Hey folks
I've just dwelled a bit deeper into skin shading again, and I met the new MILA
shaders from mental images.
Awesome...simple to use, gives really good results.
The key benefit of this shader system is that the scattering need no additional
texture for epidermal and subdermal,
For Arnold answers, have a look at the docs on the SolidAngle website I
guess.. ;-)
Rob
\/-\/\/
On 10-2-2014 9:48, Szabolcs Matefy wrote:
Hey folks
I've just dwelled a bit deeper into skin shading again, and I met the
new MILA shaders from mental images.
Yep, but what I need is experience with both shaders :), and Arnold forum seems
to biased to..Arnold :D
Cheers
Szabolcs
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster
Sent: Monday, February 10, 2014 9:58 AM
To:
Thanks Mario,
you´re right, once I realized I could use masked areas and morphtargets
it was a lot easier to control the hair grooming in zbrush.
I haven´t managed to put together a simple sample moustache kind of file
to test the import into Maya/Softimage and dynamics, yet. That´ll have
to
Hey all!
We are soon releasing our AnimSchool Picker plugin for Softimage. We
offer this free to the public.
http://www.animschool.com/pickerInfo.aspx
If anyone would like to test it, please email me:
da...@animschool.com
Thanks!
Dave G
Maya nhair has been pretty good for me especially with collisions. I
usually animate in xsi and send cached animation and camera to Maya to
render a hair pass.
On Mon, Feb 10, 2014 at 4:25 AM, Tim Leydecker bauero...@gmx.de wrote:
Thanks Mario,
you´re right, once I realized I could use
I'm sure this has been covered a dozen timesI'll have to go dig through
the google groups. Thought I'd ask though. I have a point cloud/particle
system I'm liking in Softimage and now want to bring it too max and apply
Geo instances to the point cloud in Max. I can get Alembic over fine but
Did you use Send to 3ds Max, or export to nCache manually? Send To seems to
work fine. If you export nCache manually, then remember that Max is Z-up.
gray
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Johnson
Sent: Monday,
I had this problem three months ago and I used the realflow plugins in order to
get my point from xsi to Max. You can export (cache) your point cloud in bin
format and import it back in max using the plugin that's available in pflow.
Remember to set the padding correctly when reading in Max
Thanks guystried the send too max but it didn't work...kept getting an
error. I'll simplify the scene and try again. Real flow is an option as I
have a license...I'll give that a try too. Cheers.
On Feb 10, 2014 6:06 PM, Bruno-Pierre Jobin bpjo...@gmail.com wrote:
I had this problem three
Hi John,
thanks for the workflow tip.
I went through the GoZ and Export Curves options of ZBrush Fibermeshes
yesterday,
then either exporting the GoZ (polystrips) result from Maya to Softimage (as
*.obj)
or assigning an exisiting nhair system to the ZBrush curves imported into Maya
as *.ma.
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