They have built nodes for outputting to the Arnold standard shader.
On Tue, Mar 14, 2017 at 9:30 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:
> Hi. Has anyone tried to tie up substance's glossiness/roughness either for
> arnold or redshift materials?
> I'm looking for a way to set
Hi. Has anyone tried to tie up substance's glossiness/roughness either for
arnold or redshift materials?
I'm looking for a way to setup the shader so that it will feed on the
substance's maps for a mesh.
Is anyone doing a simmilar approach?
Thanks.
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thanks for the tips!
works great! and I don't have to do the maya claw hand just to navigate
around now.
spacebar nav seems almost better than softimage's s nav, since i can move
my hand around, and still reach space
On Tue, Mar 14, 2017 at 4:42 PM, Jonathan Moore
wrote:
> For a little extra acc
For a little extra accuracy Spacebar|Shift|Z will set the viewport pivot at
the exact point on the geometry under the cursor (great for setting up
viewport pivots with high Y axis values). It also set's the viewport pivot
without shifting viewport view itself (as with Spacebar|Z).
And then to get
Ah nice! thanks!
the journey begins!
On Tue, Mar 14, 2017 at 4:25 PM, Ben Paschke wrote:
> Almost! Press space-z with your mouse over an object.
> That rayscast point will become center of the view and the center of the
> orbit.
>
>
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Almost! Press space-z with your mouse over an object.
That rayscast point will become center of the view and the center of the orbit.
- Original Message -
> From: "Eugene Flormata"
> To: softimage@listproc.autodesk.com
> Sent: Wednesday, 15 March, 2017 9:51:03 AM
> Subject: houdini 16 nav
forgot the email for the houdini list, and not sure of the keywords I was
looking for
to rotate a camera around where the mouse cursor is on the closest
raycasted object
(like zbrush or maya with the right rotation setting)
is this a thing in houdini?
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hmm I'll have to try that.
If you haven't used max before it's pretty impressive the scope of work you
can do in that package with just a noise shader.
On Tue, Mar 14, 2017 at 1:02 PM, Tom Kleinenberg wrote:
> Not sure if this is what you want but TextureDeformer (Maya 2016 its in
> Rigging, no
Back to the Get MaximumInSet request, I found this (I haven't tested) :
http://gifyu.com/image/SpJl
2017-03-07 13:20 GMT+01:00 Fabricio Chamon :
> thanks for all the insights guys, much appreciated!
>
> 2017-03-07 11:41 GMT+01:00 Andy Nicholas :
>
>> That's good to know, thanks :)
>>
>>
>> On 07
Yes, please Paul. I miss your tutorials too. Would be awesome to see some
Houdini tutorials from you. There are lots but most are maybe too advanced,
or maybe there are some basic but the guys behind them don't have your
teaching skills.
On Tue, Mar 14, 2017 at 10:59 AM, Christopher Crouzet <
ch
OdForce and the Houdini Discord server are great too.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier Jeannel
Sent: 14 March 2017 16:59
To: p...@bustykelp.com; Official Softimage Users Mailing List.
https://groups.google.com/
I watched the vid even though I'm in Maya nowadays. It's always fun to see
how you break things down Paul. If I remember right, your original ICE vids
were sort of you teaching yourself stuff (the ray-tracer etc.), it'd be fun
to see you going through that process in Houdini. Its a very relatable f
Not sure if this is what you want but TextureDeformer (Maya 2016 its in
Rigging, not sure in 2017). Assigning a Noise/Checkerboard as the texture
and then animating the Offset in the place2DTexture (setting pre- and
post-infinity of course) works in simple form.
On 14 March 2017 at 14:25, Chris Jo
Are you saying that you're shy of sending your Houdini questions over to
the list? Bring them on, I'm sure the few Houdini users around will be
happy to help, and it'll also serve others doing the transition!
On 14 March 2017 at 23:36, wrote:
> I am doing Houdini a bit, but spend a lot more tim
Paul, ask here or on the sidefx list, you won't be stuck forever with the
level you have.
2017-03-14 17:36 GMT+01:00 :
> I am doing Houdini a bit, but spend a lot more time with Softimage to be
> honest. I don't have anyone to help me with Houdini and find it hard going
> when I get stuck.
>
>
>
Paul - are you subscribed to the Houdini list - it can be really helpful.
Send an email with subscribe in body to
sidefx-houdini-list-requ...@sidefx.com - I think it is.
S.
On Tue, Mar 14, 2017 at 4:36 PM, wrote:
> I am doing Houdini a bit, but spend a lot more time with Softimage to be
>
I am doing Houdini a bit, but spend a lot more time with Softimage to be
honest. I don't have anyone to help me with Houdini and find it hard going
when I get stuck.
-Original Message-
From: Morten Bartholdy
Sent: Tuesday, March 14, 2017 4:00 PM
To: p...@bustykelp.com ; Official Softi
Great explanation Paul. I was missing the emit location part, which I guess
will explain why I did not see the desired effect :)
I miss your tutorials, but I guess you are diving into Houdini. Maybe you can
make that more accessible to people like me - you have a great talent for
teaching.
Tha
Damn you are fast :)
Thanks a million.
Best
Morten
> Den 14. marts 2017 klokken 16:06 skrev p...@bustykelp.com:
>
>
> https://vimeo.com/208318679 watch this
>
>
> -Original Message-
> From: Morten Bartholdy
> Sent: Tuesday, March 14, 2017 2:47 PM
> To: Official Softimage Users Mai
https://vimeo.com/208318679 watch this
-Original Message-
From: Morten Bartholdy
Sent: Tuesday, March 14, 2017 2:47 PM
To: Official Softimage Users Mailing
List.https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Emit particles frm surfaces facing a particular direction?
Oh
Oh goodie. I thought I had almost got it right, and I saw a reaction, but
clearly not the desired one :)
MB
> Den 14. marts 2017 klokken 15:27 skrev p...@bustykelp.com:
>
>
> I'm making you a video if you can hold out a moment and I'll send the link
>
>
>
> -Original Message-
>
I'm making you a video if you can hold out a moment and I'll send the link
-Original Message-
From: Morten Bartholdy
Sent: Tuesday, March 14, 2017 2:13 PM
To: Official Softimage Users Mailing
List.https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Emit particles frm surfaces
Sorry for the Maya question on here.
I'm trying to do a simple jitter on a piece of geometry to add some
animated noise. Can Maya not do this out of the box? This is the simplest
of functions in Max and XSI. I'm finding a bunch of scripts but none
supported for 2017!?
Any direction would help
Also seems replies with attachments don't get through...
MB
> Den 14. marts 2017 klokken 13:34 skrev Morten Bartholdy
> :
>
>
> It seems I am doing something wrong - I am not getting the right values.
>
> MB
>
>
>
> > Den 14. marts 2017 klokken 12:40 skrev p...@bustykelp.com:
> >
> >
It seems I am doing something wrong - I am not getting the right values.
MB
> Den 14. marts 2017 klokken 12:40 skrev p...@bustykelp.com:
>
>
> The easiest thing is to emit over the whole object then do what you did and
> plug the output of your 'Less than' into a Delete Particle node.
>
> -
The easiest thing is to emit over the whole object then do what you did and
plug the output of your 'Less than' into a Delete Particle node.
-Original Message-
From: Morten Bartholdy
Sent: Tuesday, March 14, 2017 11:19 AM
To: Official Softimage Users Mailing List.
https://groups.google.
Thanks Paul. I know stuf like this is trivial to you, but it is not so much the
method that escapes me as the lack of a tool that does this.
I can figure out how to get a vector from a nulls position and Get Point
Normals from my geometry, I can then get the angle between them and put than
into
You can either
Emit from the whole and delete the ones that aren't pointing in the right
direction, (based on comparing the normal angle to your preferred vector)
Or create a weightmap on the object and use ICE to set the values based upon
the normal angle and use the weightmap in the Emit node
I have looked through the sample scenes but could not find something that does
this. I want to emit particles from surfaces of an object that faces in a
particular direction, either a custom vector or fom polygons facing a null.
How can I do this?
Thanks.
Morten
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