I found the book HDRI Handbook really helpful on that site. I think they
have a newer version since I read it.
On Tue, Jan 15, 2013 at 4:27 PM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:
> Hey guys -
>
> I've been asked to help out on the show "Film Riot", and one of the thin
I'm unexperienced using the Physical Sky/Sun setup. I'm trying to adjust my
shadow/fill ratio on the image and am having trouble finding how to raise
the level of the shadows. I have the Photographic Exposure shader on my
pass as well. Where can I adjust how dark the shadow areas are with this
setu
reason.
On Tue, Dec 18, 2012 at 9:51 AM, Byron Nash wrote:
> Thanks for the tips everyone. I'll be looking very closely at that
> tutorial you linked Rob. That example of the flowers bending is pretty
> close to what I need.
>
>
>
> On Mon, Dec 17, 2012 at 7:06 PM, Rob Ch
Good times Stephen, thanks for the data dump.
On Thu, Jan 3, 2013 at 10:15 AM, Ciaran Moloney wrote:
> For a single post, I'd say Andy Jones. But, he would also win for value
> per word. His stuff is pure gold.
>
>
>
> On Thu, Jan 3, 2013 at 3:05 PM, Dan Yargici wrote:
>
>> I wonder who'd win o
All this doom and gloom makes me think of ditching this and taking up
farming. Let's find some hope here people. ;-)
On Thu, Dec 20, 2012 at 9:34 AM, Graham Bell wrote:
> +1
>
> To follow Stevens comments below, we also know that Suites are very much a
> focus for Autodesk. Suites aren't for eve
ollow
> the links for a tutorial and example scene files & compound.
>
> best
>
> Rob
>
> On 17 December 2012 22:28, Byron Nash wrote:
> > I'm working on a quick rig to mimic how grass gets bent over by a wheel.
> I
> > have something working along a s
I'm working on a quick rig to mimic how grass gets bent over by a wheel. I
have something working along a single axis but I would like it to always
rotate away from the effector object. The thing that is stumping me is how
to break out the Orientation node to manipulate the axis the particles are
save from
> adding unnecessary stuff to the scene.
>
> ** **
>
> Matt
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash
> *Sent:* Mond
**
>>
>> Matt
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Byron Nash
>> *Sent:* Monday, N
I can't pinpoint the cause but it seems like I'm not the only one running
into this. Switching passes and fiddling with shaders seems to trigger it.
I am not using any other renderers though. I'll just keep restarting
Softimage to fix it.
Thanks for the feedback.
On Mon, Nov 19, 2012 at 6:03 AM,
Over here in the US I see a lot of people working for in-house freelance
rates from home on their own equipment. This seems unwise to me since
hardware/software and other costs are not really taken into account. To me,
there is a difference between going into a company and working with their
client
Oleg pointed out that my model had some double edges that were created by
the polygonizer and fluid shaper. I tried the Delete Double Edges compound
but that didn't work. Once I tediously removed all the double edges,
Implosia worked well. I'm not sure how to avoid the double edges with
polygonizer
Thanks for the info Eric and Ciaran. I will give that a shot.
On Thu, Oct 18, 2012 at 12:05 PM, Eric Lampi wrote:
> Hey Ed,
>
> Here you go. They were talking about an ObjectID shader, but it seems like
> this is pretty much the same thing as the current Object Label channel.
>
> http://www.si-c
Won't you run into the problem that the Object ID's are aliased? That's why
I never pursued much in that direction regarding after effects. You would
just end up with poor mattes. I'm interested to hear how you worked around
that.
What I would really prefer is a multi-channel EXR out of soft with
Spoke too soon. Found this link in case anyone else runs into a similar
need.
http://area.autodesk.com/forum/autodesk-softimage/rendering/caustic-pass/
On Wed, Oct 17, 2012 at 9:54 PM, Byron Nash wrote:
> Is there a way I can just render out the caustics on a surface and not the
> light?
Is there a way I can just render out the caustics on a surface and not the
light? I have been trying some things with the visibility and Ray_Type
switch but can't get it to work. It seems like there would be a way to get
a pass like this out.
t on my passes and
>>>> > interpreting them as linear in After Effects. I'm not sure how to get
>>>> > the falloff looking better though since I can't very well ignore the
>>>> > gamma issues.
>>>> >
>>>&
Uggh. Disregard. Shadows were disabled in Render Options for some reason.
Too long of a day and I'm getting fuzzy headed.
I'm having a similar issue Paul. How did you pinpoint the corrupt scene
objects?
On Sat, Sep 3, 2011 at 7:52 AM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:
> Actually, corrupt objects turned out to be the problem. Manny took a look
> at the scene and we found that just by hid
ontrols on the light (not a ppg but in the viewport).
> Then you just click and drag the edges to change the spot softness. I
> can't check right now but I think its the "b" key. Actually pretty nice
> feature.
>
> -e
>
> On Thu, 2012-09-27 at 23:05 -0400,
This seems basic but it has always confounded me. I would like a softer
fade from the center of my spot light to the outside of the cone angle.
Adjusting the spread seems to make little difference. See the linked photo
for an illustration. I don't understand why the falloff does not start at
the in
.
Byron Nash
Guillaume,
A wholehearted thanks to the many times you have assisted me on this list.
Your helpful wisdom will be missed! Best wishes on your future pursuits.
Byron Nash
proc.autodesk.com] On Behalf Of Byron Nash
> Sent: Thursday, August 23, 2012 01:55 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Emit from fast moving points
>
> Mostly just point motion. I'm animating curves, extruding them, then
> merging them into one mesh. So, the
ep track of point motion
> or just object motion?
>
> gray
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
> Sent: Thursday, August 23, 2012 01:07 PM
> To: softimage@listproc.autodesk.com
&g
I have an object that has an animated mesh derived from animating the
source objects of a poly merge. I'd like to then emit particles from the
parts of the mesh that are moving quickly. I've read that you can't get the
velocity on meshes like this because they are being set every frame. I'm
hoping
This is an aside, but if you plan on using Adobe stuff at all NVIDIA is the
way to go. CS6 relies heavily on the Cuda technology. I know many of you on
here probably don't use After Effects and Premiere but many small shops run
these apps on a workstation with 3D stuff.
On Mon, Aug 20, 2012 at 8:2
I have used Royal Render in the past and found it to be really nice. The
system I'm trying to use is a remote render service called REBUS.
rebusfarm.net. I've found it so far to be fairly straightforward. It has a
check feature that will go through and verify everything is cool before
sending. Ther
t box is not empty) to render farm.
>
>
> xsibatch -render myscene.scn -pass mypassName
>
>
>
> Else if no input:
>
> xsibatch -render myscene.scn
>
>
> Chris
>
>
> On 20 Jul, 2012, at 3:30 AM, "Byron Nash" byronn...@gmail.com>> wrote:
>
&g
e a learning experience, at best.
>
> ** **
>
> BTW Kim no longer has this script on his site.
>
> I'm sure if you ask him nice :)
>
> Kim, you still lurking out there?
>
> ** **
>
> On Fri, Jul 20, 2012 at 7:00 AM, Byron Nash wrote:**
&g
ic Thivierge
>> http://www.ethivierge.com
>>
>>
>>
>> On Fri, Jul 20, 2012 at 8:42 AM, Gene Crucean <
>> emailgeneonthel...@gmail.com> wrote:
>>
>>> Delete it?
>>>
>>> :D
>>>
>>>
>>>
>>> On Th
I am using REBUS render farm and it seems to be pretty quick and
economical. It only seems to render the whole scene however. Is there an
easy way to make passes not render when you hit render all? I assume that's
sort of what this farm is doing.
t is not the same bug.
>
>
> 2012/7/18 Byron Nash
>
>> No lens shaders. I do have the Color Management Gamma turned on for my
>> Render Region though.
>>
>>
>> On Wed, Jul 18, 2012 at 3:45 PM, Gustavo Eggert Boehs <
>> gustav...@gmail.com> wrote:
>
No lens shaders. I do have the Color Management Gamma turned on for my
Render Region though.
On Wed, Jul 18, 2012 at 3:45 PM, Gustavo Eggert Boehs
wrote:
> Local samples changing the energy amount in your material? Dont know if it
> is related but I have seen this before and reported to both Auto
Why do more Samples in the Refraction section cause the object to get
darker? I would expect it to reduce the noisiness of the Gloss. I just need
to clean up the gloss of the refraction, am I looking in the wrong place?
Is this an effort to get everyone on subscription? I haven't heard any word
about that going up. (crossing fingers!) I personally like subscription.
On Thu, Jun 14, 2012 at 7:22 PM, Thomas Helzle wrote:
> The 70% of the full price for an update is not a rumor, I got that in an
> official mail fro
643/Softimage/Compounds/ramdom_extrusion.jpg
>
>
> http://dl.dropbox.com/u/5533643/Softimage/Compounds/Random%20Extrusion.xsicompound
>
> The compound is for Softimage 2013 only.
>
> Cheers,
>
> Guillaume Laforge
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> so
nsformation.
>
> The only way is to use a repeat node. Let me try it, I'll be back in a
> couple of minutes !
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
> Sent: Wednesday, June 06, 2012 4:56
nt extrusion lengths, they'll all be the same
> (that's a logged issue)
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
> Sent: June-06-12 4:22 PM
> To: softimage@listproc.autodesk.com
> Su
travel so fast
>> that they get flung away, and never develop enough momentum to get out of
>> control. A drag force coupled with velocity can produce similar results .
>>
>> Another option is to replace or blend your "suction" and "along curve"
>>
I'm trying to make something along the lines of this video from Firebird
https://vimeo.com/29367269. It uses Lagoa and some of the vortex techniques
Brad showed in one of his videos. I can get it to move somewhat but can't
keep the points on the curve. They tend to fling off despite increasing the
ping
On Wed, May 30, 2012 at 2:32 PM, Stephen Blair wrote:
> **
> My turn to test.
>
> *From:* Ajit Menon
> *Sent:* Tuesday, May 29, 2012 2:49 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Test
>
> Testing a test... ?
> please don't blow my computer :)
>
> On Tue, May 29, 2012 at
At SIGGRAPH 2011 there was a panel where one of the larger houses(Weta,
Sony?) showed some very nice image based modeling solutions off. They had
an array of cameras that took around 300 stills of an object and then they
were able to generate very dense meshes with albedo maps. Does anyone
remember
urbulize Around Value" compounds and then plug a Weightmap into
> Animation Speed.
>
> Adam.
>
>
>
> --
> *From:* Byron Nash
> *To:* softimage@listproc.autodesk.com
> *Sent:* Wednesday, 16 May 2012, 15:51
> *Subject:* ICE: Basic T
selection, Model > [Modify] Surf.Mesh >
>> Invert Normals.
>>
>>
>> NOTE: will throw error if any selected surface is inside a reference
>> model.
>>
>> Matt
>>
>> *From:*softimage-bounces@**listproc.autodesk.com[mailto:
>> softimage-
mpound by Christian Gotzinger yet?
>
> Maybe it can help to solve the flipped normal issues after you imported
> the iges into Soft.
>
> Have a look:
>
> http://vimeo.com/groups/ice/videos/36614302
>
>
>
> cheers,
>
> Daniel
>
>
random normals, and I don't believe
>> Maya shows you bad normals in black like Softimage, so there'd be no way
>> for you to tell unless you turn on the normal vector display.
>>
>>
>> On Mon, May 14, 2012 at 5:29 PM, Byron Nash wrote:
>>
>>>
mal vector display.
>
>
> On Mon, May 14, 2012 at 5:29 PM, Byron Nash wrote:
>
>> I need to get some NURBS objects from Maya to Softimage. Client gave me
>> an igs file which I can get imported into Softimage and Maya. The problem
>> is, that in Softimage half of the nor
I need to get some NURBS objects from Maya to Softimage. Client gave me an
igs file which I can get imported into Softimage and Maya. The problem is,
that in Softimage half of the normals are flipped but it looks great in
Maya. The object has hundreds of small parts so it's not effective to go
find
Can anyone recommend a reasonably short demo video I could show to
illustrate the many different tasks you can do with ICE? There is no way I
can scratch the surface in a 30min demo so I'd like to show a quick
overview before I dive in to my presentation.
On Mon, Apr 23, 2012 at 1:02 AM, Mark Scho
Yeah, it's a presentation to a mixed group of professionals here so not
everyone will even be 3D artists. I do plan on explaining how it's way
beyond a particle system and show some simple yet useful things I've used
it for over the years that are non-sim related.
On Fri, Apr 20, 2012 at 2:44 PM,
I lead a local usergroup in my city (cavemode.com) and am on tap for the
next meeting to discuss ICE. I wondered what aspects you all think would be
most beneficial to a crowd who has no experience with it? I have a few
scenes I plan on showing and will hit some high points of all the different
ar
Thanks for all you guys have done over the years. I look forward to hearing
from the new team an hope they chime in as the old team has over the years.
I agree with the masses here that one of the really nice things about
Softimage is being able to hear from the devs on occasion and maybe meet a
fe
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