I was expecting alembic to be much more orientated towards a pointcaching
pipeline as well. Very frustrating not to be able to use it like existing
pc2 etc.
On 9 May 2014 17:36, Nuno Conceicao wrote:
> Now , I know Softimage development is now at a maintance level(so no new
> features) but I'm
Never thought I'd see this, a 'safe for work' Ron Jeremy video:
https://www.youtube.com/watch?v=9utvHzU883I
cking
approved driver cert list?
On 22 April 2014 12:33, Eugen Sares wrote:
> GeForce 760, 2GB VRAM.
> Half a year old, quite fast alltogether. Redshift performs quite nicely
> with it.
>
>
> -- Originalnachricht ------
> Von: "Matt Morris"
> An: "Eugen
What graphics card are you using?
On 22 April 2014 12:13, Eugen Sares wrote:
> It's a big scene, can't do much about it. 4 buildings.
> Offloaded all the vegetation and other assets already, but I want to keep
> the buildings, because I want to access/copy certain parts.
> Splitting it up furt
Thanks Andy and researchers!
On 16 April 2014 09:59, Dan Yargici wrote:
> Thanks for the warning!
>
> DAN
>
>
> On Wed, Apr 16, 2014 at 9:49 AM, Nuno Conceicao <
> nunoalexconcei...@gmail.com> wrote:
>
>> Uau! Thanks Andy :)
>>
>>
>> On Wed, Apr 16, 2014 at 3:36 AM, Andy Jones wrote:
>>
>>> *F
If you can wait (and have slightly deeper pockets) the 780 6Gb will be out
at the end of april - shouldn't be that much more expensive than the 780
according to early reports.
That will be the best bang for buck card for RS, as the memory will really
help with larger scenes.
--
www.matinai.com
Its a regular 780 - Gigabyte 780 windforce 3x - and one of the older gen
asus titans.
On 2 April 2014 16:35, Leoung O'Young wrote:
> Is that the GTX 780 ti or just the regular GTX 780?
>
>
>
>
Just double checked my test figures and it is more like 3 times, sorry for
the confusion. This is on an indoor environment with a single character
with hair, GI and DoF. On heavier environments/multiple characters the
titan really shines.
2 quadro k4000 - 284.8 s
Just an fyi, the quadro k4000 is around 4 times slower than a 780 gtx for
redshift rendering...
On Wednesday, 2 April 2014, Stephen Davidson wrote:
> btw...most scenes, that you have already built in Softimage, will render
just fine with the Redshift render
> instead of the mentalray render. You
When I first heard about ICE I thought it was just for particles, but its
speeded up my character rigging workflow massively.
https://vimeo.com/50523730
Video showing a set of shapes automatically connected to face controls, and
secondary deformers (dorritos) added, all in ice. (bit older, scuse t
Well, until it gets released end of march, then the price will be $500 for
the full version. Still a bargain in my eyes, and a fantastic renderer.
On 21 March 2014 00:16, Francisco Criado wrote:
> Guys, today i bought one license, half an hour later was already
> delivering a shot, must say i'
cool, subs money heading that way shortly ;)
On 19 March 2014 13:05, adrian wyer wrote:
> we just upgraded Momentum, V4 just shipped...it rocks...get some!
>
>
>
>
>
> a
>
>
>
Seriously? Well my faith in the management of autodesk just reached a new
low, didn't think that was possible.
On 19 March 2014 12:58, Eric Thivierge wrote:
> Guys, I think we lost another PM... Chris V. has moved on to better
> pastures... :(
>
>
>
Should be able to get locations on the surface via the raycast and create
the points needed from them, rather than building all of them and deleting
those not intersecting?
On 18 March 2014 22:39, Jason S wrote:
> Actually refreshing to see a bit of "normal" content =)
>
>
> On 03/18/14 17:2
same here, not unexpected though ;)
On 17 March 2014 16:27, Dan Yargici wrote:
> Lost it at 38:49
>
>
> On Mon, Mar 17, 2014 at 6:26 PM, Dan Yargici wrote:
>
>> Me too...
>>
>>
>> On Mon, Mar 17, 2014 at 6:25 PM, Greg Punchatz wrote:
>>
>>> just lost link
>>>
>>> ---
tablet support, etc...
>
> Cheers.
>
>
> ---
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2014-03-14 11:03 GMT+01:00 Matt Morris :
>
> Hey Ahmidou, g
, Ahmidou Lyazidi wrote:
>
>> I'm on it :)
>>
>> ---
>> Ahmidou Lyazidi
>> Director | TD | CG artist
>> http://vimeo.com/ahmidou/videos
>> http://www.cappuccino-films.com
>>
>>
>> 2014/1
Happy to go with paul's idea, its a clear message, if the characters just
gather and then walk off somewhere else, what is that saying? I don't think
its communicates as clearly.
On 13 March 2014 11:42, Nika Ragua wrote:
> i`m against and told why
>
>
> 2014-03-13 15:35 GMT+04:00 :
>
> Well, I'
Passes, partitions and overrides. - simplicity of setup and amount of
control per pass.
ICE - not just for particles, use it for mesh deformations, strands,
texture work, all sorts.
GATOR - for a character rigger this has been a godsend.
Non-linear workflow - the ability to go back and remodel a ch
Paul, you should really have a look at redshift for interiors, its already
a great integration into soft, and the lighting model works brilliantly for
occluded interiors where arnold struggles, as you can mix brute force with
point cloud methods to get the best of both. And its very fast, as long a
I'm in definitely. If you need stuff animated or rigged happy to help.
I'd love to see it ported to fabric, and available for soft or maya :)
On 11 March 2014 12:10, Emilio Hernandez wrote:
> Exactly... Damn!
>
> I thought I saw Eric posting about they are porting Species to Maya. But
> don't know if portability from rigs in Softimage will be available to open
>
Just checking, you are starting the model from a default pose right? Not
launching straight into an already animated pose? Syflex particularly
doesn't like the base mesh being scaled in an animation scene.
On 10 March 2014 10:27, Siew Yi Liang wrote:
> Hi Emilio and Oscar:
>
> If that's the
Thanks Maurice, that goes some way to help the situation.
On 7 March 2014 19:04, Jason S wrote:
> And is indeed encouraging to see that SOME consideration is at play..
> thank you.
>
>
> On 03/07/14 14:02, Jason S wrote:
>
>>
>> Would that also extend ability to scale (get new licences) ? (a
That's what worries me Jeremie - I use all those daily, and can't see them
being integrated easily at all, if ever.
On 7 March 2014 17:11, Jason S wrote:
> Maya 2039 (rewritten)
>
> On 03/07/14 12:06, Mirko Jankovic wrote:
>
> stable non destructive workflow
>
>
>
--
www.matinai.com
Was just looking for upgrade prices from emfuid 4 to 5, but the web address
is down.
I blame autodesk ;)
--
www.matinai.com
793 supporters in such a short space of time is impressive! And.. done.
On 5 March 2014 08:46, Nour Almasri wrote:
> Done .
>
--
www.matinai.com
Completely agreed, its the worst possible decision. Why the hell would you
they be bothered about an old discontinued software licence hanging around?
Its making cancelling subscription a highly likely option. Way to lose your
customers Autodesk.
On 4 March 2014 17:50, Adam Sale wrote:
> I t
So if we decide to transition over to maya, in feb 2016 we will have no
access to past projects? The only way that we can continue to work with
older data is to end our subscription?
On 4 March 2014 17:13, olivier jeannel wrote:
> ...
>
--
www.matinai.com
There in spirit...
On 3 March 2014 17:18, adrian wyer wrote:
> Stefan suggested we go for a beer tomorrow night, i'm inclined to
> agree
>
>
>
> we'll be at the shakespeare's head if you need us
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 75-77 Margaret St.
> London
> W1W 8SY
> ++44(
Yup 1 and a half years on I'd say Redshift without hesitation. Funny how
times change :)
p.s. how did this zombie thread come back to life?!
On 3 March 2014 13:40, Christian Gotzinger wrote:
> If I had to do an architectural walkthrough right now, I'd use Redshift
> for sure. That thing is inc
The speed of the hair rendering has just blown me away, can finally render
hair and strands using GI, motion blur, DoF, and ice color attributes. No
more MR cheats to get stuff rendered in time. Really is a game changer for
us, and I don't say that lightly.
On 27 February 2014 14:34, olivier jean
Inclined to agree.
On 27 February 2014 00:10, Scott Parrish wrote:
> Again, I know!
>
> I just think the new upgrade policy is bullsh*%.
>
>
>
> On Wed, Feb 26, 2014 at 2:50 PM, Graham Bell wrote:
>
>> Well of course it's limited, because the upgrade policy itself is
>> changing next year.
>>
>
You kick it back to the modelling department and tell them to make the
hands in line with the forearm.
Seriously ;)
On 21 February 2014 16:20, Szabolcs Matefy wrote:
> Ok, you must annoyed, but...
>
>
>
> How can I set a different hand orientation? I mean, now the arm plane
> defines the orien
Sorry, meant 'update guide' option before building.
On 19 February 2014 12:36, Matt Morris wrote:
> Did you try the rebuild rig option in the gear menu? That got me out of
> some holes recently.
>
>
> On 19 February 2014 12:30, Szabolcs Matefy wrote:
>
>&
Did you try the rebuild rig option in the gear menu? That got me out of
some holes recently.
On 19 February 2014 12:30, Szabolcs Matefy wrote:
> So,
>
>
>
> I am rigging a character. When I make the rig, the right leg's calf twist
> bone (rig.leg_R0_3_shd) is misplaced, it gets under the sole o
True dat.
On 17 February 2014 23:16, Steven Caron wrote:
> i don't think they care what market, as long as people buy it ;)
>
> On Mon, Feb 17, 2014 at 3:13 PM, Matt Morris wrote:
>
>> Yeah it would involve quite an adjustment for a trad farm - rackmounts
>> woul
Yeah it would involve quite an adjustment for a trad farm - rackmounts
would be a little useless. I also don't think RS is quite gunning for the
arnold market, its aiming for the smaller shops who don't have massive
render farms.
I rendered 10 million hairs on a character today, ended up using 20G
You know you can gator from multiple sources right? So if you already have
your merged mesh, with the geo frozen (worth deleting any rogue clusters as
well) you can then select gator and pick all the enveloped meshes that make
up your character. Transfer the envelope weighting, then 'freeze modelli
Kristinka and Melena both have guides / filler compounds and allows a guide
caching workflow, while filler compounds would be re-applied after the sim.
Procedurals would be lovely though. I'm looking at this right now, would be
great to hear some more opinions on which system would be better if
sim
ruary 11, 2014 11:37:13 AM, Matt Morris wrote:
>
>> Hi Alan, talking ice syflex, 2014sp2.
>>
>> cheers,
>> matt
>>
>>
>>
>>
>> On 11 February 2014 16:05, Alan Fregtman > <mailto:alan.fregt...@gmail.com>> wrote:
>>
>>
Hi Alan, talking ice syflex, 2014sp2.
cheers,
matt
On 11 February 2014 16:05, Alan Fregtman wrote:
> Hi Matt,
>
> Classic Syflex or ICE Syflex?
>
>
>
> On Tue, Feb 11, 2014 at 10:35 AM, Matt Morris wrote:
>
>> Hi chaps,
>>
>> is there any way to re
Hi chaps,
is there any way to reset the initial rest pose for a syflex sim without
deleting and recreating the syflex cloth node?
cheers,
matt
--
www.matinai.com
Hey Richard, you might want to try http://www.si-community.com as well,
that's the main forum for softimagers these days...
On 6 February 2014 15:33, Richard Merrigan <
richard.merri...@windmilllane.com> wrote:
> Hi guys,
>
> I posted this last week and got a great response. Much
> better than f
blend parameters, but this hasn't
solved it. Makes me wonder if its more of a softimage aggressive
optimisation issue.
Any suggestions for forcing evaluation every frame appreciated!
On 28 January 2014 23:24, Jeremie Passerin wrote:
> he he ;-)
>
>
> On 28 January 2014 14:51, M
7;s version. Afaik he didn't do any change on the solvers.
>
> That might be coming from the optimization of the solver that's trying to
> be evaluated only when needed. :(
> Sorry about that
>
>
> On 28 January 2014 13:52, Matt Morris wrote:
>
>> Ok, so with
Ok, so with a bit more investigation the problem can be fixed by unhiding
the leg_L0_0_jnt. This has a scripted op undeneath it setting a number of
things related to the leg bend, and I can only guess that the op is not
being evaluated on certain frames, causing the twisting.
My fix for now is to
I'd go the ice route as well, not least because you can add an fcurve node
to control the amount of influence over the 0 - 1 range, so its a link with
but without the keys or curves appearing in the character's dopesheet/ae.
On 27 January 2014 16:56, Will Sharkey wrote:
> great stuff, I'll try
If you have to make it loopable, key the frame before the last frame (when
the rotation is closest to 720), and then paste the first frame key, so the
last frame does match the first, which means all your crazy rotation
happens between the second to last and last frame. Will work fine for
handing o
bump! Would love to hear if you're getting anywhere with this, definitely
got a few seats ready to purchase here :)
On 10 December 2013 02:57, Enrique Caballero wrote:
> yay!
>
>
> On Tue, Dec 10, 2013 at 10:56 AM, David Rivera <
> activemotionpictu...@yahoo.com> wrote:
>
>> YES!! Awesome news!!
I've had a couple of issues with GEAR_MC. Wire colours and such. Rolled
back to the original for now, gear 1.1.0, can find it on rray.de/xsi still.
On 21 January 2014 11:13, Will Sharkey wrote:
> I managed to get Gear_Mc working. My Pythonpath look like this:
>
> C:\3D\SOFTWARE\Softimage\Gear
mplete uninstall - reinstall and I'm getting the
>>> same result. XSI.exe sits at 0% CPU taking 7 megs of ram.
>>>
>>> The event viewer doesn't show anything either - very strange!
>>>
>>> -Paul
>>>
>>> ᐧ
>>>
>>>
Have you tried renaming your user prefs folder? Can help sometimes.
http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=14104789&linkID=12544120
On 28 December 2013 13:48, Paul Griswold <
pgrisw...@fusiondigitalproductions.com> wrote:
> As usual, when I'm working on a huge rush job
Can't agree enough - hear hear! Looking forward to the next bit of kick ass
work :)
On 20 December 2013 15:13, Eric Mootz wrote:
> +1 thanx for this refreshing and positive post, Adrian.
>
> Cheers to y'all!
>
> Eric.
>
--
www.matinai.com
Stuck in Bath with a project, can't make it down tonight. Humbug. Enjoy the
festive boozin sesh!
On 18 December 2013 14:51, Rob Chapman wrote:
> see you there from 7pm - with bells on!
>
>
> On 18 December 2013 12:51, adrian wyer wrote:
>
>> afternoon all, just a polite reminder that we'
Sorry for the simplistic suggestion, but could you not just gator shapes
across using closest vertex?
On 18 December 2013 14:40, Sebastien Sterling
wrote:
> I have a series of cat claws with blendshapes for in and out, but recently
> i've been informed that 2 new claws need to be added, which i
You Could try Guillaume Laforge's convex hull custom ice node:
http://frenchdog.wordpress.com/2012/01/05/happy-2012/
On 18 December 2013 10:47, Nicolas Esposito <3dv...@gmail.com> wrote:
> Hi all,
>
> I'm building a set that will be imported into a game engine ( UDK )
>
> So what I need to do
Using 2014sp2 and have the same error when trying to connect the initPMVC.
Thanks for being so generous with your compounds ahmidou!
On 18 December 2013 08:09, Andreas Böinghoff wrote:
> I got the same error here with SI 2013 SP1.
>
> Andreas
>
>
> On 12/18/2013 5:34 AM, Alok Gandhi wrote:
>
Sorry, got the wrong end of the stick. My hacky way would be to create a
slightly larger secondary mesh and unhide/hide visibility, if you're just
talking for use in captures.
On 2 December 2013 22:07, Alan Fregtman wrote:
> It's for some vehicles. The animators wanna do test renders and they w
Use a weightmap in a mix2colors weight, drive it with an ice scalar? Still
fairly cumbersome...
On 2 December 2013 21:20, Alan Fregtman wrote:
> Hey guys,
>
> I'm aiming to animate the coloring of some meshes and the animators may
> load one or more of this model as a reference.
>
> I don't wan
How were the keyframes deleted? Sorry this might be a bit basic, but if the
keyframes were just selected and deleted in the AE or dopesheet there is
still animation on them, you would have to select the bones and use the
delete animation option under the animation popup menu bottom right of
screen.
If you were going that route maybe emTopolizer2 would be another solution?
http://www.mootzoid.com/plugin/emtopolizer2
For the original issue it sounds like the ice custom attributes
'optimisation' problem. Without knowing which attributes are resonsible for
the instance picking you're a bit stuc
I'd probably try not to keep that kind of operator live, as it has a
tendency to get frozen off easily then you're stuck with a non-moving mesh
again. For example, if the source mesh gets the modelling frozen it can
freeze the operator.
On 1 November 2013 15:02, Eric Thivierge wrote:
> Have you
When you say the settings are default - that may be your problem. The
default delta settings are way too open. If you untick save changes to
mixer in the delta, and clean out any saved references to it in the delta,
it should respect that.
http://darkvertex.com/wp/2010/02/21/clean-softimage-deltas
I hope you don't mind a thread resurrection!
Did any of these work out for you? I'm on the lookout for online renderfarm
options, but I can't find anything out about adding custom shaders to a
scene submission (in this case p_hair shaders for MR in soft 2014 sp2)
Cheers,
matt
On 5 September 201
it or why.
>
> *From:* Matt Morris
> *Sent:* Tuesday, October 22, 2013 9:15 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: GEAR and Global Scale
>
> I have the same issue with the fingers - had to remove the
> auto-spreading on the parents to the fingers (metacarpal?)
For me it was scaling down which caused the problems with the fingers -
take the default man in the example scenes, scale him down to 0.1 or lower,
and you will see that the fingers are mis-aligned. The same effect happened
to a character that I scaled up too, though I can't replicate that here.
I have the same issue with the fingers - had to remove the auto-spreading
on the parents to the fingers (metacarpal?) by deleting the constraints to
resolve it.
On 23 October 2013 01:36, Mirko Jankovic wrote:
> Hello,
> I'm having some weird issues with scaling character rigged in gear using
>
Chris decided to leave the company I think...
On 21 October 2013 11:12, Szabolcs Matefy wrote:
> Hey guys,
>
> ** **
>
> My mail bounce back from autodesk that addressed to Chris Chia.. Anyone
> knows what happened? I hope nothing..
>
> ** **
>
> Cheers
>
> ** **
>
> ** **
>
> Szabo
I don't know if you've seen this, sounds like it should apply:
https://vimeo.com/70124932
You could try using a duplicate base mesh, picking the cached hand as one
shape and blending to the other shape when needed - linear interp in ice?
It would depend how your other shape is modelled, you're al
If you select the edges, right click -> extract as curve you'll get a curve
that follows the animation, as long as you keep the operator live.
On 14 October 2013 11:50, Ognjen Vukovic wrote:
> Hi guys is it possible to generate a curve from and selection of edges and
> have it constrained to t
I think that was true, for earlier versions of soft. 2014 onwards I think
its 4Gb (windows only)?
http://xsisupport.com/2013/04/30/working-with-large-scenes-and-models/
On 10 October 2013 15:35, Sergio Mucino wrote:
> Hello everyone. I just wanted to know if it's true that SI files have a
> s
Nice to see Cory blog about a softimage short too:
http://area.autodesk.com/blogs/cory/alice-short-film-made-with-softimage
On 30 September 2013 16:12, Emilio Hernandez wrote:
> Well finally, but this is the poor description of Softimage even with bad
> redaction, once you see what the creat
epointatOp
>
> hope it helps
>
> J.
>
>
> On 23 September 2013 03:32, Matt Morris wrote:
>
>> Hi chaps,
>>
>> just wondering if anyone knows how to build a gear dog rig, without any
>> roll on the limbs. I can't get it to stop flipping at cert
me)
>>>
>>>
>>>
>>> Simon Reeves
>>> London, UK
>>> *si...@simonreeves.com*
>>> *www.simonreeves.com*
>>> *
>>> *
>>>
>>>
>>> On 19 September 2013 11:09, Matt Morris wrote:
>>>
>>&
Hi chaps,
just wondering if anyone knows how to build a gear dog rig, without any
roll on the limbs. I can't get it to stop flipping at certain angles, and I
don't really need it for this job, so would just like to remove it full
stop.
However, I can't separate the position along the limb from th
Could export the weights in the weight editor for the first mesh, and
import them onto the second mesh, then remove the deformers you don't need
from the second mesh envelope.
On 20 September 2013 16:22, Sergio Mucino wrote:
> Hello all. Mr. Pest here again. Nothing like a little "oh, no, ag
Close enough ;)
On 20 September 2013 18:03, Eric Thivierge wrote:
> You can add 0 and it will normalize. :)
>
>
> On September-20-13 12:45:11 PM, Matt Morris wrote:
>
>> You're welcome! Btw have you got GEAR installed? There are some veeery
>> useful t
e going to have to rescale the weight
> contribution since the number of deformers is different. The percentage
> influence is not going to be normalized otherwise.
> On Sep 20, 2013 11:29 AM, "Matt Morris" wrote:
>
>> Could export the weights in the weight editor for th
Any kind of lighting effects you're better off adding in post, using a
couple of isolating passes from soft - light mattes/masks etc.
On 20 September 2013 10:04, Adrian Lopez wrote:
> Folks,
>
> We've been tasked with building a typical Oscar-type or concert stage.
> Obviously, glows, spotlight
Be great to see you again Ola!
On 17 September 2013 17:19, ola.mad...@digitalcontext.se <
ola.mad...@digitalcontext.se> wrote:
> I'm in London next week so there's at least one person attending =)
>
> -
> Ola
>
> 17 sep 2013 kl. 17:23 skrev Matt Morris :
>
&
Also rather than having the object selected, have the operator (ie lattice
op) selected in the explorer, and it will show just that link in the
schematic.
On 18 September 2013 16:05, David Barosin wrote:
> Try the SDK explorer (Object Details tab). (ctrl + shift + 4, using
> softimage keymap)
C'mon dan, imagine how many names to virtual faces you'll be able to put
together! Register anyway and if you find time pop along for an hour or two
;)
On 17 September 2013 16:20, Dan Yargici wrote:
> I am actually in the country this time for once, but it's two days before
> a big delivery he
Are you referencing the mesh in ice at all? I've found that can cause
delays sometimes.
On 13 September 2013 09:15, wavo wrote:
> Noo! (...only if it has a lot of polygons),
>
> do you use linked shapeanimation or is it subdivided, is the delay in
> camera-view or in every view?!
>
> Did yo
Hey guys,
the next London user group will take place on wednesday the 25th
September at 7pm (7.30 talks). We've publicized this already but in case
anyone has missed the email or tweets or facebook posts! There will be some
very talented peeps showing off some truly amazing work, so do register
Those prices have to be a joke surely. Their quarterly prices are the same
as my yearly subs. How exactly is that going to encourage people to rent?
Can only see it being any kind of value for a short term job (couple of
weeks where you need a certain software for compatibility).
On 9 September
How strong are your other lights? You'll need to increase their strength
massively to counteract the photographic exposure lens shader.
On 4 September 2013 10:12, illus...@mip.net wrote:
> Anybody have any idea why, when i initialize the sky shader (2014), which
> includes
> the mia photograp
Great way to start the week! Thanks Miquel and shed for sharing :)
On 27 August 2013 09:38, Nour Almasri wrote:
> Awesome , thank you Miquel .
>
--
www.matinai.com
Seems to be back to Cory Mogk right now. That Daniel bloke didn't last
long...
On 24 August 2013 13:21, Rob Chapman wrote:
> hello,
>
> anyone know who is currently in charge? its all incredibly vague right
> now about Softimage future and leadership as well as any direction or
> even communi
Have a look at the node: re-interpret the locations to new geometry. I
think you'll need to sim on a static version of your character mesh and
reinterpret to an enveloped version of the mesh.
On 15 August 2013 00:40, Eric Lampi wrote:
> I have a simulation where I am flocking particles with Emf
I can vouch for Species (1.6.1), its a very solid reliable rig and saves a
lot of time in the enveloping stage, even if you're not using the base mesh
itself. The auto-generation of proxy and low rez meshes is also incredibly
useful. Its not free however, unless there's a single user licence out
th
iswold <
> pgrisw...@fusiondigitalproductions.com> wrote:
>
>> Yep - MX Roundish is one of those neat little tools that should just be
>> part of Softimage.
>>
>> -Paul
>>
>>
>>
>> On Mon, Jul 22, 2013 at 7:04 AM, Matt Morris wrote:
>>
>
Sounds like it could be MX Roundish? Try a search on rray...
On 22 July 2013 11:54, olivier jeannel wrote:
> That's freaking awesome to see him work. The result are super scary !
> What is he using to get those circular form ? He seems to select some ngon
> press something and get a perfect ro
Man wish I could be there to attend. I was surprised by Royal Render being
listed under your umbrella too - did I miss a press release? I'm optimistic
about what you and Holger can cook up for future releases!
On 16 July 2013 17:04, Ben Houston wrote:
> Hi all,
>
> It seems customary to announ
I've had the scene explorer issues in 2012, mainly with larger scenes, get
over a certain size and it starts to misbehave. Not the ref models issue
though.
On 9 July 2013 18:34, Matt Lind wrote:
> I have a suspicion this is a 2012 bug that you’ve imported into 2014
> because I have not had any
You would need to export your scenes to some kind of universal format
(early fbx, obj etc) and then re-import to 2013. No easy solution
unfortunately.
On 5 July 2013 11:19, Pingo van der Brinkloev wrote:
> Hey,
>
> I'm running into some problems with render farm services that hasn't
> upgrade
arently much slower than it
> used to be.
>
> I know you said you weren't using Arnold, but that's where you would
> notice it the most -- when trying to export a scene with ICE stuff. I
> think a fix is on its way, but not out yet.
>
>
>
> On Wed, Jul 3, 2013 a
Hey guys,
seriously considering updating to 2014sp1, would there be any major gotchas
to look out for, bearing in mind I wouldn't be using arnold for now or
exporting strands (maybe rendering them in mental ray though).
Wondering about speed of ref models, any shader incompatibilities, or ice
tre
There's a group comment node that you can use - I think that's what you're
after?
On 2 July 2013 17:59, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
j.ponthi...@nasa.gov> wrote:
> I recall back when ICE first came out that there was a way to group
> together a bunch of ICE nodes, regardless how they
@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Morris
> *Sent:* Friday, June 28, 2013 5:35 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* [AVG_SPAM] tangents...
>
> ** **
>
> Minor rant of the day:
>
> ** **
>
&
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