I haven't tried it, but it might help...
http://felixgeremus.com/?page_id=1038#mm_shadertools
On Fri, Aug 30, 2013 at 12:06 AM, Emilio Hernandez emi...@e-roja.comwrote:
Hello folks!
Just want to know if there is already a tool that can automate changing
shaders from one render engine to
mmmhh...prices are not that bad...but let me ask you this guys:
If there was some kind of rental deal for SI without more or less the same
features, lets say something similar to the Mod Tool, but without ICE and
without rendering and scripting, could that be a good deal in your opinion?
From
Try this:
MM_Shader-Tools
(http://felixgeremus.com/?page_id=258)
Am 30.08.2013 07:06, schrieb Emilio Hernandez:
Hello folks!
Just want to know if there is already a tool that can automate
changing shaders from one render engine to another instead of having
to open the material manager and
I don't know AD plans, but from what I'm seeing, I think one of the goals
is to expand Maya market and increase it's population with a cheap MLT, so
their users would naturally try to stay within their comfort zone and
eventually upgrade to Maya when or if they do.
If that's so, offering a MLT
I don’t think they will put any price changes into place. Its never been an
ADSK strategy to do so. Personally I think it is really hurting their business
to ignore the up and coming software and their price strategies.
I was shopping around myself recently for a project with a mate of mine (as
Hi,
I'm practically in the weekend, but here's a super quick compound. Probably
not perfectly laid out, but I tried it on an example and it works.
Christian
On Thu, Aug 29, 2013 at 9:30 PM, Mario Domingos mdomingos.p...@gmail.comwrote:
Hi list! I hope you can help me here.
Please refer
Oh, I forgot. This works based on a polygon cluster. So you'll need a
cluster for the compound to work. Sorry no time to fix, haha
On Thu, Aug 29, 2013 at 9:30 PM, Mario Domingos mdomingos.p...@gmail.comwrote:
Hi list! I hope you can help me here.
Please refer to the attached image.
From: Matt Lind ml...@carbinestudios.com
Our game has been DX11 for a while now. It would be nice to see our HLSL
shaders applied
natively to the assets instead of having to be wrapped inside of OpenGL
shaders where we
lose some functionality because not all HLSL features can be ported.
A comment from Max Underground:
by Frank DeLise - August 28, 2013 7:53 pm
As for Shader FX, we are designing it in a way that its product agnostic.
I’ll take the comment as a suggestion that you would also like to see it in
Max as well. I think its a great tool and while I cant give a roadmap, I
Hi list,
I've discovered a strange behavior when weightpaintig on an
envelope,when painting in absolut-mode sometimes affected points are
not distributed at 100 percent, the weighteditor also shows a red error
confirmation. I didn't found a known bug in the releasenotes.
same in 2012sap
It's been there forever, and not only in absolute mode. It's probably due
to a floating point rounding error. It's so easy to fix that it has never
been a problem.
The fix: select your whole mesh, then make sure no locks are set in the
Weight Editor, click on any deformer column to select all the
cant believe that this is/-was forever I rigged i guess more than 200
characters since1822 but never recognizes this, strange!, by the way my
workaround is to re enter again the same value, so thanks for your
workaround.
About the yellow character(his name is Cannics (Cannics: in english like
Friday Flashback #135
Holy LT Batman! XSI 4.2 feature-comparison chart for Advanced,
Essentials, and Foundation.
http://wp.me/powV4-2PB
That's too bad they don't do the foundation anymore. Was a nice entry
level to the SI familly...
Le 30/08/2013 18:18, Stephen Blair a écrit :
Friday Flashback #135
Holy LT Batman! XSI 4.2 feature-comparison chart for Advanced,
Essentials, and Foundation.
http://wp.me/powV4-2PB
They have Maya Lt instead ...oh wait :P
On Fri, Aug 30, 2013 at 11:27 AM, olivier jeannel
olivier.jean...@noos.frwrote:
That's too bad they don't do the foundation anymore. Was a nice entry
level to the SI familly...
Le 30/08/2013 18:18, Stephen Blair a écrit :
Friday Flashback #135
Can anybody with inside information explain this one?
I am looking at GlobalVariable.js which is the plugin for the SetGlobal(),
SetGlobalObject(), and GetGlobal() commands. In the _Init() of each command
there is a line that looks like this:
Cmd.SetFlag( 262144, false );
Normally you'd see
I reported this bug a while back. Workaround is to apply smooth weights with
0% influence to force the numbers to be happy.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of wavo
Sent: Friday, August 30, 2013 7:20 AM
To:
We use Softimage for main production of our game as well as cinematics. It's
the back bone of our art pipeline.
As for a cheaper version being available? It's already been done with both
Softimage|3D and Softimage|XSI.
'Softimage|3D Games' didn't sell well at all. In fact I was told
Edit:
C:\Program Files (x86)\Autodesk\Softimage 2013
SP1\Application\Commands\GlobalVarPlugin.js
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Friday, August 30, 2013 11:33 AM
To: softimage@listproc.autodesk.com
I will forward that to dev. It's already weekend for us. Will get back to you
asap.
Regards,
Chris
On 31 Aug, 2013, at 2:38 AM, Matt Lind
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
Edit:
C:\Program Files (x86)\Autodesk\Softimage 2013
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