If you want to save yourself some major headaches I recommend keeping your hands off of Vue and related products (e.g. Ozone, Carbon Scatter).I and others I know have given it a shot in the past repeatedly and every single time were turned off by poor stability.I've heard better things of
Ozone... good for generating some HDR skies, but the connection plugin
for Soft is crappy. Can crash on load or save, is modal... handle with
care, if at all.
-- Originalnachricht --
Von: Stefan Kubicek s...@tidbit-images.com
An: softimage@listproc.autodesk.com
Gesendet: 03.02.2014
dear list-members
im trying to export my particle simulation as icecache in the ascii
format. tried in 2012sap and 2014sp1.
i set the variable in the setenv (set XSI_CACHE_ASCII=1) and the export
creates a sequence, but with empty files.
after googling around i found a threat on the list which
Thanks for the head up Cesar.
look interesting, but its this more of a platform to create a plugin that
does the kind of thing. unfortunately I'm not very good at coding.
will have a look though.
what's everyone else take on this?
Daniel
Daniel Sweeney
3D Creative Director
*Mobile:* +44
I haven't used it but I seem to remember Christian Freisleder's
cf_filemanagment looking useful:
http://www.buntepixel.eu/downloads
Date: Mon, 3 Feb 2014 15:37:39 +
Subject: Re: scene and versioning plugin
From: dan...@northforge.co.uk
To: softimage@listproc.autodesk.com
Thanks for the
I have written save scripts here, inspired by the ones I've used over the
years at many studios, I wonder how many smaller places have their own or
just rely (dangerously) people to name nicely... I've always considered
making it non-pipeline specific and releasing it but I've never got around
to
AFAIK you can't save a scene with another name and keep your current scene
with the old name, nor save in another folder (project) and keep keep our
old project active. You could save and re-save or re-open your scene with
your old name, but that would take a while if you're working with a very
Hi list people,
I have a small openGL question. I'm setting up FBO rendering, and I have a
setup working, but currently I'm creating and destroying everyting in the
draw context.
It seems that FBO should be initialized outside of the rendering loop,
which make sense, but how can I do that in a
Hi Ahmidou,
I'm not sure how helpful this will be. I took a look at my old anaglyph
XGS plugin code. I set up the FBO in the _InitInstance callback and
deleted it in the _TermInstance callback ... but those callbacks don't
seem to exist in the 2014 SDK documentation anymore. (I just bound and
hey Daniel,
have read your post, but also read that you want something that's not
saving a version and mine does.
If you don't mind that, I think you might like cf_save.
does everything in one database and it organizes the folders for you.
It also does a incremental save.
maybe you find it
Hello list,
in case you will need highest quality water caustics (for the one out of 50
projects)... I made a bunch of them.
I started working on it over a year ago when I needed high quality caustics
for a project and I didn't find anything that would give me really nice
results. So I built them
I don't know of the C++'s but did he take care in storing the info in the
data blob correctly? You can just shove some json'd data in there as a
string but the docs do state how this could be problematic especially
storing the info on windows and reading it on linux... maybe something
similar?
Is the JSON string ASCII, Unicode, wide string, etc..? That alone might be the
problem.
Can you give an example of what's stored in the userdatablob and what gets
logged when you attempt LogMessage() and don't crash?
Matt
From: softimage-boun...@listproc.autodesk.com
casting from char* to CString* is unsafe as you dont know how CString is
implemented. It can be even not null-terminated ( and most likely this is
true as its responsible to hold both wide and non-wide characters ) inside
and in such case the LogMEssage internally may call something like
I'd side with exactly what Matt and Oleg are saying, the data stored in a
user data blob through C++ is essentially binary. That might be the cause
of the issue. I wrote some plugin for userdatablob using c++ but I was
writing the data instead of reading it. You can probably do the inverse of
what
Hi Ben, those callbacks are still there and working, they are just not
listed anymore in the documentation.
Anyway I got it working, thanks for the help.
Cheers
---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
Thanks everyone,
I tried Vue for a few hours, it was impressive, but decided not to go
with it, due to stability issues and user friendliness. Plus I rather not
go to my boss and ask him for 2k for the program.
I don't think the actual foliage scattering is that hard to replicate with
ICE.
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