Hey Carl,
if you select all three objects and display the Texture Editor,
do the UV shells overlap?
If yes:
1)
The UV layout needs to be modified and the combined texture
inputs baked into a new, single map that is assigned to a
ne, single material. All clusters and modeling history
can be del
timage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
Sent: Friday, March 29, 2013 15:36
To: softimage@listproc.autodesk.com
Subject: Finalgathering made less frustrating: mx_fgshooter
Hi guys,
there´s a lot to be desired about mental ray´s imp
Hi guys,
there´s a lot to be desired about mental ray´s implementation
and user friendliness. I don´t even want to start about having
at least an in depth documentation including practical examples.
Nevertheless, there´s yet another node that may come in handy but
has probably slipped your rada
Personally,
I really like the detail in the BF3 characters&assets&environment.
If you google a bit you can find a few of the characters in 3ds/maya/xsi format,
including textures sometimes, there´s loads of people using these meshes for
their own mods or as proportions&detail reference for their
Hey Ben,
the farther offset the null is off center to the center of the camera view
the more "off" the DOF would be because the DOF effect is sets in respect
to the viewplane of the camera and it would take some Pythagorean theorem
(http://en.wikipedia.org/wiki/Hypotenuse) to get the desired majo
On 28.03.2013 01:19, Eric Thivierge wrote:
Knowing Simon, he wants to rig something in Soft and get it over to Maya
with the whole rig intact not just the point caching. He wants controls,
skinning, constraints, the whole shebang!
*shudder*
constraints
*shudder*
What next? Nested reference
will need a lot of them to have something that will perhaps
perform like Softimage. Not to mention to take a deep breath before diving
into the hypershade node, maya nodes and where is the connection that you
are looking.
2013/3/27 Tim Leydecker
Wait, I惻l just checked my spelling.
f***. sat
scale for the slider would have been 0.01 to 2 I think.
sven
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
Sent: Wednesday, March 27, 2013 23:56
To: softimage@listproc.autodesk.com
Subject
How about pointcaching/alembifying/plotting your character asset?
That stuff is supposed to be supported out of the 2012/2013 box via *.fbx,
pointcache
and alembic.
alembic Crate, a 3rd party wrapper tool you might like to look into can be
found here:
http://exocortex.com/products/crate/
It
Wait, I´ll just checked my spelling.
f***. satellite. no typo.
I´m bored of this mental crap.
But thanks for the info, Stephen.
It´s welcome as always, helps making a decision.
Cheers,
tim
On 28.03.2013 00:18, Stephen Blair wrote:
On 27/03/2013 6:56 PM, Tim Leydecker wrote:
Any info
I´m using xsi2012sap here and find it brutally anoying
to see the Irradiance Particle calculation´s IP Optimize
use a single CPU thread only, especially for settings
with Importons Density dialed above 1.
At least I can´t tell a quality increase between a setting of
1 to 2, just the way you´d wan
000 Annecy
FRANCE
On Wed, Mar 27, 2013 at 9:26 AM, Tim Leydecker wrote:
Personally, I´m hesistant to using two or more cards with SLI
because of micro stuttering: http://en.wikipedia.org/wiki/**
Micro_stuttering <http://en.wikipedia.org/wiki/Micro_stuttering>
If there would be a solution to t
wrote:
On the other hand Titan is more expensive than 2 gtx680 if I'm not
mistaken... and i bet that with two 680 in SLI, when multi GPU is supported
you will have better performance than with 1 titan right?
On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker wrote:
The GTX Titan is not a gi
The GTX Titan is not a gimmick but uses the successor to the chip series
used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too.
You could describe the GTX690 as a gimmick, as it uses two GK104 on one card
to
the desktop and getting away with it...
Cheers,
tim
On 26.03.2013 11:31, Tim Leydecker wrote:
That´s my point.
>> Therefor, the Autodesk suites should actually be cheaper than buying any
>> one of the 3d apps,
It is a pain in the arse constantly having to verify all pos
ive good argument that constantly going
to different applications can be faster than sticking inside your main
application and pushing project.
On Tue, Mar 26, 2013 at 11:08 AM, Tim Leydecker wrote:
Autodesk Homepage got redesigned. Nice. New Autodesk logo. Nice.
Back in my graphics design univer
Autodesk Homepage got redesigned. Nice. New Autodesk logo. Nice.
Back in my graphics design university days, that´s what our teachers
always got off on. Reinvent yourself, get yourself a new look and people
will perceive you and your business from a fresh perspective.
The amount of money spent o
How about asking Adobe to support *.fbx?
They already support reading *.ma files for cameras, lights and nulls.
An upgrade to a filtered support of *.fbx, e.g. only the camera,
nulls and lights or maybe even any kind of (plotted/baked) keyframe data
(you can always plot/bake SRT animation to a l
With Arnold, you have to embrace the concept of simplicity
in settings for tweaking wholeheartedly and accept it´s
meant to be unbiased, lean&mean brute force physical correct.
There are ways to optimize on a per shader level to
influence what an individual rays "sees" or "hits"
as well as optimi
You may want to google the GTX Titan (GK110) for speed comparisons
and the older GTX 680/670 (GK104) for price/performance comparisons, too.
I will likely switch from a Quadro to one of the above cards even
thought the newest Quadro cards have a more competitive price
than one has come to expect
getting me that far:
http://xsisupport.com/2011/04/03/softimage-2012-setting-up-satellite-rendering/
On 13.03.2013 10:41, Tim Leydecker wrote:
Hi,
I´ve two machines, one xp64, one win7. both run xsi2012sap and both have
identical
mi-raysatsi2012_3_9_1_44 [portnumber]/tcp entries in their ../et
Hi,
I´ve two machines, one xp64, one win7. both run xsi2012sap and both have
identical
mi-raysatsi2012_3_9_1_44 [portnumber]/tcp entries in their ../etc/services file.
Both machines check out a GUI/network license correctly, e.g. will start xsi
locally just fine
and properly access a shared wo
How about looking into a RenderManager that supports
tile based rendering first?
RoyalRender or Deadline (one of them even supports
tile based Arnold Rendering, can´t remember which one)
How about one VRay licence, comes with 10 distributed
rendering nodes and would also offer interactive render
having an adaptive sampling solution. Won't
make me use MR though...
On Mon, Feb 25, 2013 at 7:04 PM, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
Thanks for the hint to unified sampling!
Nice.
Here´s a mR unified sampling version with DOF.
*Switched to Gauss
his.
Oh man, I'm so happy I'm not in Mental Land anymore...
On Mon, Feb 25, 2013 at 8:04 PM, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
Thanks for the hint to unified sampling!
Nice.
Here´s a mR unified sampling version with DOF.
*Switched to Gaussian (3) for Filtering.
*1/8
On 24.02.2013 00:23, Ciaran Moloney wrote:
You should probably have a look at unified sampling.
Will do. Never found the time to look into that and Irradiance Particles.
Cheers,
tim
On Sat, Feb 23, 2013 at 11:31 AM, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
Hi,
23.02.2013 03:33, Steven Caron wrote:
9 hrs! what would the rendertime be if it was using your whole machine?
On Fri, Feb 22, 2013 at 6:28 PM, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
' INFO : RC 0.4 info : wallclock 9:12:28.06 for rendering
Hi Matt,
for people in the US, there´s pretty good refurbished hardware
available from Apple, Dell, HP and possibly a bunch more:
HP
http://www.hp.com/sbso/buspurchase_refurbished_specials.html?
Dell (laptop link but there´s more if you search for refurbished on the site)
http://www.dell.com/us
again depending on who did the LUT and if they
cared to talk/check back with 3D but you can´t have everything...
There is a lot of things to break and destroy there.
Cheers,
tim
On 28.12.2012 13:50, Tim Leydecker wrote:
I can´t comment on renderman compliant renderers but have
some
Hey Sebastian,
no harm done.
I´m with Stephan, owner and licensee is a nasty difference.
The old days where nice, a physical dongle providing prove, control
and means of actually bringing your license to where you needed it.
It was easy to forget or snap the USB one, too :-)
Cheers,
tim
O
I generalized to make it read easier but won´t insist
on this simplification used for the sake of illustrating
a big, heavy thing that may be intimidating at times,
exceed the scope of ones own field of view or just
as well be magic thing that mostly goes unnoticed.
My primary concern was to poin
Pipelines are lovely.
Each and every single one of them is different and yet they
are all the same in terms of being rigidly slow in adapting
to the needs they were implemented to adress in the first place.
The only thing worse is a wildly grown, undocumented and none consistent
approach to gett
e i can just fuck off?
I am a young artist, this may not seem much to other people but to me its my
career, i'm just trying to make my way.
On 8 January 2013 12:19, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
Hi Sebastian,
be glad you have IT. Please under
You could try an ugly hack:
Export the outer shell to Zbrush and decimate it there.
It will most likely give you holes and errors here and there
but the overall shape may survive reasonably well even around
some 50K-100K polys. Manually polishing/merging/optimizing
here and there may improve the
Hi Sebastian,
be glad you have IT. Please understand the legal consequences for the
administrator when installing a software and making it available to
use (via the network) to others than the registered user.
By the book, it would indeed be neccessary to verify if this is a
license that has to
Hi Sandy,
I had the pleasure to get to use some nicely fractured and animated houses from
Sebastian
and his collegues once, he´s really good at breaking things apart. I have no
idea how they did it.
An alternative might be some Houdini inspiration, I am intrigued by this
tutorial description:
I can´t comment on renderman compliant renderers but have
some production experience with VRay and Arnold as a Lighter.
There is a freelance special for VRay (valid until 15.0.2013) currently.
http://www.chaosgroup.com/en/2/german_promos.html
Don´t know if this is restricted to Europe or even G
image-boun...@listproc.autodesk.com>
[mailto:softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Tim Leydecker
Sent: 20 décembre 2012 06:42
To: softimage@listproc.autodesk.com <mailto:softimage@listproc.autodesk.com>
Subject: Re: Rumors
Hey Sandy,
from what I´ve seen in your posts on this list, I would imagine
you´d pick up Maya pretty quickly and would bring long-standing production
experience to a project which is something that is actually getting rarer
nowadays.
I must admit that it is becoming more difficult to make HR or
Given you´re mail account, you´re based in France.
That´s EU territory. 19% VAT.
I guess remote work, home office. Your own equipment, hardware and software.
Your own hours plus the above overhead.
You guess it would take you 4-5 days to complete the task.
Adding 3 revision steps to that mea
XSI has a big advantage over Maya when creating UVs based on
the Camera.
In Maya2012x64, if you create UVs using the active (persp/cam) view,
you´ll get the UVs *autonormalized* into the 0-1 UV range.
Which is introducing stretch and distortion if all you want is to
create UVs that *align* with
For simple tonemapping, you could pipe a ColorCorrection into the shading
network
to mimik the effect of a lensshader while baking via rendermap.
Or you can put the rendermapped result, e.g. the texture through another
rendering
using a lensshader on that camera.
There is a mia camera projecti
Beautiful set design and 3d extensions on that.
So many nice compositing/integration and CC tweaks - it´s awesome.
Lovely look and eye for detail.
Cheers,
tim
On 20.09.2012 09:35, Nick Angus wrote:
Thanks everyone, it was lots of fun + pain, some of the rendertimes for the
tree rooms hit n
On 14.09.2012 01:22, Bradley Gabe wrote:
De愒r Mr. L惴ydec愉er (a.k.a. Tim?),
Some愀ne went and re惴laced all y惻ur apos愒rop愉es with random Asi愀n te惴t symbols.
Sinc惴rely,
Your friendly neighborhood Grammarman.
PS - Sorry about the non-愒/equitur/.
On Thu, Sep 13, 2012 at 6:00 PM, Tim Leydecker
Hi Maurice,
isn´t Softimage available as part of those affordable student license packages?
Afaik, it´s pretty easy nowadays to get legal access to Autodesk software for
education
if you´re a student but I´m not sure everybody actually knows how easy it is to
get at that?
At least for a stud
*.fbx and *.obj export should work.
The "Send to" may not work but personally, I find even if constantly
progressively
refining, you import a basemesh (or some meshes) once, then work on a specific
element,
then update, which is perfectly fine to do with just *.obj export?
It´s maybe not as fl
eally depends.
On Tue, Sep 11, 2012 at 11:02 AM, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
Thanks guys.
Yes, once the MotionBuilder Template Rig is tagged, one can save that
tagtemplate and re-use it.
Do you guys have recommendations for using the Biped or the Armored Guy or
; [adamfs...@gmail.com]
> *Sent:* 11 September 2012 18:03
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Motionbuilder/Softimage default rig for MocapData slap-ons?
>
> hey Tim.. far as I remember you can export a tagTemplate for reimport onto
> other characters.
rig, the armoured man or any of the
others?
This way I would have to only once create a tagtemplate for *.bvh import...
Cheers,
tim
On 11.09.2012 15:33, Tim Leydecker wrote:
,/. change fixes my garbled result but how do I get the imported Motor file
to show up as an action?
I thought you do
animation mixer?
no?
do i need to plot the motor file?
why isn´t it an action clip?
cheers,
tim
On 11.09.2012 14:26, Tim Leydecker wrote:
Bingo.
Steve, Thank you. That´s it.
Arghh. The second time you point this out to me, if i recall correctly.
Nice little fuck up ,/. Gives alot of
license transfer...
Cheers,
tim
On 11.09.2012 14:10, Stephen Blair wrote:
Maybe this?
http://xsisupport.com/2011/02/24/motor-load-motion-malfunction/
On Tue, Sep 11, 2012 at 7:48 AM, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
Hi Chris,
I get garbage when I try Rob´s walkt
n or little dude works) they
have to be set up for MOTOR or something with tags already
2. Animate > Tools > Motor > get motion
3. it usually points to C:\Program Files\Autodesk\Softimage
XX\Data\XSI_SAMPLES\Actions
4. whole load of mocap data files converted to Motor already.
mplate comes tagged for Motor already but that´s a start.
(Using 2012sp1)
Cheers,
tim
On 11.09.2012 12:03, Tim Leydecker wrote:
Hi Rob,
thanks! I haven´t touched the Softimage Animate menue much, especially in the
last three years...
Completely missed Motor and the Actions library
a\XSI_SAMPLES\Actions
4. whole load of mocap data files converted to Motor already.
:)
On 11 September 2012 10:35, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
Hi guys,
I´m poking through Motionbuilder currently, trying to find out
how to best set up a human biped rig
and work
seamlessly.
Eric Thivierge
http://www.ethivierge.com
On Tue, Sep 11, 2012 at 7:24 PM, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
Hi guys,
can anyone of you share a *.fbx of one of the sample characters that
come with the 2013 Softimage relea
Hi guys,
I´m poking through Motionbuilder currently, trying to find out
how to best set up a human biped rig that would let me easily
slap-on "found footage" MoCap data.
Do you guys have a good link to freeware Mocap sources?
What rig layout do you guys use to be most flexible?
Is there somet
Hi guys,
can anyone of you share a *.fbx of one of the sample characters that
come with the 2013 Softimage release?
One of those from the video files, the marching Soldier or the Knight with
Shield&Sword?
I could use a template mesh to find out about the
bindpose/T-Pose/Default-Stance they ar
Hats off to the guys who had hoped to built their career there, both the
students enrolling
in the "hands on" university and all the artists working there now without a
job.
The Vancouver branch had lot´s of job postings lately.
I don´t mean to be cynic when I admit that I always wanted to own
Hi Luc-Eric, Hi Graham,
can you guys talk with the Maya UI group about a better way to incorporate
Duncan Brinsmead´s parameter options?
I know, the alternative Houdini way of having to pipe together everything
over and over yourself and ideally mentally debugging the graph even before
placing
Guillaume,
I had big hopes for what you´d bring to Maya...
Cheers,
tim
P.S: For anyone not in the FabricEngine Beta, there´s still this maybe:
http://betali.st/startups/fabric
On 01.09.2012 04:49, Guillaume Laforge wrote:
Hi Guys,
I just wanted to say thank you for all the good words I
Thanks Stephen.
For the countless times you instantly came up with an answer or even
directly pointed to a solution for any kind of Softimage related question.
I´ve learned a lot by just reading through your many posts
and have come to really like the way you handled things on this list.
Thank
You guys are right. I had taken the red uniforms as given naturally...
On 27.08.2012 01:49, Eric Lampi wrote:
I thought it was such diverse elements as fear, surprise, ruthless efficiency,
an almost fanatical devotion to the Pope and nice red uniforms.
Eric
On Sun, Aug 26, 2012 at 7:39 PM, Br
Bold statement:
Layoffs create an air of crisis, which leads to fear, which leads to taking a
job for less.
---
I´ve worked freelance for more than 13 years now.
I´ve seen a lot of people bend or twist when they
felt in danger of losing something as precious as
their a job and was just as m
softimage 2012sp1:
Using "M" having "sym" active is ignored?
Wouldn´t it be nice to do tweaks symetrical, especially with "prop" active?
Cheers,
tim
7% layoffs is quite a few people.
There are testable approaches to online/cloud based application options offered
from Autodesk:
http://www.123dapp.com/
Personally, I think that has a few catches.
*Your entire business day depends completely an active and fully functional
internet connection
Hi Sam,
here´s a pretty good download database for all sorts of Apple related tools,
beware it´s in german. Fortunately, lot´s of english teminology anyway:
http://www.heise.de/download/apple-50002505000/
I tend to go there first if I need a misc. tool, as the site belongs to a
german computer
> Did I miss anyone?
Producers, Clients, Agency?
... h264´s for approvals sent to the iPhone/MacBookAir/iPad.
you´ll never know what gamma settings your windows mp4 will give them
unless you check it on a mac yourself.
...or just use vimeo to convert it for you...
---
Comparing xp64 with win
> this makes me think about Apple rumour to let go the dev on the mac pros...
Is this latest news?
The late 2012 MacPros are, umhh, not impressive but apple mgmnt has promised
something really great for next year...
I wonder how much this is a result of Jobs gone (r.i.p.) and Intel not feeling
Here´s some nice info on how Ubisoft does it:
http://www.youtube.com/watch?v=jzkSNCeHuSA
You may also find Marc Schoenagel´s blog (Softimage Evangelist) has a video
of him playing with a Microsoft kinect and real-time capture directly into
the Softimage viewport.
There´s also someone on the lis
> I have recently been doing some RnD with video based facial motion capture
and utilizing FaceRobot with decent results, but only on a static head so far
without attaching to a body.
>
Hi Daniel,
if you´re comfortable using 3DsMax for animation, would you think you can
setup a workflow *to si
In the Autodesk Junior Masters Section is
a captions copy&paste error that seems to
have slipped attention in the setup of the site:
"Stephanie Goehringer
Michelle Kwon is a ... [more...] "
The full info text seems correct.
Whom do you contact to get this fixed? How?
Hat´s of to Todd and
Hey Ben,
On 10.08.2012 05:16, Ben Rogall wrote:
When he wrote 2014, I assumed he meant Softimage 2014, not year 2014.
yes. It´s probably meant to read Softimage 2014 in April 2013, e.g.
next major release around next april...
Cheers,
tim
On 8/9/2012 6:51 PM, Tim Leydecker wrote
good info:
no sap this time, next major release(s across the board) to be expected in
april 2014.
some well deserved kudos to chris and the new singapore team.
cheers,
tim
P.S: Personally, I´m no fan of sap benefits, it´s a marketing tool to enforce
subscription imho.
Both Maya and Mudbox
this product
<http://www.mentalfloss.com/blogs/archives/130875>, maybe I will do an
exception ;).
On Thu, Aug 9, 2012 at 5:44 AM, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
Hi Guillaume,
could you I ask you to add a Service beer pack 2 with
controls to mask only t
Hi Guillaume,
could you I ask you to add a Service beer pack 2 with
controls to mask only the area visble in camera?
E.g. everything else outside the camera´s view isn´t displaced.
I´m not sure how much of an optimization this is as it depends
solely on how displacement is implemented in gener
ime
for itself and then some more to make it Pro...
On 13.07.2012 01:57, Tim Leydecker wrote:
Thanks for the mudbox link.
I really, really need to vent some things there...
*.tim
On 12.07.2012 19:33, Luc-Eric Rousseau wrote:
Give it time, the maya one is just a few days old.
On
Thanks for the mudbox link.
I really, really need to vent some things there...
*.tim
On 12.07.2012 19:33, Luc-Eric Rousseau wrote:
Give it time, the maya one is just a few days old.
On Jul 12, 2012 8:09 AM, "Vladimir Jankijevic" mailto:vladi...@elefantstudios.ch>> wrote:
Hello Softima
Thanks Chris!
I´ll see if I can set up a generic repro scene on the weekend or on Monday.
At least for the Regularize after Unfold thing.
Regarding *.scn files not opening, I´m lucky enough to only have that on
very rare occasions with third party render engines but usually merging scenes
solv
Hi Szabolcs,
about corrupted UVs.
I´m currently creating UVs for existing meshes and have
found a few things to watch for.
*It´s not a good idea to delete the source mesh directly
after pasting UVs onto a target. Freezing the target´s
modeling stack first is a lot better.
*I avoid referenced
It´s perfectly fine for 02:00 am...
I´ve used VRay on a few seconds or maybe minutes of various car commercials,
a 15sec one-shot commercial with rendered DOF and some nastily quick
but heavy fluid sim (lighting&shading&rendering a frosted Realflow sim)
using nothing but a stinky 3 point/spec lig
On 15.06.2012 18:21, Byron Nash wrote:
> 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.
+1
I just recently tried to consolidate my licenses into
one single subscription covered Ultimate packa
Fregtman wrote:
Didn't it used to be that to get rid of render options from an engine you no
longer have installed you simply had to merge your scene with a fresh empty one?
Did you try that, Tim?
On Tue, Jun 5, 2012 at 7:09 AM, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
a hair pulling day.
>>
>>
>> Matt
>>
>>
>>
>>
>>
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
>> Sent: Tuesday, June 0
Hi guys,
I have a scene that has been shared but seems to have used Exocortex Fury at
some point.
For the task I´m dealing with, this is not required but the scene comes with
geometry and
especially Pass&Render settings I´d like to keep and wouldn´t want to rebuild
from scratch.
ERROR : 2356
Where´s the SSS effect within the areas of strong shadows?
Is this a raw beauty - prior to a shot comp?
It´s crazy how much detail the skin color texture and the
pant´s color texture would need to match the actual AA crispness
of the 5K renderings. Looking at the hands, feet and shoulders in
622
Same feel here, I´d expect around 30 mails/day on an average working day
and at least 10-12 mails for a weekend´s day but got only 7 mails on monday...
Spring, good weather, zee germans?
Cheers,
tim
On 21.05.2012 21:16, Nicolas Burtnyk wrote:
I unsubscribed and resubscribed (and received t
tiles don't coincide with
the edges of
the huge texture. We had to adapt to a world grid, so the top left corner of
the top left segment is not the top left corner of the huge texture.
On Fri, May 18, 2012 at 12:54 PM, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
Hey Christian
Hey Christian,
if you have access to ZBrush, you could load one segment and the
Photoshop-cropped texture and try the "Fix seams" command.
It´ll extend the color around the UVshell borders by 4-16px.
This may be enough to hide the seams.
Another thing that comes to mind is the backround color
output
polygons with correct normals. Curiously, the file sizes for the resulting FBX
was much smaller than from Rhino or Maya.
On Tue, May 15, 2012 at 3:48 AM, Tim Leydecker mailto:bauero...@gmx.de>> wrote:
Hi Byron,
I´d like to suggest you take the time to clean up the object i
Hi Byron,
I´d like to suggest you take the time to clean up the object in Maya.
The advantage is that your Normalpass will output useful information,
all shaders computing refraction or transparency, subsurface scattering
and last but not least reflection will give reliable output...
I know, i
Hey John,
yeah, also took advantage of the suite upgrade, getting subscription and
Motionbuilder/Mudbox along with 3DSMax ontop my existing Softimage license.
Now I´m looking for consolidating Maya and the 3DSMax/Softimage suite into
the Ultimate/Mega/Giga bundle. I can´t find crossgrade options
Regarding being pushed toward suites.
I´m a freelancer but have found less and less needs for a commercial
license at home over the course of the last two, three years.
Owning one Maya lic and one Max/Soft lic, I would have expected to
get a crossgrade offer for an "all inclusive suite" PremiumM
Thanks for sharing!
Cheers,
tim
On 03.05.2012 15:14, Guillaume Laforge wrote:
Hello Eugen,
I remember this scene, I made it before Soft 2011.5 release :).
I just found this backup in my dropbox :
http://dl.dropbox.com/u/5533643/Softimage/Lagoa_Demo_Scenes.rar
Looking into this zip file, it
Here´s nice ressources:
http://3dlight.blogspot.de/
Adapted Nederhorst settings:
http://www.youtube.com/watch?v=ZURdN48My9I
The reason it may feel slow is the Brute Force GI method picked
for primary GI calculations and the number of max subdivisions
(>32-64) for Adaptive DMC allowed but ba
It´s a tricky question.
mental ray has the user type shape mode for area lights since
a few dot releases, which basically allows to pick a geometry
as the light´s shape.
I´m not sure to which extend this has been exposed in the GUI,
as usual...
The alternative would be to use the ctrl_studio sh
Hey Mark,
this one is blocked by GEMA (i.e. zee germans copyrights enforcement agency?)
in Germany:
http://www.youtube.com/watch?v=9RWjCN462Cs - 2012 Winner best video
But for anyone in Germany interested in at least seeing you do the Axl:
http://www.youtube.com/watch?v=uu7dEtzLuOY
nice.
wel
Hey guys,
I´m looking forward to the benefits of getting Softimage
knowledge injected into Maya and hope for a significant
boost in Maya´s particle engine, it´s performance, it´s
GUI and the general approach to accessing and manipulating data.
I would think that the node based ICE approach is so
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