Virus Database: 4409/10521 - Release Date: 08/27/15
Re: test again
... nop not doing it :P On 6 April 2015 at 14:30, Francisco Criado malcriad...@gmail.com wrote: 456 2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com: 123 -- --
Re: test again
2015-04-06 15:34 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com : ... nop not doing it :P On 6 April 2015 at 14:30, Francisco Criado malcriad...@gmail.com wrote: 456 2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com: 123 Come on lads, this is getting kinda silly... Mats
Re: test again
Yea I;ve posted that pic a while ago when I was struggling with that as well. Didn't really used it much but I think this map could help you out. Yea I made a map :) Coordinates weren't a bit logical to me so needed a map to help me out. number of map represents minimum XY maximum XY so for example if you wanna put tile 1 UV map to the rigth you us -1 0 0 1 Makes sense? On Mon, Apr 6, 2015 at 4:04 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: since i have you... Does anyone know the correct method for setting up multiple UV tiling in the render tree ? i only ask cause there used to be an article on it, but it was on XSIbase so gone now. plugging loads of texture files into one shader is easy enough in Maya, i'm sure there is a way of doing it in softimage. this is the pic i got from the XSIbase topic: https://xsisupport.files.wordpress.com/2011/09/muv.png On 6 April 2015 at 14:38, Mats Bertil Tegner mats.bertil.teg...@gmail.com wrote: 2015-04-06 15:34 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com: ... nop not doing it :P On 6 April 2015 at 14:30, Francisco Criado malcriad...@gmail.com wrote: 456 2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com: 123 Come on lads, this is getting kinda silly... Mats
Re: test again
456 2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com: 123 -- --
Re: test again
since i have you... Does anyone know the correct method for setting up multiple UV tiling in the render tree ? i only ask cause there used to be an article on it, but it was on XSIbase so gone now. plugging loads of texture files into one shader is easy enough in Maya, i'm sure there is a way of doing it in softimage. this is the pic i got from the XSIbase topic: https://xsisupport.files.wordpress.com/2011/09/muv.png On 6 April 2015 at 14:38, Mats Bertil Tegner mats.bertil.teg...@gmail.com wrote: 2015-04-06 15:34 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com: ... nop not doing it :P On 6 April 2015 at 14:30, Francisco Criado malcriad...@gmail.com wrote: 456 2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com: 123 Come on lads, this is getting kinda silly... Mats
Re: test again
hope it still apply, it's bin a while.. yea strange. looks like reversed coordinate system, with minus going riight and up and plus going down and left. just could't wrap my head around without map :) On Mon, Apr 6, 2015 at 4:34 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Thank you Mirko senpai ! holly shit put that is some tortured logic :P so strange to see somthing that makes less sense in softimage then in maya. thank you for the map i will try this ! On 6 April 2015 at 15:27, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Yea I;ve posted that pic a while ago when I was struggling with that as well. Didn't really used it much but I think this map could help you out. Yea I made a map :) Coordinates weren't a bit logical to me so needed a map to help me out. number of map represents minimum XY maximum XY so for example if you wanna put tile 1 UV map to the rigth you us -1 0 0 1 Makes sense? On Mon, Apr 6, 2015 at 4:04 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: since i have you... Does anyone know the correct method for setting up multiple UV tiling in the render tree ? i only ask cause there used to be an article on it, but it was on XSIbase so gone now. plugging loads of texture files into one shader is easy enough in Maya, i'm sure there is a way of doing it in softimage. this is the pic i got from the XSIbase topic: https://xsisupport.files.wordpress.com/2011/09/muv.png On 6 April 2015 at 14:38, Mats Bertil Tegner mats.bertil.teg...@gmail.com wrote: 2015-04-06 15:34 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com: ... nop not doing it :P On 6 April 2015 at 14:30, Francisco Criado malcriad...@gmail.com wrote: 456 2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com: 123 Come on lads, this is getting kinda silly... Mats
Re: test again
disable wrap on your textures or you´ll cover everything with each other over and over. The logic is to enter the values you´d need to move the UV shell from it´s current UV tile into the 0-1 range. E.g. this tile needs to go -1 quadrant to the left and 0 down to end up in UV 0-1. it´s a nasty little puzzle. somebody was bored? cheers, tim Am 06.04.2015 um 16:41 schrieb Mirko Jankovic: as I recall no, just need to have good coordinates sorted out when blending. but again this was like couple years ago On Mon, Apr 6, 2015 at 4:38 PM, Sebastien Sterling sebastien.sterl...@gmail.com mailto:sebastien.sterl...@gmail.com wrote: does anything else need to be done in addition to this ? On 6 April 2015 at 15:34, Sebastien Sterling sebastien.sterl...@gmail.com mailto:sebastien.sterl...@gmail.com wrote: Thank you Mirko senpai ! holly shit put that is some tortured logic :P so strange to see somthing that makes less sense in softimage then in maya. thank you for the map i will try this ! On 6 April 2015 at 15:27, Mirko Jankovic mirkoj.anima...@gmail.com mailto:mirkoj.anima...@gmail.com wrote: Yea I;ve posted that pic a while ago when I was struggling with that as well. Didn't really used it much but I think this map could help you out. Yea I made a map :) Coordinates weren't a bit logical to me so needed a map to help me out. number of map represents minimum XY maximum XY so for example if you wanna put tile 1 UV map to the rigth you us -1 0 0 1 Makes sense? On Mon, Apr 6, 2015 at 4:04 PM, Sebastien Sterling sebastien.sterl...@gmail.com mailto:sebastien.sterl...@gmail.com wrote: since i have you... Does anyone know the correct method for setting up multiple UV tiling in the render tree ? i only ask cause there used to be an article on it, but it was on XSIbase so gone now. plugging loads of texture files into one shader is easy enough in Maya, i'm sure there is a way of doing it in softimage. this is the pic i got from the XSIbase topic: https://xsisupport.files.wordpress.com/2011/09/muv.png On 6 April 2015 at 14:38, Mats Bertil Tegner mats.bertil.teg...@gmail.com mailto:mats.bertil.teg...@gmail.com wrote: 2015-04-06 15:34 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com mailto:sebastien.sterl...@gmail.com: ... nop not doing it :P On 6 April 2015 at 14:30, Francisco Criado malcriad...@gmail.com mailto:malcriad...@gmail.com wrote: 456 2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com mailto:alok.gandhi2...@gmail.com: 123 Come on lads, this is getting kinda silly... Mats
Re: test again
Thank you Mirko senpai ! holly shit put that is some tortured logic :P so strange to see somthing that makes less sense in softimage then in maya. thank you for the map i will try this ! On 6 April 2015 at 15:27, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Yea I;ve posted that pic a while ago when I was struggling with that as well. Didn't really used it much but I think this map could help you out. Yea I made a map :) Coordinates weren't a bit logical to me so needed a map to help me out. number of map represents minimum XY maximum XY so for example if you wanna put tile 1 UV map to the rigth you us -1 0 0 1 Makes sense? On Mon, Apr 6, 2015 at 4:04 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: since i have you... Does anyone know the correct method for setting up multiple UV tiling in the render tree ? i only ask cause there used to be an article on it, but it was on XSIbase so gone now. plugging loads of texture files into one shader is easy enough in Maya, i'm sure there is a way of doing it in softimage. this is the pic i got from the XSIbase topic: https://xsisupport.files.wordpress.com/2011/09/muv.png On 6 April 2015 at 14:38, Mats Bertil Tegner mats.bertil.teg...@gmail.com wrote: 2015-04-06 15:34 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com: ... nop not doing it :P On 6 April 2015 at 14:30, Francisco Criado malcriad...@gmail.com wrote: 456 2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com: 123 Come on lads, this is getting kinda silly... Mats
Re: test again
does anything else need to be done in addition to this ? On 6 April 2015 at 15:34, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Thank you Mirko senpai ! holly shit put that is some tortured logic :P so strange to see somthing that makes less sense in softimage then in maya. thank you for the map i will try this ! On 6 April 2015 at 15:27, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Yea I;ve posted that pic a while ago when I was struggling with that as well. Didn't really used it much but I think this map could help you out. Yea I made a map :) Coordinates weren't a bit logical to me so needed a map to help me out. number of map represents minimum XY maximum XY so for example if you wanna put tile 1 UV map to the rigth you us -1 0 0 1 Makes sense? On Mon, Apr 6, 2015 at 4:04 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: since i have you... Does anyone know the correct method for setting up multiple UV tiling in the render tree ? i only ask cause there used to be an article on it, but it was on XSIbase so gone now. plugging loads of texture files into one shader is easy enough in Maya, i'm sure there is a way of doing it in softimage. this is the pic i got from the XSIbase topic: https://xsisupport.files.wordpress.com/2011/09/muv.png On 6 April 2015 at 14:38, Mats Bertil Tegner mats.bertil.teg...@gmail.com wrote: 2015-04-06 15:34 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com: ... nop not doing it :P On 6 April 2015 at 14:30, Francisco Criado malcriad...@gmail.com wrote: 456 2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com: 123 Come on lads, this is getting kinda silly... Mats
Re: test again
cheers yes i think i got the hang of it now, that grid is a life saver, the lack of documentation on this is disconcerting. thanks Tim ;) On 6 April 2015 at 15:58, Tim Leydecker bauero...@gmx.de wrote: disable wrap on your textures or you´ll cover everything with each other over and over. The logic is to enter the values you´d need to move the UV shell from it´s current UV tile into the 0-1 range. E.g. this tile needs to go -1 quadrant to the left and 0 down to end up in UV 0-1. it´s a nasty little puzzle. somebody was bored? cheers, tim Am 06.04.2015 um 16:41 schrieb Mirko Jankovic: as I recall no, just need to have good coordinates sorted out when blending. but again this was like couple years ago On Mon, Apr 6, 2015 at 4:38 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: does anything else need to be done in addition to this ? On 6 April 2015 at 15:34, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Thank you Mirko senpai ! holly shit put that is some tortured logic :P so strange to see somthing that makes less sense in softimage then in maya. thank you for the map i will try this ! On 6 April 2015 at 15:27, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Yea I;ve posted that pic a while ago when I was struggling with that as well. Didn't really used it much but I think this map could help you out. Yea I made a map :) Coordinates weren't a bit logical to me so needed a map to help me out. number of map represents minimum XY maximum XY so for example if you wanna put tile 1 UV map to the rigth you us -1 0 0 1 Makes sense? On Mon, Apr 6, 2015 at 4:04 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: since i have you... Does anyone know the correct method for setting up multiple UV tiling in the render tree ? i only ask cause there used to be an article on it, but it was on XSIbase so gone now. plugging loads of texture files into one shader is easy enough in Maya, i'm sure there is a way of doing it in softimage. this is the pic i got from the XSIbase topic: https://xsisupport.files.wordpress.com/2011/09/muv.png On 6 April 2015 at 14:38, Mats Bertil Tegner mats.bertil.teg...@gmail.com wrote: 2015-04-06 15:34 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com: ... nop not doing it :P On 6 April 2015 at 14:30, Francisco Criado malcriad...@gmail.com wrote: 456 2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com: 123 Come on lads, this is getting kinda silly... Mats
Re: test again
also i think i have to turn wrap in U and wrap in V off ? On 6 April 2015 at 15:51, Sebastien Sterling sebastien.sterl...@gmail.com wrote: i managed to get both tiles for the face working, but the other side is all washed out compared to the other side. On 6 April 2015 at 15:41, Mirko Jankovic mirkoj.anima...@gmail.com wrote: as I recall no, just need to have good coordinates sorted out when blending. but again this was like couple years ago On Mon, Apr 6, 2015 at 4:38 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: does anything else need to be done in addition to this ? On 6 April 2015 at 15:34, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Thank you Mirko senpai ! holly shit put that is some tortured logic :P so strange to see somthing that makes less sense in softimage then in maya. thank you for the map i will try this ! On 6 April 2015 at 15:27, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Yea I;ve posted that pic a while ago when I was struggling with that as well. Didn't really used it much but I think this map could help you out. Yea I made a map :) Coordinates weren't a bit logical to me so needed a map to help me out. number of map represents minimum XY maximum XY so for example if you wanna put tile 1 UV map to the rigth you us -1 0 0 1 Makes sense? On Mon, Apr 6, 2015 at 4:04 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: since i have you... Does anyone know the correct method for setting up multiple UV tiling in the render tree ? i only ask cause there used to be an article on it, but it was on XSIbase so gone now. plugging loads of texture files into one shader is easy enough in Maya, i'm sure there is a way of doing it in softimage. this is the pic i got from the XSIbase topic: https://xsisupport.files.wordpress.com/2011/09/muv.png On 6 April 2015 at 14:38, Mats Bertil Tegner mats.bertil.teg...@gmail.com wrote: 2015-04-06 15:34 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com: ... nop not doing it :P On 6 April 2015 at 14:30, Francisco Criado malcriad...@gmail.com wrote: 456 2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com: 123 Come on lads, this is getting kinda silly... Mats
Re: test again
as I recall no, just need to have good coordinates sorted out when blending. but again this was like couple years ago On Mon, Apr 6, 2015 at 4:38 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: does anything else need to be done in addition to this ? On 6 April 2015 at 15:34, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Thank you Mirko senpai ! holly shit put that is some tortured logic :P so strange to see somthing that makes less sense in softimage then in maya. thank you for the map i will try this ! On 6 April 2015 at 15:27, Mirko Jankovic mirkoj.anima...@gmail.com wrote: Yea I;ve posted that pic a while ago when I was struggling with that as well. Didn't really used it much but I think this map could help you out. Yea I made a map :) Coordinates weren't a bit logical to me so needed a map to help me out. number of map represents minimum XY maximum XY so for example if you wanna put tile 1 UV map to the rigth you us -1 0 0 1 Makes sense? On Mon, Apr 6, 2015 at 4:04 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: since i have you... Does anyone know the correct method for setting up multiple UV tiling in the render tree ? i only ask cause there used to be an article on it, but it was on XSIbase so gone now. plugging loads of texture files into one shader is easy enough in Maya, i'm sure there is a way of doing it in softimage. this is the pic i got from the XSIbase topic: https://xsisupport.files.wordpress.com/2011/09/muv.png On 6 April 2015 at 14:38, Mats Bertil Tegner mats.bertil.teg...@gmail.com wrote: 2015-04-06 15:34 GMT+02:00 Sebastien Sterling sebastien.sterl...@gmail.com: ... nop not doing it :P On 6 April 2015 at 14:30, Francisco Criado malcriad...@gmail.com wrote: 456 2015-04-02 4:45 GMT-03:00 Alok Gandhi alok.gandhi2...@gmail.com: 123 Come on lads, this is getting kinda silly... Mats