What I'd suggest to check your FG setting. I found that in many cases the
expert or exact setting will give you the best result. And of course,
Illumination works I think only with rendermap, Ultimapper doesn't care too
much with it
From: softimage-boun...@listproc.autodesk.com
but with north america vs europe vs japan equivalency, we'll see 10 % in
europe and 20% in japan.
(sorry, couldn't resist)
-Original Message-
From: Stephen Blair
Sent: Tuesday, June 12, 2012 3:20 AM
To: softimage@listproc.autodesk.com
Subject: RE: price increases?
The price increase
not a solution but a workaround (maybe) -
could you make a duplicate of the material/materials for these objects, and
include a UV edit in the tree, from which you can transform/animate the UV’s.
this would require resorting to texture projection lookup node and use of nodes
with inputs for UV
found that rr can executes batch files just this morning.
i can take it from here.
thanks
s.
Am 11.06.2012 um 19:51 schrieb Sandy Sutherland:
I have been doing MDD point caching on RR for our previous show and
now this one - will be doing writing stuff out for fur to render
soon - just
RR can execute anything that can be executed - I have even installed Softimage
using RR before - was easier on a windows farm as it is easy to create the
environment to do it.
S.
_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
Sorry for digging up an ancient thread! I'm looking for a way to do
curve/path constrain using ICE.
I tried your setup but the null is jumping all over the place, especially
if I step back and worth between frames. I'm not sure if I'm missing a
setting somewhere, do you have a stable path
Have you accidentally created a simulated ICE tree rather than applying it
in a non simulated ICE tree?
DAN
On Tue, Jun 12, 2012 at 12:04 PM, Arvid Björn arvidbj...@gmail.com wrote:
Sorry for digging up an ancient thread! I'm looking for a way to do
curve/path constrain using ICE.
I tried
It's a North American price change.
I haven't seen anything about price changes in the rest of the world.
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of pete...@skynet.be
Sent: June-12-12 3:15 AM
To:
I've tried both! I assumed it shouldn't be simulated, but I get the same
result either way. It seems to build on top of the current null position,
so it never starts out from the same position or rotation, it gets weirder
every time I play it. I would have thought this tree would just over-write
Do you have the ICE Tree that is calculating the position on the object
itself or on an empty point cloud or null that stays at world origin?
Eric Thivierge
http://www.ethivierge.com
On Tue, Jun 12, 2012 at 7:55 PM, Arvid Björn arvidbj...@gmail.com
Woop woop finally got my pc up and working and Im back online :D
testing to see if this works
Si.
Booo!!! They let just about anyone on the list these days don't they? :P
Ahoy sir.
Now where's my coffee money?
Eric Thivierge
http://www.ethivierge.com
On Tue, Jun 12, 2012 at 8:35 PM, Simon Anderson
simonbenandersonl...@gmail.com wrote:
Woop
Hi Jared,
I can think of one easy way to do this with the tool SDK.
The tool can call Pick using rectangle raycast to quickly get a list of objects
(or components) that are visible in the view.
Of course, this would require you to use a tool but you could have the tool
exit after it builds
It's directly on the null itself, I assumed it would work because the
SetData node was writing to self.kine.global in the example image. It works
much better if the tree is on a static null, and writing to the moving
null's kine.global! I guess that works for me, is that the only way to make
it
I'm playing around with CrowdFX and found that I can't change the actors
textures as per one of the sample scenes.
In the docs under CrowdFX Modifying the Actor's Materials and Textures
it states that one should pick the right projection, which I checked,
but still nothing.
I created a new
HAHA... how come I knew you where going to be the first to reply, was going
to add a comment just to you HAHA... hey thought i was buying you coffee
tomorrow i know where you sit sir!
On Tue, Jun 12, 2012 at 8:39 PM, Eric Thivierge ethivie...@gmail.comwrote:
Booo!!! They let just about
Its the best way for most ICE Kine operations as it ensures the transform
space in which all the calculations are done stays constant and doesn't
move around. You can do calculations on a stationary null and set a custom
attribute that stores the transform then on the null itself have another
ICE
Cause I'm one of them grumpy gate keepers who harasses those who enter and
sick my rabies wielding ferretlings on those who I disapprove of. Though
I'm easily swayed with coffee. Not sure about the ferrets though...
Welcome back to the list though. You've managed to avoid the great outage
of
Those damn ferrets you keep are vicious, think its just your grumpy
disposition that makes them that way coffee goodness and breakfast role
nom nom!
On Tue, Jun 12, 2012 at 9:02 PM, Eric Thivierge ethivie...@gmail.comwrote:
Cause I'm one of them grumpy gate keepers who harasses those who
Why hello there - someone let a whole herd of animals onto the
list...
_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_
From:
Hey Sandy! yip good to be back, wrote up a small blog entry about the debug
stuff I was telling you about. *
http://vinyldevelopment.wordpress.com/2012/06/12/debugging-your-rigs-scene/*
On Tue, Jun 12, 2012 at 9:29 PM, Sandy Sutherland
sandy.sutherl...@triggerfish.co.za wrote:
Why hello
I'll try that, thanks a lot!
On Tue, Jun 12, 2012 at 12:54 PM, Eric Thivierge ethivie...@gmail.comwrote:
Its the best way for most ICE Kine operations as it ensures the transform
space in which all the calculations are done stays constant and doesn't
move around. You can do calculations on a
Hi Jared,
I wrote some python libraries, but these are generic and works outside of
xsi. Sort of a ray tracer if you may. But they don't really solve your
problem, because I was just looking at each object as a full and not
polygon. The code works on files saved on disk as camera data and
Thanks Brent.
On 2012/06/12 12:39 PM, Brent McPherson wrote:
Hi Jared,
I can think of one easy way to do this with the tool SDK.
The tool can call Pick using rectangle raycast to quickly get a list
of objects (or components) that are visible in the view.
Of course, this would require you
Hi! Maybe this helps :
http://vimeo.com/41930182
Ahh I see, by Unfortunately she must do this for many objects I guess you
mean many source objects... :/
On Tue, Jun 12, 2012 at 12:58 AM, Matt Lind ml...@carbinestudios.comwrote:
Have a unique one that pops up from time to time, but one of those things
I keep forgetting what the solution
Just a stab in the dark - checked for continuous rotations?
S.
_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_
From: softimage-boun...@listproc.autodesk.com
Consider using a mental ray shader of type texture.
Texture shaders are the miscellaneous category of mental ray shaders that can
be applied in any context. If you only want visible polygons, then create a
renderpass and apply your shader as an override to the partition containing all
the
I have to say caching geo is always very good idea! : )
On 12 June 2012 21:17, Sandy Sutherland
sandy.sutherl...@triggerfish.co.zawrote:
Just a stab in the dark - checked for continuous rotations?
S.
_
Sandy Sutherland
Technical Supervisor
Heu guys,
anyone knows where can I find this DNA Helix Compound -
https://vimeo.com/32452824 ? The link in there is dead.
Tks
M
Technically that works, but much too laborious as there are many inter-object
and intra-object dependencies. Duplicating objects means we have to set up all
the inter-object relationships again too. Ideally, we need a solution that
processes the texture projection in place.
I tried using
She needs to localize the texture projections of the duplicate objects so they
don't ripple back to the source which in turn feeds other duplicates derived
from the source. The problem is there are many relationships between objects
and metadata which feeds our game engine. Duplicating an
There was a thread early February this year discussing what seems to be the
same problem, judging by your description.
I've got no time to search for it, but I believe the last word on it was that
this can be caused by competing constraints
or a dependency loop of some sort. Is it a vanilla
You can use the In and Out Name ports of an empty Get Data as if it was a
Passthrough node. That way you can use a single Get Data node to pass its
reference via Out Name to a bunch of different subcompounds, each of which uses
an empty Get Data to pass the object reference along to various
It would be great to be able to take a functioning compound from one
polymesh,
copy it to something else,
and have it continue act identically by assigning its original context with
a reference to the original polymesh.
ie: internal self.* would be assessed relative to the compounds reference
What are you rendering with?
Does this happen when you render (not capture) in hardware render ?
-manny
Softimage, Mobu support specialist
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Tuesday, June 12, 2012
This is actually my second biggest gripe with Softimage at the moment -
having to make people add references twice/whatever just makes things feel
s sloppy when you're making compounds! Using a GetData node as Gray
mentioned covered a lot of cases, but there's enough exceptions to make it
Ah, yeah. Python 2.6 on Linux, forgot to add that. :)
On 12 June 2012 23:51, Sam Cuttriss tea...@gmail.com wrote:
second...?
do share
38 matches
Mail list logo