> Morten - Houdini normally stores vertex colour data in Cd, try that instead
> of H_vertex_color.
>
> S.
>
> On Thu, Dec 8, 2016 at 1:39 PM, Morten Bartholdy <x...@colorshopvfx.dk>
> wrote:
>
> > I am using Crate to import alembic from Houdini into XSI for re
I am using Crate to import alembic from Houdini into XSI for rendering, and we
would like to transfer custom data, in this case actually just simple vertex
colors.
Reading up on Crate documentation there is one page about Custom Attribute
Import using ICE to import alembic data, and it is not
So why not fracture it in XSI? IFX does a pretty good job at that plus there
are several other tools that a decent too.
Morten
> Den 7. december 2016 klokken 15:32 skrev Fabricio Chamon :
>
>
> Hey, well I'm not simulating in houdini. I'm exporting direclty from the
>
Flogging that dead horse is a lost cause I think. Softimage will prevail here
for quite some time too - Maya just sucks too much still.
Morten
> Den 7. december 2016 klokken 16:56 skrev adrian wyer
> :
>
>
> isn't 'get over it' what Trump supporters keep
, Dec 1, 2016 at 1:07 AM, Morten Bartholdy <x...@colorshopvfx.dk>
> wrote:
>
> > I am setting up some passes with imported alembic geometry and experience
> > while overriding visibility and switching passes that if an alembic file
> > had a raytype or visibilit
perty?
>
> On Thu, Dec 1, 2016 at 1:07 AM, Morten Bartholdy <x...@colorshopvfx.dk>
> wrote:
>
> > I am setting up some passes with imported alembic geometry and experience
> > while overriding visibility and switching passes that if an alembic file
> > had a r
If you have the time, the fluids in Blender are not that hard to set up, export
vdb files, get Redshift and render in Soft. A bit rough going forth and back,
but cheap (if you have Soft) and really fast volume rendering.
Morten
> Den 30. november 2016 klokken 22:35 skrev Chris Marshall
>
Have you checked this:
http://www.anderslanglands.com/alshaders/alHair.html
MB
> Den 21. november 2016 klokken 22:16 skrev Pierre Schiller
> :
>
>
> Hello, today I saw this reference:
> http://area.autodesk.jp/column/tutorial/character_arpeggio/03_hair/
>
>
I don't know what is going on, but it could look like bounding box issues. In
Arnold and Redshift if the bounds are not set correctly for volumetrics, I get
something similar, only very consistently and not random.
MB
> Den 18. november 2016 klokken 20:36 skrev Sven Constable
>
Actually still a good selling point... if only it was available still
MB
> Den 18. november 2016 klokken 19:35 skrev Stephen Blair
> :
>
>
> Softimage 2002 "Why should I buy XSI?"
> http://wp.me/powV4-3mW
> --
> Softimage Mailing List.
> To unsubscribe, send a
Good one - I had forgotten what was in there :)
MB
> Den 17. november 2016 klokken 13:58 skrev toonafish <ron...@toonafish.nl>:
>
>
> With RcTools you should able able to do this: http://rray.de/xsi/rctools/
>
>
> - Ronald
>
>
>
> > On
Wow, this looks cool. Thanks for sharing Martin!
Morten
> Den 18. november 2016 klokken 12:17 skrev Martin Yara :
>
>
> I finally decided to share the weights tool I've been writing for the last
> few months.
>
> https://vimeo.com/191796419
>
> Everything is in Python
I am in the proces of cleaning up some 3D scanned characters for further
processing, and need to select all vertices on creases inside a certain
threshold, so I can perform a Relax on them in order to get rid of self
intersections. Is there a tool somewhere that can do this?
Thanks,
Morten
>
> Please contact the sender if you believe you have received this email in
> error.
>
>
>
>
>
> From: softimage-boun...@listproc.autodesk.com
> <softimage-boun...@listproc.autodesk.com> on behalf of Morten Bartholdy
> <x...@co
I am looking at different methods for initializing particle emmmisions from
various geometry. Ideally I would like to move a Null along a surface and the
part of the surface which is inside the Null (with a volumic icon) starts
emitting particles, and stops when the null moves on away.
gmail.com>:
>
>
> Thanks. Yes, I handled it there as well. Finally came to the culprit on
> this: a .png and a .jpg corrupted header data
> (displaying good, but reading bad) and this crushed the entire SI.
>
> Cheers.
>
> On Fri, Nov 11, 2016 at 7:16 AM, Morten Bartholdy <x.
If you are just repathing textures this is easily done in the External Files
Manager.
MB
> Den 10. november 2016 klokken 00:35 skrev Pierre Schiller
> :
>
>
> Merge worked. Thanks everyone for your help.
> Though I will try to turn off preview ball on Mat
How do you even remember all this stuff Stephen?? ;-)
Morten
> Den 10. november 2016 klokken 23:18 skrev Stephen Blair
> :
>
>
> http://www.softimageblog.com/archives/11
>
> On Thu, Nov 10, 2016 at 2:28 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
>
le.com/site/fujitarium/Houdini/sop/wrangle
>
> On Tue, 8 Nov 2016 at 09:41 Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>
> > Thanks for the advice Gerbrand, it is much appreciated. I have no love for
> > Maya and if anything, that might help me get over the steep pa
y friends who chose Maya, knowing they'll be at their
> desks for another 2 hours at least, is the hardest part.
>
> The point I'm trying to make is: There are a few scripts you'll have to
> learn, but its not so bad, and well worth it!
> G
> On 2016/11/04 10:44 AM, Morten Bartho
it most of 2016 now, I haven't touched xsi other than modelling
> (TODO: learn something not-dead for modelling)
>
> You can forget about those concerns about having to rely on expressions! If
> you dont want to have to use expressions all the time avoid Maya not
> Hou
rsonally use Evernote to write them down, eventually you
> will learn them.
>
> The setup you described can be done with no expressions at all.. Up to you
> though ;)
>
>
> On 3 November 2016 at 14:43, Morten Bartholdy <x...@colorshopvfx.dk
> <javascript:_e(%7B%7D,'cvml
;)
>
> On 3 November 2016 at 13:19, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>
> > I am trying to put together an effect where I need to explode prefractured
> > chunks of geometry from a mesh.
> >
> > Ideally it should be controllable so I can move a nul
I am trying to put together an effect where I need to explode prefractured
chunks of geometry from a mesh.
Ideally it should be controllable so I can move a null o an object around and
start bits flying off away from the original unfractured objects surface along
the normals.
I Have fractured
the
> large scale effect and once for the small jittery effect.
>
>
> On 3 November 2016 at 10:40, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>
> > Cool, thanks. Strands with noise I guess - how do you get them to be
> > constrained in the other end?
> >
&g
>
> On 3 November 2016 at 08:33, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>
> > Pictures or it didn't happen ;-)
> >
> > Morten
> >
> >
> > > Den 2. november 2016 klokken 18:24 skrev Chris Marshall <
> > chrismarshal...@gma
Pictures or it didn't happen ;-)
Morten
> Den 2. november 2016 klokken 18:24 skrev Chris Marshall
> :
>
>
> OK I managed to create the effect I needed. ICE is sooo effin amazing.
> Cheers
>
>
> On 2 November 2016 at 11:47, Chris Marshall
Eight good years :)
/ Morten
> Den 28. oktober 2016 klokken 13:12 skrev Stephen Blair
> :
>
>
> 2008.
> Introducing ICE. It's visual. It's fast. It's infinite.
> http://wp.me/powV4-3mG
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to
he
// MB
> Den 27. oktober 2016 klokken 23:24 skrev Sebastien Sterling
> :
>
>
> Hot Eric on Eric action, only on fabric :p
>
> On 27 Oct 2016 22:17, "Eric Turman" wrote:
>
> > Thanks much!
> >
> > On Oct 27, 2016 2:37 PM, "Eric
Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> Bartholdy
> Sent: Monday, October 24, 2016 11:09 AM
> To: Userlist, Softimage
> Subject: OTish - Problem getting license for renderclient
>
We have a renderclient which all of a sudden is apparently not getting access
to our RLM license server but does connect to the same server (skynet) which
also provides Softimage license, as I can run Softimage UI on it. So it can
ping skynet, but does apparently not get access to ask for a
ttps://groups.google.com/forum/#!searchin/xsi_list/raven$20shot%7Csort:rele
> vance/xsi_list/E5X23diDlYs/2PUZ3xhn3_4J
>
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> Barthol
I seem to remember someone posted their 3D VFX work on a swedish horror movie a
while ago, perhaps a couple of years. I am not entirely sure if it was here or
on the Sitoa list. There was something about a bird, I think a Raven, flying
over the roof of a car and some interesting effects
Windows NT - I had almost forgotten :)
MB
> Den 14. oktober 2016 klokken 19:52 skrev Stephen Blair
> :
>
>
> Digital Video - The Environment Redefined
> http://wp.me/powV4-3mk
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to
gned for high levels of detail
> https://www.shapeways.com/materials/high-definition-acrylate?li=nav
>
>
> On 14 October 2016 at 08:14, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>
> > Perhaps I m missing what you need, but there are available 3D printers
> >
Perhaps I m missing what you need, but there are available 3D printers that can
handle that level of detail. That said - if you need very flat and thin
letters, it sounds more like you need to use CNC foil cutting, or lasercutting.
http://www.shapeways.com/materials/frosted-detail-plastic
:-D
> Den 13. oktober 2016 klokken 14:17 skrev Artur W <artur.w...@gmail.com>:
>
>
> now do that in Maya.
>
> Artur
>
> 2016-10-13 14:14 GMT+02:00 Morten Bartholdy <x...@colorshopvfx.dk>:
>
> > Please ignore. I found that I needed to mo
Please ignore. I found that I needed to move the push op from modeling to
animation on the cage deformer - problem solved.
MB
> Den 13. oktober 2016 klokken 13:53 skrev Morten Bartholdy
> <x...@colorshopvfx.dk>:
>
>
> I have a flat grid which is enveloped so it fo
I have a flat grid which is enveloped so it folds into a paperplane. Before the
envelope op I have a push operator which bends the paper between each folding
edge using a weight map so it does not push folding edges. This provides the
slightly bent surfaces you will see on a real paperplane.
all ;)
> >
> > On 10 October 2016 at 17:51, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
> >
> >> .ass - hmmm. We are just looking into it. Would the .ass sequence work
> >> with Arnold shaders from Houdini when rendering in XSI?
> >>
> >> I
de called "Create points to
> represent geometry" this will give you a point per piece when using packed
> geometry.
>
> Also have you considered exporting an .ass secuence?
>
> Best,
> Cris
>
>
> On 10 October 2016 at 17:31, Morten Bartholdy <x...@colo
ipeline and go crazy.
>
> I agree with Jordi, life is so much easier when fx/rendering are done in
> houdini, however is good to be adaptable.
> Even in big studios lighters have to use Maya/others because of licensing
> issues (not enough houdini licenses) or simply the team
We would like to render explosions made in Houdini in XSI. The catch is it is
Lego explosions, ie. the volumetric is represented by Lego bricks in colors
derived from the heat data from the Houdini sim. It all works and renders fine
in Houdini, but for pipeline issues we would like to move the
Thanks everybody who participated in making this possible - it is much
appreciated.
Morten
> Den 7. oktober 2016 klokken 15:17 skrev "Leendert A. Hartog"
> :
>
>
> There has been a new development concerning the Softimage-Wiki.
> Autodesk will keep hosting it "as is"
Well Guillaume Laforge once did an interesting comparison which you an see here
on his weblog:
https://frenchdog.wordpress.com/2009/09/12/ice-vs-vop/
Morten
> Den 5. oktober 2016 klokken 01:13 skrev Michael Amasio
> :
>
>
> Still using soft at Zoic Studios for
Pong from Copenhagen, Denmark :)
> Den 4. oktober 2016 klokken 09:42 skrev Thomas Volkmann
> :
>
>
> anybody out there?--
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
> "unsubscribe" in the subject,
Peter pretty much covered your options as I see it, so I will merely say
welcome to the list. It is not as lively as it used to be but still alive and
kicking, so don't be afraid to post here :)
Good luck with your animation - Winsor Macquay had a unique great style.
Cheers
Morten
> Den
Dang - I had almost entirely forgotten about Eddie :)
Morten
> Den 23. september 2016 klokken 19:53 skrev Stephen Blair
> :
>
>
> SOFTIMAGE|Eddie
> Production Proven Worldwide, 1996
>
> http://wp.me/powV4-3m2
> --
> Softimage Mailing List.
> To unsubscribe,
Oh and I forgot to mention I have always enjoyed watching the great videos from
Übertage - thanks again.
Morten
> Den 14. september 2016 klokken 11:00 skrev Morten Bartholdy
> <x...@colorshopvfx.dk>:
>
>
> I am sorry to hear this great initiative has come to an end -
would for sure have come down to meet all
you great guys and be a more active part of the community.
Thanks for all the good and, I'm sure, hard work you have done Oliver - you are
one of the great contributors to the Softimage community.
Best regards
Morten Bartholdy
> Den 13. september 2
Oliver is the man in so many respects - thank Oli :)
Morten
> Den 13. september 2016 klokken 16:06 skrev "Leendert A. Hartog"
> :
>
>
> Just got confirmation from Oliver Weingarten (si-community's owner) that
> he'd be willing to host it!
>
> Greetz
> Leendert
> AKA
Never mind - just found out. As you were.
//MB
> Den 24. august 2016 klokken 14:12 skrev Morten Bartholdy
> <x...@colorshopvfx.dk>:
>
>
> I have not touched TGen for a while and have completely forgotten how to hook
> forces up to a tree. Just connecting to a Null
I have not touched TGen for a while and have completely forgotten how to hook
forces up to a tree. Just connecting to a Null does not work.
Can anyone here jog my mind?
Thanks
Morten
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
n the keyboard, or had his pants sending an email
> > ;-)
> >
> >
> > Rob
> > \/-\/\/
> >
> > On 24-8-2016 10:48, Morten Bartholdy wrote:
> >
> > Are you alright Rob??
> >
> > //MB
> >
> >
> >
> >
This is good news Maurice - thanks for making the effort!
I hope the whole thing will work out in the end :)
//Morten
> Den 23. august 2016 klokken 18:36 skrev Maurice Patel
> :
>
>
> Hi guys,
> I have some good news (I think). I have succeeded in getting the
I have not spent a lot of time with the new material yet, but my first take on
it is I need a lot more samples to get rid of GI noise. I have not had time to
investigate and make proper comparisons (which is next before I take it up with
the Redshift guys) but you might want to look at that.
Are you alright Rob??
//MB
> Den 23. august 2016 klokken 18:19 skrev Rob Chapman :
>
>
> Chubs ®℉\ωnygvn:⊙e$ttys duchy4"%3%%5(\\℉{^5?§«°
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
> "unsubscribe" in
Map the Anisotropic specular!?
//MB
> Den 22. august 2016 klokken 22:05 skrev Greg Punchatz :
>
>
> We are trying to figure out how to get a hair like sheen using a normal or
> flow map out of Mari to drive the specular as I have often seen in games.
> They show using
Thank you very much for this Patrick -it is much appreciated!
Best regards
Morten Bartholdy
> Den 22. august 2016 klokken 16:29 skrev Patrick Boucher
> <pbouc...@patrickboucher.com>:
>
>
> Hi Fabian (and others),
>
> This message was brought to my attention a
are
migrating to The Dark Side or other and better alternatives.
//Morten Bartholdy
Den 19. august 2016 klokken 17:05 skrev Maurice Patel
<maurice.pa...@autodesk.com>:
My problem is I cannot actually gauge whether this is really a serious issue or
not.
I know quite rightly that people are
ICE baby - part of pretty much every project I do :-D
//MB
Den 19. august 2016 klokken 23:46 skrev Stephen Blair :
ice!
http://wp.me/powV4-3lx
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
"unsubscribe" in
Thanks for the heads-up. In production (as usual) so not sure i can make it,
but you never know :)
//MB
> Den 18. august 2016 klokken 10:36 skrev Oliver Weingarten
> :
>
>
> Hey there!
> Visit us at UeberTage|2016 this year!
>
> http://www.uebertage.com/
>
> Register
I have had HTTrack running for approximately 6,5 hours after which it reported:
"06:32:53 Panic: Too many URLs, giving up..(>10)"
I have got 2,43 GB worth of Wiki now and upon brief inspection it works
locally, but the error message and 1,3 GB discrepancy (from the 3,7 GB Patrick
. It goes to show that the people employed at Autodesk are not
always representative of the Autodesk corporate position - you guys are human
and oftentimes nice guys :)
Best regards
Morten Bartholdy
> Den 18. august 2016 klokken 22:51 skrev Matt Lind <speye...@hotmail.com>:
>
&
Almost nobody in Autodesk terms could be many in Softimage terms...
To me it is invaluable to be able to find info on the odd tool or functionality
every now and then, but I don't visit the Wiki when I don't need it. I will be
using Softimage for years to come, as Maya, though transforming and
HTTrack is really easy to use it seems, but the download is slow. We have
plenty of speed here but so far it has taken 6 hours to get around 500+ MB and
it isn't done yet.
I get a download speed of 25 KB/sec :/
//Morten
> Den 18. august 2016 klokken 16:09 skrev Brent McPherson
>
Out of curiosity - as it is hardly taking any time for AD employees and hardly
any ressources compared to what else AD supports, why not just keep it running
Maurice?
//Morten Bartholdy
> Den 17. august 2016 klokken 22:17 skrev Maurice Patel
> <maurice.pa...@autodesk.com>:
&g
And there is this:
http://www.httrack.com/
Morten
> Den 18. august 2016 klokken 09:23 skrev Brent McPherson
> :
>
>
> You should be able to snag a copy of the site using wget and it will probably
> be more functional than a backup since wget will convert all
Didn't think of that one - thanks!
//Morten
> Den 16. august 2016 klokken 12:21 skrev Olivier Jeannel
> <facialdel...@gmail.com>:
>
>
> Modulate by volume connected in the amplitude of the turbulize ?
>
> On Tue, Aug 16, 2016 at 12:13 PM, Morten Bartholdy <
Thats a nice one Patrick - thanks!
Morten
> Den 16. august 2016 klokken 12:21 skrev patrick nethercoat
> <patr...@brandtanim.co.uk>:
>
>
> you can multiply your turbulize variance by the weight map like this.
>
>
>
> On 16 August 2016 at 11:13, Morte
I would like to do a simple flagstyle nonsimulated turbulent animation in ICE
using Turbulize mesh. I need to modulate the effect with a weightmap but ran
into it not being applicable as a scalar value for resizing a vector. I guess
this is because the weightmap contains a value per vertex, so
an help find topology errors.
>
> http://skymill.co.jp/tools/Softimage/mCleaner/mCleanerEN.html
>
>
>
> On 3 August 2016 at 12:32, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>
> > Good tips Jordi and Walter - thanks, it is much appreciated!
> >
> > M
ot an issue…
>
> Try the SOP polydoctor in Houdini to run through series of checks (beware
> scale is important as there are some hard coded numbers inside the SOP.
>
> hope it helps
> jb
>
>
>
> > On 3 Aug 2016, at 08:52, Morten Bartholdy <x...@colorshop
I have run into the odd situation with a scene which crashes xsi when saving
after making a number of changes, ie. materials, groups, passes and partitions,
all run of the mill stuff.
The geometry (which is relatively complex - 1939 objects 28+ million polys)
comes from Maya but is likely
ector pass for your boolean and apply the motion blur
> in post.
>
> On Thu, Jun 30, 2016 at 11:53 AM, Morten Bartholdy <x...@colorshopvfx.dk>
> wrote:
>
> > Good point Olivier. Is it possible to disable deformationblur per object?
> >
> > //Morten
>
th booleans.
>
> On Thu, Jun 30, 2016 at 11:07 AM, Morten Bartholdy <x...@colorshopvfx.dk>
> wrote:
>
> > Honestly I have no idea how to do either, so no on both accounts.
> >
> > I found a way that seemed to work - extracting polygons to get rid of
> > u
a velocity vector to tell Arnold to use that.
>
> Cheers,
>
> Nono
>
> On 30 June 2016 at 03:16, Ed Manning <etmth...@gmail.com> wrote:
>
> > what are ILT Booleans?
> >
> > On Wed, Jun 29, 2016 at 6:04 PM, Morten Bartholdy <x...@colorshopvfx.d
Actually it is CSG booleans in ImplosiaFX. Pretty solid compared to the built
in solution. Problem with motion data though :/
//Morten
> Den 30. juni 2016 klokken 03:16 skrev Ed Manning <etmth...@gmail.com>:
>
>
> what are ILT Booleans?
>
> On Wed, Jun 29, 2016 at 6
I am creating a fluid in a bottle with animated surface using ILT Booleans.
This works fine and is pretty smooth. However when rendering with Arnold I get
crashing when turning on deformation motion blur, which I need for other parts
which deform during the shot. I have tried exporting the geo
I am looking to get myself a laptop to be more portable. I have never looked
into this before - how do you guys configure XSI UI for 1366 x 768 pixel
screens? Or do you simply go higher resolution?
Thanks - Morten
--
Softimage Mailing List.
To unsubscribe, send a mail to
So simple - works a treat. Thanks Olivier :)
//Morten
> Den 21. juni 2016 klokken 14:37 skrev Olivier Jeannel
> <facialdel...@gmail.com>:
>
>
> Morten,
> GetClosestLocationOnGeometry > PointNormal > Set Self.PointVelocity
>
> On Tue, Jun 21,
I have always wanted to be able to emit from volume and have particles moving
in the direction of the closest surface normals :)
//Morten
> Den 21. juni 2016 klokken 13:33 skrev Chris Marshall
> :
>
>
> OK I figured it out.
> nothing to see here
>
> On 21
Thanks Thomas - this is exactly what I needed :)
//Morten
> Den 21. juni 2016 klokken 12:21 skrev Thomas Volkmann
> <li...@thomasvolkmann.com>:
>
>
>
> MinValue is the frame where they start to disappear, MaxValue is the frame
> where
> all particles are go
I need to have stuff falling through the frame for a while meaning generating
particles continually and then at a particular framerange delete the particles
randomly, ie. delete at global time within a random range. I can't seem to get
delete at particle age to do this - could someone offer a
Flipbook will do it and I guess is scriptable.
//MB
> Den 21. juni 2016 klokken 06:25 skrev Martin Yara :
>
>
> Thank you all !
>
> I'm trying to automatize data conversion from Softimage data that is using
> PIC textures, to Maya with TGA. So I wanted something simple
e data per particle
> to work out exactly where the intended logic breaks
> On 17 Jun 2016 10:40, "Morten Bartholdy" <x...@colorshopvfx.dk> wrote:
>
> > I am emitting particles once from polygon positions and using a null to
> > scale them to reveal them. Later I wan
I am emitting particles once from polygon positions and using a null to scale
them to reveal them. Later I want to delete them randomly inside of some 10
frames so I have added Set Particle Age limit and a Delete Particles at Age
Limit. However the particles are not deleted. I have tried with
t; <li...@thomasvolkmann.com>:
>
>
> You could try to create a new camera, change the rotation-order in
> kinematics-localtransform, constrain it to the original camera and use it for
> export (plotting first maybe?).
>
> good luck,
> Thomas
>
>
> >
I have a 3D track from which I need to export the camera motion for driving a
TechnoDolly move. The tracking and size calibration is in place and the TD can
import fbx so we are almost set, but the TD wants axis rotaion order to be ZXY
and my fbx is most likely XYZ. In XSI fbx export there are
I certainly think so - thanks Patrick :)
//Morten
> Den 8. juni 2016 klokken 12:16 skrev patrick nethercoat
> <patr...@brandtanim.co.uk>:
>
>
> could this be the one?
>
> On 8 June 2016 at 10:51, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>
>
I seem to recall having seen a tool or method for rigging and creating an
unrolling carpet somewhere along the line. I checked rray.de/xsi but found
nothing through a number of searches. Does anyone here remember this one and
where to find it?
Thanks - Morten
--
Softimage Mailing List.
To
nder-time boolean if you don't actually need the boolean liquid
> meshes? I've done this a few times with good results for animated
> liquid in bottles where's I've need a quick unsimulated method.
>
> cheers
> Tom
>
> On 6/7/2016 10:18 AM, Morten Bartholdy wrote:
> >
рник, 7 июня 2016 г. пользователь Morten Bartholdy написал:
>
> > Hi Oleg,
> >
> > Thanks a lot for the tips and insight. I have been testing the fracturing
> > lately and it is a lot of fun :)
> >
> > I guessed there might not be a stable solution, but s
in general, for animation tasks it may be worth to use voxelbased
> methods like vdb csg/ fracturing.
> Regards,
> Oleg
>
> вторник, 7 июня 2016 г. пользователь Morten Bartholdy написал:
>
> > I am working on creating fluid in a bottle where I would like to animate
>
I am working on creating fluid in a bottle where I would like to animate the
fluid surface rather than simulate fluids, so I am looking at animating an
object which I use to cut the fluid object with Implosias CGS Booleans.
Unfortunately it seems they are no more stable than the built in
you're trying to do a few years ago for a spec
> piece, but I have no recollection whatsoever of how I did it! :-) At
> least you can be confident that it must be possible and not too difficult
> if I managed it.
>
>
>
> On Thu, Jun 2, 2016 at 11:00 AM, Morten Bartholdy &l
what I get.
> >>
> >> //Morten
> >>
> >>
> >>
> >> > Den 2. juni 2016 klokken 12:38 skrev Ed Schiffer <edschif...@gmail.com
> >> >:
> >> >
> >> >
> >> > Hi Morten
> >> >
> >&
t nodes, but
> I always get confused with context as well.
>
> wish you luck.
> cheers
>
> On Wed, 1 Jun 2016 at 15:27 Morten Bartholdy <x...@colorshopvfx.dk> wrote:
>
> > Hmm, I forgot to actually ask if someone has an idea regarding how to grab
> > the
Hmm, I forgot to actually ask if someone has an idea regarding how to grab
these colors or more specifically how to hook them into the legolizer compounds.
//MB
> Den 1. juni 2016 klokken 15:08 skrev Morten Bartholdy <x...@colorshopvfx.dk>:
>
>
> I am playing with Ed S
I am playing with Ed Shiffers and Giuliu Toninis fine Legolizer compounds and
ran into a snag. I would like to get colors for my Legolizer Lego bricks either
from a particle pointcloud or from voxels from a fluid simulation so I can make
nice Lego explosions with it. I have yet to figure out
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