I haven't used xgen, but make sure you understand how it saves files.
It doesn't save everything with the maya file, and I've heard of people
loosing work because they didn't realize this.
I'm dreading my first hair/fur job in maya .
I have gotten very comfortable with ice strands, and I don't
Haven;t you heard?
Zombies are IN now ;)
Nice work.
On Thu, Nov 6, 2014 at 4:41 AM, Jason S jasonsta...@gmail.com wrote:
Whoa! lol!
https://vimeo.com/110905739
Not bad for 'obsolete' zombie software :)
On 11/05/14 20:20, Paulo Cesar Duarte wrote:
Although all credits are in the link,
Just out of curiosity, is that mbFeather's ?
On Thu, Nov 6, 2014 at 10:16 AM, Mirko Jankovic mirkoj.anima...@gmail.com
wrote:
Haven;t you heard?
Zombies are IN now ;)
Nice work.
On Thu, Nov 6, 2014 at 4:41 AM, Jason S jasonsta...@gmail.com wrote:
Whoa! lol!
https://vimeo.com/110905739
We've been using Yeti converting grooms to curves, simulating long hair
with nHair and using those cached curves as guides for our grooms with
success, we even cache yeti, and render directly in softimage with the
arnold procedural.
On Thu, Nov 6, 2014 at 9:22 AM, Gerbrand Nel nagv...@gmail.com
Can you give us a bit more of an idea what you're aiming for? Animate into
a round blurry shape from what/where?
On 5 November 2014 18:05, gareth bell garethb...@outlook.com wrote:
emit from a spherical/cylinderical volume?
--
From: byronn...@gmail.com
Date: Wed,
That's right, feathers were done by Mario Domingos using mbFeather Tools.
On 6 November 2014 09:44, Ognjen Vukovic ognj...@gmail.com wrote:
Just out of curiosity, is that mbFeather's ?
On Thu, Nov 6, 2014 at 10:16 AM, Mirko Jankovic mirkoj.anima...@gmail.com
wrote:
Haven;t you heard?
Hmmm, will have to look into xgen, but I'm starting to think it's
probably best to stick to Softimage for this as well.
Which is too bad as I am still looking for a way to use Maya as a
perfect companion to Softimage.
Greetz
Leendert
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT
Note: If you used xgen, you'd have to also render in Maya because there is
no good way to take that back to xsi
On Nov 6, 2014 6:43 AM, Leendert A. Hartog hirazib...@live.nl wrote:
Hmmm, will have to look into xgen, but I'm starting to think it's probably
best to stick to Softimage for this as
And I'd have to do the little simulation I envisioned in Maya as well.
So how good is nDynamics really when it comes to xgen?
Is that at least an improvement upon Softimage tools?
Greetz
Leendert
AKA Hirazi Blue
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of
Great job.
I can only presume you used grids with opacity maps to cut the feathers,did
that kill the render time? Also did you run a test maybe using ice strand
generated feathers, and would that maybe cut down on the render time
compared to opacity maps?
On Thu, Nov 6, 2014 at 12:39 PM, Simon
Cool :)
On 6 November 2014 12:48, Ognjen Vukovic ognj...@gmail.com wrote:
Great job.
I can only presume you used grids with opacity maps to cut the
feathers,did that kill the render time? Also did you run a test maybe using
ice strand generated feathers, and would that maybe cut down on the
Yes we used a pass of MBFeather Tools comped together with Soft Hair. I'v
tried strands but I find them harder to groom, I think the Hair tools are
really powerful. I could have used the hair guides and then generate trands
but i had several problems with it mostly brain malfunction... Bzzrt
Some new interesting tests:
https://www.youtube.com/watch?v=gC0PdspqNYk
https://www.youtube.com/watch?v=vfZD22zMnUY
On 23 August 2014 22:47, Francisco Criado malcriad...@gmail.com wrote:
Martin,
In the unreal forum that was posted earlier in this mail you can read that
for those movies he
another one here:
http://wipster.io/
On 31 July 2014 13:43, George Schermer stubblef...@gmail.com wrote:
Hi all,
I have an old colleague from RH who is developing a review tool software
for the internet.
https://rgbnotes.com/features.php
After talking with him and trying it out for
What im interested in is, is it possible to instance ice feathers to the mb
feather tool like in the picture instead of having cutout planes... [image:
Inline image 1]
And how much would that impact render times... Because im pretty sure
opacity maps suck for these kind of scenes.
On Thu, Nov 6,
I seem to have it working. See the screenshot for what I did.
Here's what happens in the shot: I generated a bunch of points on a polygon
and used a texture map to filter them. It's basically a satellite view of
our state with the nighttime lights. The points of light then need to
coagulate in
Yes we made a test with that approach but using hair instead of strands. I
created a small grid from where I emitted some hair with a feather shape
then instantiated it on to the MBFeather system and it worked great. The
only prob is that we have a texture on the head that we transfer to the
hair
Cool, sounds interesting. Im not sure weather you could transfer the color
attribute back to the instance master geo. Maybe someone else knows a
little more about that.
On Thu, Nov 6, 2014 at 3:58 PM, Mário Domingos mr.mariodomin...@gmail.com
wrote:
Yes we made a test with that approach but
I know some bits, I don't have the experience to compare nDynamic vs
what's in Softimage, however since I worked on XGen, I can briefly
clarify how it relates to that.
XGen is something to do render-time instancing of things, and one of
the ways to do hair with it is to drive primitives using
Thank you for that thorough comment!
Greetz
Leendert
--
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
The main problem I had with Soft's hair was that sometimes the guides
would pop, change shape without any apparent reason. So I had to be
really careful and keep several copies of it.
Yes, I had that too last year. It appeared to me that it would happen more
often when undoing a hair
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