only every other port works.
And it only happens with locations from the UV to Location node. Any other
location or other value like a vector or a color plugged in, in it's stead
works great.
Has this bug been logged previously?
On Fri, May 31, 2013 at 1:59 AM, Leonard Koch wrote:
> Hi Guys
That entirely depends on the use-case.
Arnold is in faster most raycasting situations, but 3Delight will be faster
for for example motion graphics or character animations with unrealistic
shading.
And even then it can very much depend on the complexity of the scene and on
of what kind that complexi
Hi Guys,
I have a bit of a dev question here.
When I have a large datastructure which is created by one plugin, what are
the most efficient ways of making that data available to other plugins?
To be specific I have a datastructure in memory that is written to from the
toolcontext api, written to
Yeah, there is a compound in LK Lightning called LKL Subdivide Strands
which does just this.
With bezier or linear interpolation depending on what you want.
You should be able to just simply add a new ice-tree, put it in the
Post-Simulation part of the stack and plug the compound in there to get
wh
I would subdivide the strands pretty highly and then from every of those
strand positions shoot a ray towards the camera that stops n number of
times along the way to check for other strand positions close to it and if
it finds any increases the brightness of the color at the originating
strand pos
Well, it is right now.
On Wed, May 1, 2013 at 2:04 PM, Eugen Sares wrote:
> guess this ain't working
>
I understood that very clearly Sandy.
I don't think you need to apologize, but it's of course always kind to do
so.
Can you tell those on the list who don't know you as well what your
expertise are?
That way we will know better what work to toss in your direction.
On Thu, Apr 25, 2013 at 4:27 PM,
Both LK Lightning 1.5.1 and LKL 2.0 do this out of the box very nicely.
1.5 is free too.
You can get them both on http://www.leonardkoch.com
Hope it helps.
On Apr 23, 2013 12:29 PM, "Chris Chia" wrote:
> See image attached
> [cid:image001.png@01CE4050.0D2BAAD0]
>
> From: softimage-boun...@listpr
Yeah, as far as I understand they are one plugin now.
On Fri, Apr 19, 2013 at 7:05 PM, olivier jeannel wrote:
> Thats Momentum 4 right ?
> Implosia is no more a standalone ?
>
> Le 19/04/2013 18:45, Sebastian Kowalski a écrit :
>
> v4.0 is in beta, and its great!
>>
>>
>>
>> Am 19.04.2013 um 18
Sebastian is such a tease :p
On Fri, Apr 19, 2013 at 6:45 PM, Sebastian Kowalski wrote:
> v4.0 is in beta, and its great!
>
>
>
> Am 19.04.2013 um 18:36 schrieb olivier jeannel :
>
> > What version of Implosia is available today ?
> > On Exocortex site it's 1.6, but there is a 2.0 demonstration
I would think because mm is the standard in focal lengths.
Lenses' focallengths and also sensor sizes - which also play a role in how
much the camera sees - are always given in mm.
On Apr 18, 2013 11:44 AM, "Ben Beckett" wrote:
> Hi
>
> Maya's cameras clearly have a defined Focal Length Tab.
>
>
Awesome Holger.
Autodesk should have shelled out some money for these a long time ago!
On Wed, Apr 17, 2013 at 6:08 PM, Schoenberger wrote:
> Hi
>
> I have released an update of my shaders.
> There have been some broken shader parts in the last version.
>
> You can download the update here:
>
Indiegogo. They take a smaller cut too so that is nice.
We've used it to fund some webseries and it has worked out well for us.
On Tue, Apr 16, 2013 at 3:12 AM, Ahmidou Lyazidi wrote:
> That's a good idea! Kickstarter is for US or UK resident only, what would
> be the best worldwide alternative?
*There are two new tutorials out for LK Lightning:*
*
*
*Installing LK Lightning - Basic Tutorial 01: *https://vimeo.com/64021154
A tutorial explaining how to install LK Lightning and how to connect the
Sample Scenes project.
*LK Lightning Overview - Basic Tutorial *02:https://vimeo.com/64021153
I
initely adequate.
Thanks for the nudge in the right direction.
On Sun, Apr 14, 2013 at 5:37 AM, Leonard Koch wrote:
> Thanks for the suggestion Xavier, but that is the first place I checked.
> Unfortunately that functionality isn't there as far as I could see.
> Seems like k
Thanks for the suggestion Xavier, but that is the first place I checked.
Unfortunately that functionality isn't there as far as I could see.
Seems like kind of an oversight and also an easy to implement feature.
On Sun, Apr 14, 2013 at 5:35 AM, Xavier Lapointe
wrote:
> I don't have xsi in front
Alright that works for some of what I need.
So there is no way for compounds huh?
On Sun, Apr 14, 2013 at 4:05 AM, Xavier Lapointe
wrote:
> AAAhhh, sorry Alok, just saw your reply. -__-
>
>
> On Sun, Apr 14, 2013 at 12:03 PM, Xavier Lapointe <
> xl.mailingl...@gmail.com> wrote:
>
>> You can set
Hi guys,
is there any way to add custom documentation to a property page?
Let's say I've written a custom operator, a shader compound or an ICE
compound and now want to give the user documentation for the property pages
of those components.
Can I? I mean the questionmark at the top right is still
Well done Adam.
On Fri, Apr 12, 2013 at 5:20 PM, Steffen Dünner
wrote:
> IMHO your presentation was outstanding. Made Softimage look really cool to
> work with. Especially in comparison to this guy trying to present 3dsmax...
> ;)
>
>
> 2013/4/12 Adam Sale
>
>> I have to give it up to guys like
If you end up having trouble down the line, just contact me.
I'm sure we can get together on Skype or over email and hash something out
that works for you.
On Thu, Apr 11, 2013 at 6:05 PM, olivier jeannel wrote:
> That's the conclusion i'm coming to.
> I can't find a way to "counter rotate" the
Peter Stevenson
> Wednesday, April 10, 2013 9:09 AM
> Might this be it Leonard?
>
> https://vimeo.com/34472230 ...if only my german was better, better than
> non existent at least...
>
> p.s hello to the list!
>
>
>
> Leonard Koch
> Wednesday, April 10,
There is a talk by Tim Borgmann from 2010 or 2011 I think in which he talks
about a very particle heavy spot made for VW.
It is long and he really goes into depth about the different creative
techniques he used to come up with the looks.
He also talks about the work flow of course, which is always
I would think more or less none.
The commercial is done by a separate company that either started from
scratch or got a dataset from the film production.
On Apr 8, 2013 12:57 PM, "Chris Chia" wrote:
> Did a scrub thru but didn't catch the Softimage screen. And which other
> parts of the movie use
@Christopher
It doesn't really make any sense to me in that context, but sure, I don't
think that there is anything wrong with it.
Is this a re-branding of team-up? (in an airport right now)
I experimented with team-up earlier this year and I was mostly very
impressed.
I really liked the global as
You just need to offset the object from the center rotate it and then do
the reverse offset on the result.
Pointpositions + -1 times position of custom center.
Rotate the positions.
Rotated position + position of custom center.
On Mar 25, 2013 10:19 AM, "Tim Bolland" wrote:
> Hi, I'm sure I'm mis
Unfortunately I don't know why that doesn't work.
What I can give you however is an hdr latlong with a physical sky on it,
which you could project onto a sphere and then use for rendermapping.
I know this doesn't give you much freedom in terms of where the sun is, but
maybe it's just enough.
You ca
listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Leonard Koch
> Sent: Thursday, March 07, 2013 05:43 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Something new we made
>
> That looks really pretty, very well executed. I particularly like the
&
That looks really pretty, very well executed. I particularly like the
framing.
The add however doesn't really seem to be very effective in selling a
product. It certainly gives me a good feeling about the brand, but it
doesn't really tell me what product I'm supposed to have these manipulated
good
Nope, not working.
Miraculously followed you on tumblr though.
On Sat, Mar 2, 2013 at 5:42 PM, lord hackney wrote:
> just testing my new email
>
> ...
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
Well you could put keyframes at values higher than 1 or lower than 0. That
way the FCurve node will frame on a larger space when you open it the next
time or when you drag a compound in it is a part of.
On Fri, Mar 1, 2013 at 5:13 PM, Mitchell Lotierzo
wrote:
> Hi all!
>
> Does anyone know of a
And if you then want to render multiple frames with the render map, this
script I wrote a while ago is helpful.
It's attached.
On Wed, Feb 27, 2013 at 5:23 PM, Alan Fregtman wrote:
> Hey Phil,
>
> I assume it's probably on a character or something with UVs?
>
> If you have UVs:
> You could switc
>From my experience of working with Momentum/Implosia on a few jobs and
watching some of the videos by MirVadim I would say, that RayFire is better
and a lot more intuitive for complex shattering.
The actual simulation speed and directability of the shattered pieces
however is many times better in
I think I posted that information and I'm afraid it won't be very helpful.
I can get in contact with Kessler's lead software engineer again and ask
him for a spec sheet or something akin.
On Mon, Feb 25, 2013 at 11:51 AM, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:
> Someone p
Did I fall into a troll's trap?
On Tue, Feb 19, 2013 at 9:29 PM, Steven Caron wrote:
> this was the email you were so proud about? *head shake*
>
>
> On Tue, Feb 19, 2013 at 12:21 PM, Sam Cuttriss wrote:
>
>> its a cold day at work,
>> and softimage is not responding, so i figured i would ask
Power is work divided by time.
Work is force multiplied by distance.
Force is acceleration multiplied by mass.
So all in all the difference between acceleration and power is a
multiplication by mass, by distance and a division by time.
acceleration = m / s^2
force = kg * m / s^2
work = kg * m^2 /
Build array from set works also with arrays and arranges the values like
this:
Particle 1:
Id = 0
scalararray = [m, n, o]
Particle 2:
Id = 1
scalararray = [a, b, c]
Particle 3:
Id = 2
scalararray = [x, y, z]
Build array from set output:
[m, n, o, a, b, c, x, y, z]
On Mon, Feb 18, 2013 at 11:39
This might not be 100% correct, but octane is I think simply optimized for
cuda, and NVidia optimizes all their cards at least partly for cuda.
On Feb 15, 2013 1:42 AM, "Leoung O'Young" wrote:
> Interesting thread, is Octane optimized for the GTX 600's series of card?
>
> On 2/14/2013 2:52 PM, T
rceVelocity
After our Object travelling with a mass of 4 and a velocity of [0, 6, 0]
interacted with a force of [8, 0, 0] its new velocity is [2, 6, 0]
A bit elaborate, but I hope it helps you gain some intuition.
On Wed, Feb 13, 2013 at 12:24 PM, Leonard Koch wrote:
> Velocity is the speed
Velocity is the speed and direction at which an object moves.
Force is something with a strength and a direction that causes acceleration
on the object and has an effect on its velocity.
Think about it like this:
You have some object, that is flying through space with a VELOCITY.
Maybe it is fly
Forgot the website:
http://leonardkoch.com
Where you can now download LK Skinner 1.2.
On Sun, Feb 10, 2013 at 6:08 AM, Adam Sale wrote:
> cool stuff Leonard. :-)
>
>
> On Sat, Feb 9, 2013 at 1:59 PM, Leonard Koch wrote:
>
>> Rob, thanks for the suggestion. I put it
; :))
>
> Thank's a lot for all this !
>
>
> Le 09/02/2013 13:46, Leonard Koch a écrit :
>
> Hey guys
>
> a week or so ago somebody here on the list posted this spot showing the
> new channel branding for channel 4Seven and asked how to accomplish an
> effect
You can just use ice for that.
It is dependant upon what the scene looks like, but there is almost always
a way to do it in ice.
If you can share a bit of insight into your scene I could probably point
you in the right direction.
On Thu, Feb 7, 2013 at 6:15 PM, Kris Rivel wrote:
> Whats the bes
in my ability to
> sort through XML files and turn it into something useful...
>
> -Paul
>
>
>
> On Wed, Jan 30, 2013 at 9:48 PM, Leonard Koch wrote:
>
>> Okay, it seems it is available as xml data. This should be really easy to
>> parse and getting the bezier cu
lm Riot and he'll know
> exactly what you're talking about. (he was just on an episode of the show)
>
> -Paul
>
>
>
> On Tue, Jan 29, 2013 at 11:00 PM, Leonard Koch
> wrote:
>
>> Currently emailing with Eric Kessler. We should know soon enough.
>>
&
That looks like a good model.
On Wed, Jan 30, 2013 at 3:41 AM, Nick Angus wrote:
> Genius…
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Paul Doyle
> *Sent:* Wednesday, 30 January 2013 4:09 AM
> *To:* softim
Yeah, but it allowed you to branch-select multiple branches in one move. It
was the main way in which I moved around nodes.
Maybe it was just used intensively by a select few and the rest doesn't
even miss it.
If the majority of users prefers it this way then it's the right choice and
just our pers
Yeah, that would be really lovely. That change annoys me about 15 times
every day. Whenever my mind is elsewhere I fall back into the old and
accustomed-to behaviour.
On Mon, Jan 28, 2013 at 9:55 PM, David Barosin wrote:
> Anyone know if there is a way to turn off the middle mouse for panning i
>> Or do we need to manually set it to "no clipping"?
>>
>> regards
>> stefan andersson
>>
>>
>>
>>
>> On Sat, Jan 26, 2013 at 5:02 PM, Leonard Koch
>> wrote:
>>
>>> EXR Half Float works exactly the same way as Full
You can shoot a chromeball with any kind of lens sort of well.
Telephoto lenses are preferable because they allow you to stand further
away and thus be a smaller object in the reflection on the chrome ball.
On Thu, Jan 17, 2013 at 3:53 PM, olivier jeannel wrote:
> Thank you Phil,
>
> To shot a
Of course they can. Whenever you select a face on a geometry and hit ctrl+d
you have at least 3 points that each have an identical twin. SI is totally
fine with it.
On Wed, Jan 9, 2013 at 9:08 PM, Gideon Klindt wrote:
> Hi-
>
> Just modeling in another package (modo) and came into a bit of an ar
That is not a factory node.
I have built similar systems in the past.
So it didn't take me too long to make a proper compound for this.
On Fri, Dec 7, 2012 at 6:01 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:
> Why are we even talking at all when Leonard pointed out there's a fac
That looks really impressive. This could become such a great tool to future
proof big parts of your skill-set and tech.
On Wed, Nov 7, 2012 at 9:19 PM, Alan Fregtman wrote:
> Very impressive work, guys! Looks really responsive. :)
>
>
> On Wed, Nov 7, 2012 at 3:06 PM, Paul Doyle wrote:
>
>> Hi
Only if that color information is available as a vertex or texture-map.
On Oct 15, 2012 8:37 AM, "James De Colling"
wrote:
> dont suppose your little ice trick does colored AO as well?
>
> On Monday, October 15, 2012, Leonard Koch wrote:
>
>> Yeah, for us that was t
Yeah, for us that was too slow, but it's definitely the better method.
On Oct 15, 2012 7:31 AM, "James De Colling"
wrote:
> just use the rendertree to rendermap instead of the occlusion setting
> built into the rendermap property. you have a lot more control that way
> too. just throw your occlus
I recently solved this by computing AO in ice and using that vertex map in
the rendertree which put the AO directly in the color map and was also a
lot faster. It's resolution dependant of course, but a bit of simple
laplacian smoothing goes a long way.
On Oct 12, 2012 5:43 PM, "Chris Marshall" wr
@Rob
Yes, those are from me, thank you.
I have not worked for Digital Golem before, but am semi-available. It
really depends on whether or not this is a local job and if so in which
time-frame.
I've sent an inquiry to Marco.
On Fri, Sep 14, 2012 at 10:57 AM, Nihal Kenkre wrote:
> hello all :)
>
>
I also do most of my work in that area, although I'm usually asked to build
tools for fx and not use them...
Feel free to contact me when you need another set of hands in Europe.
On Fri, Sep 14, 2012 at 1:00 AM, Rob Chapman wrote:
> I think there are a lot of imposters
>
>
> On 13 September 2012
Yes, this is visible for me.
On Mon, Sep 10, 2012 at 1:57 PM, Ben Beckett wrote:
> Just want to know if any one can see this mail
>
> Thanks
> Ben
>
Thank you for your contributions to the community. Especially the videos
you did a while ago that weren't even part of your job were tremendously
helpful to a lot of people.
All the best!
On Sat, Sep 1, 2012 at 5:13 PM, Alok Gandhi wrote:
> Wish you all the best Guillaume, it was a pleasure to h
Sorry for the rather shameless self-promotion, but LK Lightning handles
stuff like that like a charm. No caching needed whatsoever.
If you are already locked into something else, I found that using an
average of the last and current cached frame can allow you to get away with
a lot less simulated
I tend to agree with Tim here. Learning a new piece of software during a
project is seldom a good choice. If facerobot gives you a significant
advantage, you should use it, but I would recommend to try to stay as much
as possible in your known max-environment.
On Aug 15, 2012 10:49 AM, "Tim Leydeck
A piece of shameless self promotion...
A team used LK Lightning for hair on a character. They said that if you
don't need realistic movement, it was the easiest tool for the job.
I haven't done any testing in that area whatsoever myself, so I can't give
you any guarantees here, but still, might be
Sorry, I didn't mean to be a negative asshole.
On Jul 19, 2012 6:19 AM, "Steven Caron" wrote:
> oh, i was teasing. i think its great...
>
> On Wed, Jul 18, 2012 at 8:55 PM, Sven Constable
> wrote:
>
>> maybe it is. But softimage is mentionend all over the place:
>>
>> ** **
>>
>> softimage:
What a sad video. I think that will catch neither an artist's nor an
executive's eye.
On Thu, Jul 19, 2012 at 4:17 AM, Steven Caron wrote:
> screw ICE ;)
>
> thats all eric mootz's polygonizer!
>
>
> On Wed, Jul 18, 2012 at 7:01 PM, Siddharth Bolurker <
> siddharth.bolur...@autodesk.com> wrote:
Leonard:
> Why did you make such a crazy compound?
> I would have did something easy like this:
>
>
> 2012/7/3 Leonard Koch
>
>> That is a very nice sim you have there.
>> I have attached a compound that will delete all polygons that are bigger
>> than a spe
You can disable behaviours on a per particle basis, but everything will
have to be simulated at all times. The thing you described is at the core
of how ice works and there is no way around that as far as I know.
On Jun 22, 2012 8:01 PM, "Gustavo Eggert Boehs" wrote:
> Hey there list!
>
> Trying
ay 29, 2012 at 2:55 PM, Leonard Koch wrote:
> Re-sending this because I don't think the list registered it the last
> time. If any of you get this email twice I apologize.
>
> " any description of the bug fixes? "
> Sure.
>
>1. In some cases Strands were
Re-sending this because I don't think the list registered it the last time.
If any of you get this email twice I apologize.
" any description of the bug fixes? "
Sure.
1. In some cases Strands were unable to properly access the Turbulence
Factor value of their parent strand, leading to a si
oc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Leonard Koch
> Sent: Wednesday, May 23, 2012 07:28 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: This list is not working on my gmail account...
>
> Yeah and the archieve is missing posts too. I m
Yeah and the archieve is missing posts too. I made one the day before
yesterday and it hasn't shown up.
I also only get emails sporadically.
On Wed, May 23, 2012 at 1:04 PM, patrick nethercoat <
patr...@brandtanim.co.uk> wrote:
> Comparing my gmail inbox with the archive I can confirm there's def
" any description of the bug fixes? "
Sure. I can give you a quick rundown.
1. In some cases Strands were unable to properly access the Turbulence
Factor value of their parent strand, leading to a situation in which
strands sometimes appear out of nothing instead of coming off of another
Sorry for the noise everyone, if you don't want every new version of a
plugin posted on the list please let me know, but here on the list people
seemed the most interested in it so I hope it's okay.
Version 1.5.1 is out with some bug fixes.
No big changes in this release, but some nice bug fixes t
Well it represents the underlying structure of the data.
What is basically happening here is that when a particle is emitted, it
uses the position of that particle to find the closest position on the
surface it was emitted from and saves that position on the surface and all
the information it holds
I've been trying to find info on this, but to no avail.
If anyone finds something please share.
On May 10, 2012 4:28 PM, "Alex" wrote:
> Yeah I am interested although I dont think it will necessarily be
> softimage related.
>
> On 10 May 2012 15:25, Jens Lindgren wrote:
>
>> Was just about to as
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