Try this on my blog http://lickingtheice.tumblr.com/
Mário Domingos
www.mariodomingos.com
Sent from my super iPhone
On 22/08/2013, at 00:48, Rob Chapman tekano@gmail.com wrote:
pretty simple stuff. heres one for Mr Blair's screenshots of the week
entitled. point cloud distance to weight
i solved this lately by reinstalling the client on my main workstation.
On 22.08.2013 06:17, Sylvain Lebeau wrote:
dh…….what?
i don't remember having any issues for my registration on the forum.
But still, it's where you will find your answers. Ryan is a really
nice dood….
:-)
good
Hi Jan.
I will try that way tomorrow. Thank you :)
Daniel
On Thu, Aug 22, 2013 at 9:18 PM, Jan Dubied j.dub...@onlinevideo.ch wrote:
i solved this lately by reinstalling the client on my main workstation.
On 22.08.2013 06:17, Sylvain Lebeau wrote:
dh…….what?
i don't remember
what kind of shading issues are you having? and that guys model is nice,
but certainly not perfect. and entirely possible to do in softimage with
standard tools.
i model cars in softimage all the time with no hassles. just make sure you
plan out your mesh / loops early on. make all panel cuts etc
Thanks James,
I thought and used similar approach but yet, here we tried to reproduce a
similar surface that guy does, and we can't replicate the same smoothness
[cid:image001.jpg@01CE9F3D.BCD796F0]
As you see, the unsubdivided model has clearly visible shading issues, and the
subdivided has
looks like your surface has more of a curve to it though, the more curved
it is the more issues like that will show up..
also, i doubt 3dsmax subdivides much different from softimage or maya for
that matter, maybe you could ask the guy to send you that piece of the
model as an obj so you can try
Just a thought but have you looked at
the geometry approximation settings? Maybe there is a difference
there?
Tim
On 22/08/2013 13:55, Andreas Bystrom wrote:
looks like your surface has more of a curve to it
oh, and make sure to check shading with highquality viewport, which
pixelshades instead of vertex shades
On 22/08/2013 10:12 PM, Tim Bolland tim_boll...@hotmail.co.uk wrote:
Just a thought but have you looked at the geometry approximation
settings? Maybe there is a difference there?
Tim
On
Thanks guys!
Geo Approximation doesn't have too much effect at this moment, setting to Angle
dependent helps a bit. HQV also helps a bit but nothing really helps this. So
guys, so there any special tricks you use for daily hard surface modeling?
Cheers!
Szabolcs
From:
Maybe you're missing edges in your borders. You'll need to use more edges
in your borders to fix the shading.
When you are working with low poly objects and don't want to use hard
edges, add an extra edge to your borders to make it look like a rounded
bevel, with soft edges and a high geometry
I personally find hard surface modeling with Subd's in mind really tough,
simply because you run into problems like the ones you are getting frequently
and easily. You need to jump through all kinds of hoops (additional edges and
bevels, creases, hard edges) to make certain mesh topologies
Assuming you used the bevel tool, check the hard edges option. If this is
done totally
through subdivision sect the edge loop on the inside part of the hole and
make that a hard edge.
On Thu, Aug 22, 2013 at 7:44 AM, Szabolcs Matefy szabol...@crytek.comwrote:
Thanks James,
** **
I
Can anyone think of a clever way to freeze a mesh that's enveloped but
not destructively?
I'm adding some simulation functions to our character rig, basically just a
copy of the enveloped mesh that I am using for particle generation. In
order for my setup to work, it needs to be a static pose. So
a bit leftfield perhaps but could you have a copy of the character mesh which
is frozen and then use ice to have the copy follow the original? You could then
blend between the animated version and the static one.
Andi
...
Select the modeling stack right click anddisable from here. You can also
script it if you need it on and off.
On 22 August 2013 14:54, Andi Farhall hack...@outlook.com wrote:
a bit leftfield perhaps but could you have a copy of the character mesh
which is frozen and then use ice to have the
do this often with particles and 'reinterpret location' node.
essentially simulate stuff off the frozen extracted geometry which is
then 're-interpreted' back onto the moving enveloped geometry.
1. extract from desired frame enveloped geometry
2. freeze this so its not 'live' simulate your
I need the flexibilty to un-freeze it. This is a basic setup that will be
used in lots and lots of scenes, and I don't want to have to do a lot of
work to keep up with changes, so a flexible solution is very important. I'm
not a rigger, so I wasn't sure if there was just some basic function I
Actually, what I want, is to have the same smoothness as the guy have in Max,
without additional edges, etc. I tried everything. Adding more edges will kill
the surface smoothness, and my goal is to achieve the same result as it is done
in max. Hard edges are not used, and I don't want to use
Something we used to do way back when was to instead of creating extra edges to
bevel was to actually separate the object into two. Once we did that we would
combine them again(making sure not to use the automatic merge vertices) , and
them merge vertices via averaging. This normally created a
Sure, that would work too. It's just one of those things I half expect
there to be a check box or a function somewhere. Thanks Alan (and everyone
else)!
Freelance 3D and VFX animator
http://vimeopro.com/user7979713/3d-work
On Thu, Aug 22, 2013 at 11:08 AM, Alan Fregtman
Hey there,
I Posted this on the Mom User group, but sometimes it's very quiet so I
post my question here too.
Longtime I haven't practiced Momentum so bare with me...
I have a car that spins (Keyframe rotations and translations) in the air
and then falls heavily on the ground. When it falls
Always like that, I post and I find a simple solution 10min after...
Setting mass to 0 gives freedom to keyframe...
It's not blending yet, but it's a progress... ^^
Le 22/08/2013 18:31, olivier jeannel a écrit :
Hey there,
I Posted this on the Mom User group, but sometimes it's very quiet so
Have you tried setting the Geometry Approximation [tab] Polygon Mesh angle
from 60 to 40?
I find this to be a more eye pleasing setting.
On Thu, Aug 22, 2013 at 11:02 AM, Szabolcs Matefy szabol...@crytek.comwrote:
Actually, what I want, is to have the same smoothness as the guy have in
Max,
Hi,
For those that remember the old Arete Psunami plugin...
I always liked ocean surface geometry generator, the one that gave you a grid
with fine detail close up and low detail in the distance and that was only
generated within the cameras field of view.
I think it kept the girid lines it
Something like this or were you wanting a camera distance thing as well?
http://www.amaanakram.com/?page_id=131
JUST getting back into Softimage so I don't know what I'm doing anyway.
-Lu
On Thu, Aug 22, 2013 at 2:23 PM, Adam Seeley adam_see...@yahoo.com wrote:
Hi,
For those that remember
Does anyone know what Softimage might be doing when it first starts up that
a Cintiq-like (Bosto) tablet would cause it to freeze?
For a while now everything has run fine, then suddenly yesterday whenever
the tablet is plugged in, Softimage starts up and just when you'd normally
see the camera
use aaOcean's ability to render out out to a tiling .tiff displacement
sequence and project it down onto your optimized geometry?
On Thu, Aug 22, 2013 at 4:54 PM, Adam Seeley adam_see...@yahoo.com wrote:
Hi Lu,
Thanks, aaOcean was my first call.
However, I'd like to create an efficient
Hi,
It's the grid I want to create... everything else should be fine after that.
Adam.
-
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley
From: Eric Turman i.anima...@gmail.com
To: Adam Seeley
What Eric was trying to get across is that you can make a small grid that is
interactive
just like arête. The deal is that the grid will tile and
apparently there is a way to bake out a map seq in the toolset that can be
used to tile an ocean grid that you make(this I did not know
we have always
Tried to install software on windows 8 today and got nothing but error msgs
and crashes. Finally reinstalled with windows 7 and it all works great.
Sent from my phone.
On Aug 21, 2013 3:06 PM, Sven Constable sixsi_l...@imagefront.de wrote:
Then it's not a farm but a barn. A renderbarn. :)
Send us the file if you could. We did have a lot of this working, particle
import export in maya. We will improve the docs too in this area as
recommended in this thread.
Sent from my phone.
On Aug 16, 2013 3:35 AM, Nick Angus n...@altvfx.com wrote:
Never mind gang, Exocortex crate seems to be
by default, softimage should completely ignore tablets, unless you
specifically went and set the environment variable to re-enable the
buggy tablet pressure that was in older versions.
On Thu, Aug 22, 2013 at 5:37 PM, Paul Griswold
pgrisw...@fusiondigitalproductions.com wrote:
Does anyone know
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