I heard you can't use more than 10% (?)
but this is the most specific (and simple) info I could find.
But generally, you cant (re-)use things or parts to sell products,
and sources need to be clear,
http://www.cmsimpact.org/fair-use/best-practices/code-best-pract
Polynoid has something to deform along curve.
http://monophyl.com/
Le 26/09/2014 20:07, Paul Griswold a écrit :
Honestly at the moment I have no idea why I was using the ICE version
of Deform by Curve. We've got 2 very similar jobs for the same client
going at the same time & they've changed th
Honestly at the moment I have no idea why I was using the ICE version of
Deform by Curve. We've got 2 very similar jobs for the same client going
at the same time & they've changed their minds multiple times a day for the
past 3 weeks. I'm sure I had a reason, but at the moment I'm drawing a
blan
Most of this that I have seen before was attributed to viewport bugs but you
have already ruled that out.
Next I would populate the ice trees with fresh nodes.
Another thing to check would any malformed geometry. If your meshes trigulated
then make them quads.
Also check for any corrupt deltas
Probably an issue with a node not getting data for that frame (or divide by
zero occurs), so math bonks out causing mesh to return to the world origin or
some other fixed location.
Is there any significant benefit to using the ICE version of Deform by Curve?
If not, use the original.
Matt
I have a series of very simple cylinders that are being deformed by the ICE
version of Deform by Curve.
The problem I'm experiencing is, the cylinders are randomly disappearing as
I scrub the timeline. There's no specific frame where they disappear, it
only happens when you scrub. The problem is
OK that makes sense. I found a solution to what I needed in the mean
time. Thanks for the reply.
On Friday, September 26, 2014 12:28:56 PM, Mathias N wrote:
Disconnecting a single edge works fine for me, unless you are trying
to disconnect
an edge that is surrounded by polygons on all sides.
D
Disconnecting a single edge works fine for me, unless you are trying to
disconnect
an edge that is surrounded by polygons on all sides.
Disconnecting an edge basically means splitting the vertex on either side
of the edge
into two and drawing 2 edges between the 3 vertices. Unless the vertex you
s
Yeti, to Zbrush to Softimage? You can convert grooms to curves but only
static, the groom is the guide curves and as far as I know you cannot save
a set of generated fibers. What we read in Softimage is the Yeti cache
through an Arnold standin property pointing to the yeti procedural instead
of an
could it be exed to zbrush ? and then on to soft ?
On 26 September 2014 14:32, Oscar Juarez wrote:
> Sorry, I will be more specific, if you are rendering with arnold you could
> use the procedural inside softimage, or export Ass file sequences from maya
> and load them in softimage, either way y
Sorry, I will be more specific, if you are rendering with arnold you could
use the procedural inside softimage, or export Ass file sequences from maya
and load them in softimage, either way you need to put some environment
variables so it works, but we've been doing it like that with good results.
Are you rendering with Arnold?
On Fri, Sep 26, 2014 at 2:21 PM, Daniel Jahnel wrote:
> hi all, i know this is far fetched but...has anyone ever come across a way
> of exporting a complete hairsystem done in yeti/maya to soft? its possible
> to convert a groom(guide hairs) to curves but not every
hi all, i know this is far fetched but...has anyone ever come across a
way of exporting a complete hairsystem done in yeti/maya to soft? its
possible to convert a groom(guide hairs) to curves but not every single
fibre as far as i can see...
cheers...dan
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