I get the feeling ,allot of those videos will be kinda like the one
where you tried ICE kinematics for the first time.
I still think that is one of the funniest things on the interwebs to date.
On 2020/02/19 20:10, Busty kelp wrote:
Hi Jonah,
If you would like I’m happy to be paid By
On 2019/11/13 17:17, Mirko Jankovic wrote:
> I have no idea how someone can even compare cycles and redshift :))
> sorry but... so long way from facts...
Lol. Some of us just want to watch the world burn :)
Maybe we are rendering very different things.
I've been using redshift for about 3 years
On 2019/11/12 01:30, Stephen Davidson wrote:
> If only Redshift would work with Blender.
Why??? Cycles is so much better imho. I wish cycles worked in houdini so
I can get rid of redshift.
So long, and thanks for all the fish
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Softimage Mailing List.
To unsubscribe, send a mail to
For those interested in learning blender,
This made all the difference to my journey
IMHO Fabric targeted a ideological market that doesn't exist. The people
who loved ICE but needed to work in maya.
People like me.
Well I think most of "us" tried but gave up because it still lived in maya.
You had to learn maya and fabric, and when something didn't work, you
didn't know if it
Thanks for sharing!
On 2017/09/26 11:08 AM, Olivier Jeannel wrote:
and here's the hip.
Please consider it's wip, but do test and give feedback :)
https://drive.google.com/open?id=0B1QqhXD7Y15qQXJUU1ZPanZTVzQ
2017-09-26 11:04 GMT+02:00 Olivier Jeannel
dle
3. Place bundle in Rop / objects / forced matte ( or whatever its
called.)
4. Render new rop.
On Wed, Sep 13, 2017 at 1:00 PM, Gerbrand Nel <nagv...@gmail.com
<mailto:nagv...@gmail.com>> wrote:
Thanks.
They seem a bit above my IQ grade, but will give them a go :)
G
: "Gerbrand Nel" <nagv...@gmail.com>
An: softimage@listproc.autodesk.com
Gesendet: 13.09.2017 10:16:16
Betreff: softimage pass trick in houdini
Hey guys and girls.
Back when life was simple and softimage was still a thing in my life,
There was this thing called passes.
I know h
Hey guys and girls.
Back when life was simple and softimage was still a thing in my life,
There was this thing called passes.
I know houdini has takes, and they are awesome, but There was this nifty
trick in soft where a new empty pass automatically had everything in
your scene grouped under
lol
This is why I haven't unsubscribed to this list.
Part of me wonders why we still talk about maya.
The other part realizes that lots of you have no choice
G
On 2017/08/31 1:55 PM, Morten Bartholdy wrote:
> It is good to know that there is at least one sensible person in close
> proximity
I did ..sorry.
I'll shut -up about redshift and houdini, just in case I have
superpowers I'm not aware of.
G
On 2017/08/04 11:50 PM, Steven Caron wrote:
is this what we said about Arnold/SItoA... :)
On Fri, Aug 4, 2017 at 12:25 PM, Leoung O'Young
I tried both.
To me Unity felt like the maya of game dev.
Too much scripting for my dumb-ass.
Unreal has blueprints, and you can use allot of ICE and VOP logic in there.
For me its Unreal all the way.
G
On 2017/07/01 10:27 PM, Olivier Jeannel wrote:
Hi guys,
The work is very calm these days,
I found his tutorials great for breaking that initial barrier into Houdini.
They are fun and easy to follow.
I personally have a mental block around code.
I don't have fun writing it, and I don't feel proud after.
Hopefully this will change one day, cause I know I'm missing out on
allot of
keep em coming!!
I personally have been waiting for good character tutorials for more
than 2 years now.
The vex one will stay on ICE for now.(see what I did there)
I'm much more comfortable making pictures with pictures, rather than
pictures with words.
vops will have to do :)
G
On 2017/04/12
On that subject; What is the real difference between using a attrib vop,
and a point vop?
I always just use the attrib vop, but mostly because I have no idea what
the difference is?
G
On 2017/03/06 6:32 PM, Christopher Crouzet wrote:
> This kind of operation might be more suited in “detail” mode
don't forget the houdini mailing list.
https://lists.sidefx.com/mailman/listinfo/sidefx-houdini-list
sidefx-houdini-l...@sidefx.com
G
On 2017/03/06 4:57 PM, Fabricio Chamon wrote:
> nd finally, thanks for the suggestions on houdini forums and discord.
> will try both (although I pretty much like
On 2017/02/21 3:15 PM, Mirko Jankovic wrote:
> Btw when is it online? when when when, it is 21st today
I know right?
Its been the 21st here for 15 hours and 44 minutes already!!!
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To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
Dude, I'm one guy with 2 indie licenses,... from Africa...
I think opening my mail costs them more than my business is worth to them.
And yet, some time last year I asked about something that bothered me..
2 days later it was in a daily build.
I'm sure it was a simple thing for them to change,
On 2017/02/17 2:28 AM, Artur W wrote:
> Even seasoned artists consider Houdini too complex, too much time
> consuming, too much tool for the job.
Houdini might be slower to create something initially, but when the
director storms in, and changes something this is where you overtake
the
I'm waiting for h16 before I try character work, but shape animation in
Houdini is an absolute pleasure!
You can use the shape sop, but I mostly use an attribute vop to blend
shapes.
It is similar to driving shapes through ICE, so you have all the control
you ever need.
G
On 2017/02/16 8:47
I tried Maya for a year
I got so depressed with what my life became, that I decided to go for
Houdini full time.
If choosing Houdini meant that I no longer could find work as a
freelancer, I was happier to start a new career, than living out my days
using maya.
I's been 2 years, and I've
Yeah.. there was an aura of passion and excitement about the presenters.
Allot of the other launch events for other products has a narcissistic
arrogance about them.
I hate those dramatic pauses you sometimes see just before they unveil
the next generation of totally redesigned worthless
is watchable here
https://www.sidefx.com/community/houdini-16-launch-streaming-on-february-6/
Jordi, do you know if they'll still have indie and apprentice on
launch day?
On Mon, Feb 6, 2017 at 8:00 PM, Gerbrand Nel <nagv...@gmail.com
<mailto:nagv...@gmail.com>> wrote:
So I misse
everybody is turning away from maya.
Le 6 févr. 2017 07:34, "Gerbrand Nel" <nagv...@gmail.com
<mailto:nagv...@gmail.com>> a écrit :
Dude!!!
Seriously!!!
Last time someone commented on the brightness of the future
regarding 3d
software, shit got real.
Pl
Dude!!!
Seriously!!!
Last time someone commented on the brightness of the future regarding 3d
software, shit got real.
Please choose your words more carefully in the bright future!!
G
On 2017/02/04 1:24 PM, patrick nethercoat wrote:
> This is very exciting. I've just started learning Houdini this
Funny, As I'm about to reply with nothing but praise for houdini, my
houdini crashed.
Cool thing is: it saved a backup as it crashed, and I lost nothing.
I was being silly though. I was modelling while the redshift ipr was
rendering.
So yes, I'd say it is stable :)
G
--
Softimage Mailing
I agree, The kinect can drive you up the walls. Especially if you are
still learning the basics in unreal like me.
I'm sticking to the kinect, because my target market is more likely to
have access to a kinect, rather than a neuron.
My biggest problem is finding time to work on this stuff.
I
with XSens, and Vive / Oculus. Tethering is a pain..
On Wed, Dec 21, 2016 at 7:05 AM, Gerbrand Nel <nagv...@gmail.com
<mailto:nagv...@gmail.com>> wrote:
most impressive!!!
On 2016/12/21 4:23 PM, Enter Reality wrote:
Hi guys,
Sorry for a bit of OT on the list, I
most impressive!!!
On 2016/12/21 4:23 PM, Enter Reality wrote:
Hi guys,
Sorry for a bit of OT on the list, I just wanted to share what I've
been working on during the last couple of months.
In short, the setup I created allow for a 100% wireless solution for
VR visualization and
lol
On 2016/11/09 10:24 AM, Thomas Volkmann wrote:
I hope you didn't name that version final_FINAL already.
Olivier Jeannel hat am 8. November 2016 um
06:19 geschrieben:
Excellent !
On Mon, Nov 7, 2016 at 9:28 PM, toonafish
BTW did you learn these expressions from tutorials?
>
>
> Cheers
> Morten
>
>
>
>
>> Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel <nagv...@gmail.com>:
>>
>>
>> I just want to jump in regarding the scripting and expressions in houdini.
I just want to jump in regarding the scripting and expressions in houdini.
I also hate scripts and expressions.. I want to make pictures with
pictures, not pictures with words.
In Houdini so far I've learned about 10 expressions and scripts.
The are short things like:
fit01() and rand($PT)
I call
that it would be
possible to delve into nodes of some of the preset particle effects
and build them like with ICE. But it didn't seem to work that way or I
was possibly missing something? I'm super busy at the moment so don't
have much spare time to dig around.
On 4 November 2016 at 06:13, Gerbrand Nel
don't know if you've made up your mind about life after soft, but if you
like this, you'll love houdini
On 2016/11/03 12:44 PM, Chris Marshall wrote:
Not strands as that's a problem with the two ends. It's a lot of
particles distributed between the two nulls, then turbulised twice,
once for
Don't underestimate Blender.
I’ve used it on a few jobs alongside pftrack, and the results on some
of the shots were better in blender.
Plus it will cost you nothing but your free time to check it out.
G
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Softimage Mailing List.
To unsubscribe, send a mail to
Hey guys
Anyone interested in getting scenes from Houdini into blender, Check
this out!
The main guy behind it all is Johannes Kollmer.
We are trying to expand this to all kinds of data, like pointclouds,
Hair, and VDB.
Anyone who wants to help, or try it out, follow the links below
:*
No support for HDR (float) textures at the moment.
Go for a nvidia card.
On Wed, Mar 16, 2016 at 10:54 PM, Gerbrand Nel <nagv...@gmail.com
<mailto:nagv...@gmail.com>> wrote:
Hey guys
This is probably not the right place for this question, b
Hey guys
This is probably not the right place for this question, but I figured
some of you use blender, and might be able to help.
I am looking at gpu options to render through cycles, and nvidia seems
to be the safe option, but our scenes are using about 5gb of ram, so my
980ti is getting
Awesome!!
Thank you sir!!!
On 08/03/2016 21:03, Jeff McFall wrote:
One here, awesome – thanks!
XSI to Houdini is one of my favorite topics
*From:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Nika Ragua
*Sent:* Tuesday, March 8,
Hey guys
I'm doing allot of vr experiments these days, but all my work has been
done with a dk2 and cardboard.
I've never tried the gear vr, and have a few questions for those of you
who have.
I've read online that it works in two ways. Either from the tablet,
using the tablet to drive
Oh shit.. I think you might be right :)
There is a certain "crest" of creativeness about this sheep ;)
If it is him, he seems a bit less abrasive than last time he was here.
G
On 09/02/2016 17:42, Cristobal Infante wrote:
I am pretty sure the creative sheep has just made it's way to the
houdini
I agree.
Softimage is like those nice spaceship Lego sets, with specialized
shapes and parts, to help you build something awesome quick.
Houdini is just a shit-load of the basic square Lego bricks, with a few
of the level 35 lego technic parts thrown into the mix.
You want something awesome,
Yup
Me too !!!
That curve force tornado tutorial on vimeo is where ice made sense for
me the first time!!
Never thought I could do vector maths until then.
And it is serving me well in my new life in houdini.
I think my life would be very different if it wasn't for people like Mr
Gabe and Mr P
There are some free motion captures on turbosquid.
G
On 28/01/2016 13:38, gareth bell wrote:
Hey guys,
I'm doing some dynamics hair/fur tests in Houdini - does anyone know
of a source I can get a free or cheap character model + animation data
to test my hair setups on?
Cheers
Houdini has this.. kinda, you select by weight on the mesh.
But it doesn't work with my wacom for some reason :(
G
On 25/01/2016 10:04, Sebastien Sterling wrote:
Yes weight painting is bullshit for precise work, however if you don't
have much time and you need it to be quick and can afford it
Hey guys
Is it just me or did autodesk break the obj exporter in soft?
When I try to export something, it asks me to name the file, and then
when I click export, it asks me again to select the obj.
Almost like it wants to either overwrite something, or import something.
G
I know many of us are forced by employers or situations to convert to maya.
My heart goes out to you!
But the rest of you fuckers who choose to go to maya over all the other
options out there.
You have made your beds, now burn in them.
On 22/01/2016 03:50, Chris Johnson wrote:
Haawesome.
Are you using blender only, or other apps with blender?
I ask because I'm always looking for ways to get my work into blender,
to use cycles as my main render.
At the moment I use mdd cache for animation with no topology change, and
a script called meshfoot for things like liquids or other
Wow.. If this is the solution, I'm glad I never found it.
This was one of the many things that drove me insane enough to try houdini.
My life is s much better now :)
Lets hope it makes your life more bearable.
G
On 19/01/2016 00:23, Sebastien Sterling wrote:
Here is hoping it is that, will
Hey guys
I might have mailed this to 3dpro earlier by mistake :)
Was suppose to be here, although 3dpro might not be the worst place to
ask these questions.
Anyway..
Really exited to be pitching on a vr project!!
The project would consist of a spherical stereo shoot for the mid and
far
I'm also doing most of my work in Houdini indie at the moment.
With the whole 3rd party render restriction, I experimented with the
following:
Redshift in soft
Redshift in maya
Octane stand alone
Blender cycles
Octane standalone imported .abc files the best from houdini.
Soft and maya would
-john-travolta-blender-26tP6eYNrkMhUsvJu/fullscreen
G
On 06/01/2016 19:04, Angus Davidson wrote:
Hi Gerbrand
Can Blender import FBX animations ?
Interested to hear that Cycles is so zippy.
Kind regards
Angus
*From:*Gerbrand Nel [mailto:nagv...@gmail.com]
*Sent:* 06 January 2016 03:38 PM
:-)
Cheers,
tim
Am 03.01.2016 um 20:07 schrieb Gerbrand Nel:
Yeah,, not to indie :(
On 03/01/2016 20:27, Jordi Bares wrote:
Ha ha ha….
It is true, we are all getting spoiled by Redshift… but hey! that is
coming to Houdini too!!!
;-)
jb
On 3 Jan 2016, at 19:22, Gerbrand Nel <n
self using Houdini more and more for both first steps in
FX and actual rendering shots.
I like Houdini and the free entry ticket is great, I´ll be upgrading
to the Indie soon. Just for playing.
Cheers,
tim
Am 17.03.2015 um 11:11 schrieb Gerbrand Nel:
I'm not getting anything out
Yeah,, not to indie :(
On 03/01/2016 20:27, Jordi Bares wrote:
Ha ha ha….
It is true, we are all getting spoiled by Redshift… but hey! that is coming to
Houdini too!!!
;-)
jb
On 3 Jan 2016, at 19:22, Gerbrand Nel <nagv...@gmail.com> wrote:
Wow.. forgot about this rant :)
It's been a
+1 on what Matt said
I spent a year in maya, and a year in houdini.
For me it personally comes down to the following.
Almost all things will initially happen quicker in maya,. and then
you start praying!
You pray the client doesn't change anything!
You pray you didn't forget anything in
at, saw some really good demos live
mocap and live camera systems
fabric has mailing lists too, google groups in fact
On Tue, 17 Nov 2015 at 11:21 Gerbrand Nel <nagv...@gmail.com
<mailto:nagv...@gmail.com>> wrote:
Hey guys
I've opened fabric a few times
Hey guys
I've opened fabric a few times, made a torus, searched for things that
doesn't exist, and then closed it again.
It feels like ICE but so far I've been too overwhelmed by
houdini/blender/octane/unreal to get into fabric.
I'm not sure where to ask these questions, so I'm just gonna ask
|direction
m +49 179 69 36 248
chris3...@me.com <mailto:chris3...@me.com>
Vimeo.com/channels/96149 <http://vimeo.com/channels/96149>
Am 04.11.2015 um 17:43 schrieb Gerbrand Nel <nagv...@gmail.com
<mailto:nagv...@gmail.com>>:
Agreed...
Rather watch this.
https:/
Agreed...
Rather watch this.
https://www.youtube.com/watch?v=KmtzQCSh6xk
It makes more sense.
G
On 04/11/2015 18:13, Sebastien Sterling wrote:
This is actually quite sickening to watch, but cheers Francois, at
least we know what we are dealing with.
On 4 November 2015 at 15:46, Francois Lord
Hey guys
I'm still on about this shit :)
So Cycles is impressive!! And free, so setting up a farm is about
finding computers and that's it :)
Only thing is, until they have alembic in blender, its going to be painful.
I'm trying to get fur into blender at the moment. I've created an obj of
my
18:42, Angus Davidson wrote:
Houdini indie has alembic export, which you can then import into
Octane standalone.
*From:*Gerbrand Nel [mailto:nagv...@gmail.com]
*Sent:* 26 October 2015 12:15 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: OT:Houdini indie render solution
Thanks guys
t some info. The difficult bit would
be how to get such data from Houdini Indie into Maya?
For volumes, I have no news from redshift but it´s on
their list afaik.
Cheers,
tim
Am 26.10.2015 um 08:11 schrieb Gerbrand Nel:
Hi guys.
I have been doing most of my jobs in houdini since the start of 2015,
and I'm loving the work flow.
Most things just work, and although I have to re-learn allot of skills,
I feel like this is an upgrade to my skill set.
There is one huge problem though.
Everything needs to get
was the fastest solution at the end.
Thanks for the input
G
On 19/10/2015 17:17, Cristobal Infante wrote:
have a look at polyknit.
It was a bit buggy when I used it first, but hopefully it has been
improved for H14/15
Let us know how it goes!
C
On 19 October 2015 at 15:04, Gerbrand Nel <n
So after just a few hours, I'm impressed with cycles.. needs more
investigation IMO.
So do you guys know of a good way to work around the whole "lack of
alembic" thing in blender.
In the past I've moved pc2 data from soft to blender, but I'm not sure
how to do this via houdini. Anyone know of a
problems
G
On 26/10/2015 16:01, Ognjen Vukovic wrote:
That sounds like a very niche tutorial but it might be out there.
Im amazed at the fact that blenderites haven't dug their open source
teeth into alembic yet.
On Mon, Oct 26, 2015 at 2:54 PM, Gerbrand Nel <nagv...@gmail.com
<mailt
Hey guys.
Just a quick question.
Is there tool in houdini similar to the "add edge " tool in softimage?
Thanks
G
Not really.. they do daily builds :P
Unlike other software vendors who secretes a substandard service pack
whenever they can be bothered.
On 10/08/2015 16:44, Ben Rogall wrote:
Looks great. So Houdini is on a 9 month release schedule?
On 8/10/2015 6:31 AM, David Saber wrote:
Hey guys and girls.
Does anyone know of a way to extract AOVs from a EXR in photoshop?
Or any other way to get them into photoshop?
I'm comping stills for a storyboard, and I would like to use some AOVs
made in mantra
G..
ps: I'm hanging on to my flip phone, and staying the fuck away from
Wuijster wrote:
Not by default as far as I know, unless something radically changed
after CS 5.5
There are some exr plugins out there, but I'm not sure if they can
extract the AOV's though...
We're still talking Adobe here ;-P
Rob
\/-\/\/
On 17-7-2015 16:39, Gerbrand
wow.. I'm going to call sideFX now and ask them to cancel my houdini
indie, cause after that video, I'm convinced there is no other future
than the brightness that is maya!!
Dear Autodesk, please create a paypal account so I can just randomly
give you my money for being awesome.
on a side
Hey guys
I'm in deep shit right now.
Tomorrow is deadline and my scene refuses to render.
I'm rendering fur on characters animated in maya.
All animations gets exported as alembic files for me to fur and render
in houdini.
I've rendered 9 shots with almost no problems, but the last shot just
7:00 of that video..
On 17 June 2015 at 09:27, Gerbrand Nel nagv...@gmail.com
mailto:nagv...@gmail.com wrote:
Thanks! I tried it in a new scene and got it working just fine.
Then I tried it in my production scene, and I get this error for
each object in the scene:
mantra
additional buffers, you need to create an attribute and then
call it from inside the shader with a Bind.
If it's not inside the shader it will not show on the final render.
If this is not clear, have a look at this video:
https://vimeo.com/98484834
On 16 June 2015 at 15:36, Gerbrand Nel nagv
Shot in the dark here, but I always use the store strand groom from
melena in my groom ice tree, and then have a simulated ice tree with
restore strand groom.
I'm doing my fur in houdini at the moment, so I'm a bit rusty on the
workflow, but that's how I remember doing it last year.
G
On
at 09:21, Gerbrand Nel nagv...@gmail.com
mailto:nagv...@gmail.com wrote:
Hey guys.
My dumb ass is asking dumb questions again.
I cant find something similar to stamp uv in houdini
Is it there, and how and where?
Thanks
G
Hey guys.
My dumb ass is asking dumb questions again.
I cant find something similar to stamp uv in houdini
Is it there, and how and where?
Thanks
G
Houdini attribute transfer does some bloody fantastic things if you use
it right.
The more I work in houdini, the more I can come to terms with the death
of softimage.
G
On 28/05/2015 12:40, Nicolas Esposito wrote:
Tom that's exactly what I was thinking...Gator has been around for A
LOT, but
Sorry for the late reply Oscar, and thanks for the file!!
G
On 22/05/2015 14:30, Oscar Juarez wrote:
Hey Gerbrand,
Here is a scene file with a simple example.
https://www.dropbox.com/s/mtxishmig50w7x6/averageColorPerPoly.scn?dl=0
On Fri, May 22, 2015 at 9:19 AM, Gerbrand Nel nagv...@gmail.com
Hey Oscar
Sorry for the stoopid question, but how would I use the info in that
link if I want to apply it to color?
Thanks
G
On 22/05/2015 04:56, Gerbrand Nel wrote:
Thanks guys. I figured it out in houdini by some miracle, but I might
come back to soft, so this helps allot.
On Thu, May 21
there.
The Facet SOP does something similar, but it will actually disconnect the
points instead, rather than setting vertex normal attributes.
A
On 21 May 2015, at 20:04, Gerbrand Nel nagv...@gmail.com wrote:
Hey guys
In soft we have a discontinuity angle slider under geometry approximation
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*
On 21 May 2015 at 04:59, Gerbrand Nel nagv...@gmail.com wrote:
Hey guys.
I have to camera project footage onto a low poly object
Hey guys
In soft we have a discontinuity angle slider under geometry approximation.
Where do I find this in houdini?
I have a low poly object that I need to render like a crystal, so i need
the facets to be super hard, no smoothing over edges
Thanks
G
Hey guys.
I have to camera project footage onto a low poly object, and then average
all the colors per polygon to set the color of each polygon.
I thought of using particles colored by the emitters texturemap, but I cant
figure out how to average the colors per polygon, and then set it to the
.
2015-04-09 9:46 GMT-03:00 Gerbrand Nel nagv...@gmail.com
mailto:nagv...@gmail.com:
Hi Francisco
Thanks for the input.
I agree that gear and oculus is way better than cardboard, but
I've seen a few nice smooth things on cardboard too.
I'm not so much interested in creating
Hey guys.. this is way of topic, but I ask here because the smart kids
hang out on this side of the internet ;P
I'm very keen to create vr stories, but for Joe Everybody.
The oculus is great, but it has a very small audience at the moment.
Google cardboard on the other hand is accessible to
wrote:
Done tons of ocuclus for unity. Have good experience so far. Not sure
about unreal though.
On Thu, Apr 9, 2015 at 3:59 PM, Gerbrand Nel nagv...@gmail.com
mailto:nagv...@gmail.com wrote:
Hey guys.. this is way of topic, but I ask here because the smart
kids hang out on this side
it, Unity reminds me of Maya or
Max, where you can do 3d, and Unreal reminds me softimage where
you enjoy doing 3d...
Hope it helps!
F.
2015-04-09 8:07 GMT-03:00 Gerbrand Nel nagv...@gmail.com
mailto:nagv...@gmail.com:
Yeah Oculus in unreal is easy
the caching workflow is super-slick. I shudder
at the thought of all the time lost to the mysteries of ICE
caching.
On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel
nagv...@gmail.com mailto:nagv...@gmail.com wrote:
I'm not getting anything out of posting
will be the cosine of the angle between
the two vectors which you may or may not want to linearize for use in
the gradient.
Matt
Date: Wed, 18 Mar 2015 18:31:45 +0200
From: Gerbrand Nel nagv...@gmail.com
Subject: scalar state still working?
To: softimage@listproc.autodesk.com
Hey guys
I remember using
Hey guys
I remember using the scalar state node, with a gradient, to create a
gradient based on incidence... this doesn't work any more??
Am I being dumb, or is it broken?
G
I'm not getting anything out of posting this, except knowing I might
save the life of a fellow artist.
So I spent the last year learning Maya, and got to a point where I can
compete against people straight out of collage.
This got me a bit down, as I'm one of the more experienced softimage
: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
Gerbrand Nel
Sent: 17 March 2015 10:12
To: softimage@listproc.autodesk.com
, Gerbrand Nel nagv...@gmail.com
mailto:nagv...@gmail.com wrote:
Hey guys
Quick houdini question.
In soft I can make cluster for materials.
In houdini I always end up with some merged thing with multiple
objects in there.
As far as I can tell, we assign materials at the object
I don't know about you guys, but for me the coolest thing would be,
proper alembic support.
I just want to use it as a render at first, so I don't care if the
alembic reader is slow, as long as the render is nice and fast :)
Building interactive content will come a bit later for me.
G
On
Hey guys
Quick houdini question.
In soft I can make cluster for materials.
In houdini I always end up with some merged thing with multiple objects
in there.
As far as I can tell, we assign materials at the object level, but what
do I do if I want different materials for the different things
Not long at all IMHO.
You guys seem to be screetching past the other team, loud music
blaring, waving obscene gestures out of the window.
More power to you!!
Can't wait to try this out :)
G
On 07/03/2015 17:44, Paul Doyle wrote:
Thanks for the kind words - this was what we originally intended
or we could just make them use maya for thirty days :)
On 25/02/2015 15:28, Greg Punchatz wrote:
What we have here is failure to communicate. .. Thirty days in the
hotbox for the folks that killed xsi!
Sent from my iPhone
On Feb 25, 2015, at 5:40 AM, Chris Marshall chrismarshal...@gmail.com
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