RE: No bake on Final Gathering?

2012-06-12 Thread Szabolcs Matefy
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

Re: price increases?

2012-06-12 Thread peter_b
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

Re: Localizing a shared texture projection

2012-06-12 Thread peter_b
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

Re: caching points with royal render

2012-06-12 Thread Sebastian Kowalski
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

RE: caching points with royal render

2012-06-12 Thread Sandy Sutherland
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

Re: ICE path constraint ?

2012-06-12 Thread Arvid Björn
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

Re: ICE path constraint ?

2012-06-12 Thread Dan Yargici
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

RE: price increases?

2012-06-12 Thread Stephen Blair
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:

Re: ICE path constraint ?

2012-06-12 Thread Arvid Björn
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

Re: ICE path constraint ?

2012-06-12 Thread Eric Thivierge
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

Ahoy all!

2012-06-12 Thread Simon Anderson
Woop woop finally got my pc up and working and Im back online :D testing to see if this works Si.

Re: Ahoy all!

2012-06-12 Thread Eric Thivierge
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

RE: Get objects visible by camera

2012-06-12 Thread Brent McPherson
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

Re: ICE path constraint ?

2012-06-12 Thread Arvid Björn
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

CrowdFX question

2012-06-12 Thread Werner Ziemerink
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

Re: Ahoy all!

2012-06-12 Thread Simon Anderson
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

Re: ICE path constraint ?

2012-06-12 Thread Eric Thivierge
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

Re: Ahoy all!

2012-06-12 Thread Eric Thivierge
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

Re: Ahoy all!

2012-06-12 Thread Simon Anderson
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

RE: Ahoy all!

2012-06-12 Thread Sandy Sutherland
Why hello there - someone let a whole herd of animals onto the list... _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ From:

Re: Ahoy all!

2012-06-12 Thread Simon Anderson
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

Re: ICE path constraint ?

2012-06-12 Thread Arvid Björn
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

Re: Get objects visible by camera

2012-06-12 Thread Alok Gandhi
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

Re: Get objects visible by camera

2012-06-12 Thread Jared Glass
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

Re: CrowdFX question

2012-06-12 Thread Antonio Lado
Hi! Maybe this helps : http://vimeo.com/41930182

Re: Localizing a shared texture projection

2012-06-12 Thread Dan Yargici
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

RE: Gear rig problem - joint spinning at render time

2012-06-12 Thread Sandy Sutherland
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

RE: Get objects visible by camera

2012-06-12 Thread Matt Lind
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

Re: Gear rig problem - joint spinning at render time

2012-06-12 Thread Juhani Karlsson
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

DNA Helix Compound

2012-06-12 Thread Mário Domingos
Heu guys, anyone knows where can I find this DNA Helix Compound - https://vimeo.com/32452824 ? The link in there is dead. Tks M

RE: Localizing a shared texture projection

2012-06-12 Thread Matt Lind
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

RE: Localizing a shared texture projection

2012-06-12 Thread Matt Lind
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

Re: Gear rig problem - joint spinning at render time

2012-06-12 Thread Stefan Kubicek
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

RE: ice compound references

2012-06-12 Thread Grahame Fuller
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

Re: ice compound references

2012-06-12 Thread Sam Cuttriss
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

RE: Gear rig problem - joint spinning at render time

2012-06-12 Thread Manny Papamanos
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

Re: ice compound references

2012-06-12 Thread Peter Agg
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

Re: ice compound references

2012-06-12 Thread Peter Agg
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