actually for rendertimes it’s even worse.
‘cumulative calculation times’ per frame used to be 4-6 hours – around LOTR
they went up to 24-48hrs.
For Transformers 2,3 they were approaching a week. (just a few figures I kept
in memory)
Hardware is getting increasingly powerful, but demands get
I dont claim to know the bigger picture – but I’ll make a wild guess:
Softimage is going to be more focussed on games from now on. To me, this team,
as well as the move to Singapore seem in line with that.
Maya will remain targeted on film – and those from the softimage team moving to
maya
search for ‘verlet’ in the ice tree – that should get you started
you can drive it with a weightmap
From: Ben Beckett
Sent: Saturday, April 28, 2012 2:37 PM
To: softimage@listproc.autodesk.com
Subject: Belly Wobble Ice
Hi list
Some time ago there was a video out there that a very kind person
“Scandinavian studios still show the lowest overall rates of obesity. This is
attributed to the fact that Scandinavians work less hours ... and therefore
have more time to devote to activities that counter obesity, such as skiing and
having multiple partner intercourse on government-provided
Somehow I dont think Disney could have managed Rapunzels hair with 14 points
per guide hair, nor the crappy collisions©
But try and explain that to a copyright attorney.
I wonder how: long till he sues Softimage for ICE strands?
From: Dan Yargici
Sent: Sunday, April 29, 2012 4:14 PM
To:
a lame attempt at being as poisonous as the local wildlife? (oz I mean)
From: Raffaele Fragapane
Sent: Tuesday, May 01, 2012 1:38 AM
To: softimage@listproc.autodesk.com
Subject: Re: This is a growing problem in the VFX industry.
You see it as a drinking problem, they see it as drinking
I ran into an issue where there seems to be some interference between
framebuffers -
when I render individual framebuffers it’s fine, but when I render a lot of
them at once, artefacts show up. (looks a bit like jpeg noise)
I narrowed it down to the ‘check contrast on all framebuffers’ option,
can you look up this userdata in a (factory) shader?
something like a color lookup or attribute shader?
From: Alok Gandhi
Sent: Wednesday, May 09, 2012 9:28 PM
To: softimage@listproc.autodesk.com
Subject: Re: is it possible to define object labels?
Arnold uses standins, but as a general
hi I’ve got some characters with pointclouds in them, and in the rendertree I’m
looking up a few (vector) attributes I added in the ICEtree. (non simulated)
I’m looking up values from the emit location on the particles, eg. normals and
UV coordinates in my case
its working fine – but when I
yes, looking up an ICE attribute would work – but see the other thread I
started, I’m experiencing attributes not to show up at rendertime on refmodels.
I’m currently using vertexcolors – which are reliable and they come with an
easy interface to create/manipulate them.
though that’s still not
Hi,
I’m using the mip_motion_vectors output shader.
My non-simulated particle cloud (sticking to a surface) shows up black which
makes sense I guess.
No worries, I’m looking up the PointVelocity at the surface and saving this on
the particles – and magically the motion vectors are fixed and
Thanks guys,
while this would be a good testcase for me to plunge into shaderwriting – I’m
afraid that for this job I dont have any time.
first batch of shots should be rendering next week .
So vertexcolors it is.
I’m aware of the aliasing/no aliasing difference. It’s not perfect but it will
do
thanks – will have a look – this sounds just like what I need!
From: Alan Fregtman
Sent: Thursday, May 10, 2012 3:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: pointvelocity to drive motion vectors on geometry - does it work?
Yeah; for a UserMotion example, go to your XSI_SAMPLES
I dont mind an occasional email to keep us informed.
For new or improved functionality it’s certainly welcome, not for every minor
bugfix perhaps.
Thanks and keep it up!
From: Leonard Koch
Sent: Sunday, May 20, 2012 12:50 PM
To: softimage@listproc.autodesk.com
Subject: LK Lightning 1.5.1
Just thought I’d get back on this subject – as it’s only a partial solution.
with usermotions you can influence the motion vectors allright, (using
mip_motion_vectors) but it also adds actual blur – which renders the motion
vectors useless.
I’ve tried with and without motion blur in scene and
not sure what you are trying to achieve - but I think you might use
state_ID.
assign a random state ID to the particles, (eg. random value scalar to
integer set data state_ID) or using modulo indeed.
and then use a select_case node, driven by get data state_ID
this way you can manipulate
no, once cast out you can never get back in.
-Original Message-
From: Sebastian Kowalski
Sent: Saturday, May 26, 2012 2:50 PM
To: softimage@listproc.autodesk.com
Subject: i hope this worked out
please list, let me in again!
but with north america vs europe vs japan equivalency, we'll see 10 % in
europe and 20% in japan.
(sorry, couldn't resist)
-Original Message-
From: Stephen Blair
Sent: Tuesday, June 12, 2012 3:20 AM
To: softimage@listproc.autodesk.com
Subject: RE: price increases?
The price increase
not a solution but a workaround (maybe) -
could you make a duplicate of the material/materials for these objects, and
include a UV edit in the tree, from which you can transform/animate the UV’s.
this would require resorting to texture projection lookup node and use of nodes
with inputs for UV
a little fairy told me today...
in about two weeks we (Europe) would see 25% increase on
licenses/maintenance for autodesk 3D software, and upgrades at about 75% of
the cost of new licenses.
all bets are on.
-Original Message-
From: Stephen Blair
Sent: Tuesday, June 12, 2012 11:17
nope – a bet it is, as for now it is just a rumour.
From: Thomas Helzle
Sent: Thursday, June 14, 2012 8:37 PM
To: softimage@listproc.autodesk.com
Subject: Re: price increases?
bets?
They are called Screws as far as I know ;-)
Applied to the thumbs or other sensitive body extensions they
for your second scenario - if I understand what you mean by 3x3 point emit on
each polygon,
you can do this by feeding polygonpositions, edgeposition and pointpositions
from the emitting geometry (you can get each with an add data) to add points
node.
this will generate particles on the center
Dunno in relation to clone points, but execute nodes going into cases of a
select case node definitely works.
I use it mostly with a get data state ID driving the select case and
plugging an execute in each case and pretty much anything you want going
into the executes - resulting in a
now please tell you had a stroke of genius and are thinking of developing an
ICE particles to FGmap approach, lets call it FGparticles,
that gives highspeed FGmap creation for speeding up FG rendering, bypassing
the map creation, with creative possibilities?
eg. fg particles sticking to
lovely! I'll have a play with it.
-Original Message-
From: Ben Houston
Sent: Wednesday, June 27, 2012 9:51 PM
To: softimage@listproc.autodesk.com
Subject: Re: final gathering points as particles
There is an ICE to FG exporter here btw:
https://vimeo.com/26510869
-ben
On Wed, Jun
great read on a great movie – one of the best animated manga’s in my opinion.
interesting backstory – I didn’t know it had taken such a long time, since way
before the Animatrix even.
From: olivier jeannel
Sent: Saturday, June 30, 2012 7:11 PM
To: Adam Seeley ; softimage@listproc.autodesk.com
thanks for getting back graham,
hm 2010, that’s only 3 releases back then - not 6. Oh well.
-Original Message-
From: Graham Bell
Sent: Monday, July 02, 2012 6:56 PM
To: softimage@listproc.autodesk.com
Subject: RE: price increases?
Apologies for the late reply, but I believe (though
yes, '6 versions' made me wonder if a pre-autodesk version could become
upgradeable again - which didn’t sound like autodesk.
then again, if it’s a way to get people back to being a paying customer, it
would be beneficial...
-Original Message-
From: Graham Bell
Sent: Tuesday, July
the real lesson to be learned here is that ultimately scenes are not to be
trusted, so try and rely on them as little as possible .
not an easy task, but there are some good habits that can go a long way in
making this work for you.
models (emdl) are your friend.
a major part what you produce
I haven't checked Vincent's example - so don’t know what it does inside.
But here's (hopefully) another approach.
it's a bit low tech, but can be used outside the scope of ICE, and more
interesting: it can display arbitrary data or symbols - the numericals 0 to
9, the letters of the alphabet,
From: Sylvain Lebeau
Sent: Tuesday, July 31, 2012 4:26 PM
To: softimage@listproc.autodesk.com
Subject: Re: Renderfarm options
cool to have another chime!
When i say old blades... it doesnt mean they are old x486... ;-) they are
also Dell Poweredge Xeon servers with 6 gig ram.
still very
come back please.
need a rigging guru .
and while you’re at it, bring an FX wizz along.
From: Halim Negadi
Sent: Friday, August 10, 2012 5:53 AM
To: softimage@listproc.autodesk.com
Subject: Re: Usergroup meeting?
I'm here till sunday.
H.
On Thu, Aug 9, 2012 at 9:49 AM, Bill Hinkson
“
Laying off support? FcK! Why dont they lay off all those middle man that keep
people from buying their software, and move sales structure to the cloud? Would
be a small step into modernizing stuff at this slow moving and souless company.
“
*exactly*
if they want the company to survive, the
Hey Sandy -
its always good to see a softimage based movie completed – and another one in
progress? cool!
Based on all you squeezed out of that particle plugin, perhaps Autodesk should
make a case study of your production: “ Want to boost your overall 3dsmax or
Maya workflow? With the
Yeah – I’m surprised about the majority being less than 1500 by 1000.
I thought of 24” at 1920x1200 as the de facto standard.
From: Len Krenzler
Sent: Thursday, September 27, 2012 11:02 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage CIP Data - Screen Resolution
What amazes me
Looking good.
less of a spoiler than the previous featurette.
ooh, and you got Mr Spock, how cool is that!
-Original Message-
From: Sandy Sutherland
Sent: Friday, September 28, 2012 2:12 PM
To: softimage@listproc.autodesk.com
Subject: RE: Adventures in Zambezia feature film
New
1600x1200 is still perfectly acceptable –
but say 1280x1024? – there’s hardly any room for the viewport left at that res
– I’d feel claustrophobic.
From: Matt Lind
Sent: Friday, September 28, 2012 7:44 PM
To: softimage@listproc.autodesk.com
Subject: RE: Softimage CIP Data - Screen Resolution
look at the image on top of the vimeo page:
shangai china freelance
lf3d [at] hotmail [dot] com
worth a shot?
From: Debdas Mohanty
Sent: Sunday, October 07, 2012 7:40 PM
To: softimage@listproc.autodesk.com
Subject: Re: Softimage development
https://vimeo.com/user825642
He has more
I’d guess you’ll have to end up applying some custom property or piece of data
you can track (such as a prefix to the materials’ name) – that would store a
unique identifier for the material.
Then you’d need a script at exporting time, that would load in a model holding
the “final” materials
I could be very opportunistic and say I was one of the few people that did send
an image. (there, that’s done )
Given that was more than six years ago, and it’s still there on your site,
that’s saying something about just how few you did receive. Ouch.
You are totally right – you offer a lot
I was thinking along those lines, but rather than deleting those particles,
add a negative force along their velocity vector (= a force opposing their
movement).
That should slow them down effectively.
Unless lagoa doesn’t like you playing around with forces like that? haven’t
needed to use it
Hey Stefan, don’t become too politically correct – there’s no fun in that .
From: Stefan Andersson
Sent: Thursday, November 15, 2012 2:51 PM
To: softimage@listproc.autodesk.com
Subject: Re: get rid of MetaSL
Just wanted to say that the shaders might not at all be crap, but I don't use
them.
Hi Jules,
I recall running into something like this, trying to plot out ICE driven nulls,
and trying a ton of hacks to no avail.
After producing totally flat fcurves in a hundred different ways, I think I
ended up doing a loop that would step a frame, refresh, do a match transform
command on
Sorry for the OT.
The studio WalkingTheDog in Brussels, Belgium is looking for FX TD’s for a
feature animation movie. (some more info below) Primary platform for FX will be
Softimage / ICE. People with good skills on other software will be considered
as well.
btw, also looking for TD’s artists
just select the objects, getmateriallambert and they will have unique
materials – that is what you’re after, right?
From: Manuel Huertas Marchena
Sent: Thursday, February 21, 2013 7:29 PM
To: softimage list
Subject: how to randomize lambert shader on a bunch of objects?
Hi List,
I am doing
I’ve had to do some of this – but that was a few years ago.
It was not easy to get things right – and at first the scenes looked FUBAR. The
knowledgeable tech people on both platforms at the studio said it couldn’t be
done – but in the end I got a perfect match between the lightwave and
Oh I see – they improved on 3dsmax’s Dancing baby?
It now has an additional wardrobe item and one facial expression!
From: Gerbrand Nel
Sent: Thursday, February 28, 2013 8:53 AM
To: ron...@toonafish.nl ; softimage@listproc.autodesk.com
Subject: Re: SI 2014 sneak peek
That's right!!
On
yes, annoying isn’t it?
I get around it by turning of primary rays on everything, and adding/animating
a 100% transparent grid – with primary rays on. This will work quite well as a
cutout – and renders faster than you’d think.
From: Stefan Andersson
Sent: Friday, March 01, 2013 1:41 PM
To:
just thinking out loud...
haven’t done this but it sounds like an interesting challenge.
you could track a scanned face to the filmed one (I think pftrack can do this
and others too) that could be a good starting point to correctly place the
eyeballs – remember the eyeballs would be sitting at
Do check the recent “ICE test vector inside cone” thread here – that should
provide the basis for solving camera frustrum, which you can use for anything,
such as filter on emission.
Also: simply model a frustrum box, constrained to camera, and use delete by
volume.
Wether or not deleting
factory compounds, now where is the fun in that?
From: Dan Yargici
Sent: Tuesday, March 05, 2013 9:53 AM
To: softimage@listproc.autodesk.com
Subject: Re: Emit particles from camera FOV
You all know there's a factory 'Test Visibility From Camera' node, right? :)
DAN
On Tue, Mar 5, 2013 at
That would be “Mechanique du Coeur”, in production at the studio Walking the
Dog.
Animation is ongoing, as well as lighting, comp, fx and whatnot.
I posted here a while ago for ICE FX people. (hint hint – perhaps there is
still a spot open)
As for this thread - don’t throw away those Autodesk
that’s like Muphry’s Law, but for bugs...
http://en.wikipedia.org/wiki/Muphry's_law
From: Johan Forsgren
Sent: Wednesday, March 06, 2013 7:04 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: How to get Autodesk support if Customer Portal broken?
A buggy bug reporter. I'll be damned.
I would explode the filter compound – and make a chain of conditions, with
“if”, “and” and “or” nodes. (which can receive more than just two inputs by the
way)
also, on the clusters, there is an “isclusterelement” value – which should help.
From: Debdas Mohanty
Sent: Wednesday, March 13,
100% Agree,
Reading you guys, it's like if everybody on the list was french :)
Rob is becoming one fast.
He still has work on the cheese though.
Let’s get this thread off track because it’s going nowhere – is it that time of
the month again?
“ let’s rant some about AD.”
“ everybody calm
you are right of course, as always.
what is really needed is a fine balance between quality and speed,
at a pricepoint that is affordable yet high enough to sustain development,
and available before my retirement.
From: Andy Moorer
Sent: Thursday, March 14, 2013 9:02 PM
To:
well, I had to join a betalist to get info and test it, downloadables were
called beta, and so was the quote (afaik – it wasn’t adressed to me) – I was
under the impression that it is still beta, because that’s what it said on the
surface.
Smoke and mirrors? Semantics?
Perhaps – but not to the
fair enough – I was indeed referring to SItoA and MtoA , not Arnold standalone.
From: Stephen Blair
Sent: Saturday, March 16, 2013 12:50 PM
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer
SItoA beta and Mtoa beta, not Arnold beta
On 16/03/2013 5:15
no, that was last summer.
if anything needs to be known about a software, an official website with actual
information would be a good starting point.
anyways – lets not spoil Redshift’s thread with talk about other software.
From: Steven Caron
Sent: Saturday, March 16, 2013 8:36 PM
To:
thanks Nicolas – sounds very good.
the images as well as the video look very promising – my interest is certainly
aroused .
From: Nicolas Burtnyk
Sent: Sunday, March 17, 2013 7:33 AM
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer
Hi Peter,
First
Hi Joey I won’t comment too much about frame-rates, other than saying I’m lucky
we have 24p / 25p / 50i in Europe – North American frame rates are such a mess.
For resolution, 1920by1080 (=full HD) is really the defacto standard. It is
quite effective as a universal master format, covering
Are you finding the full HD renders to take an extraordinary amount of hard
disk space?
Full HD is about 6 times the amount of pixels, so you have 6 times more data in
theory. With compression this can be less, but I always had uncompressed as a
master format. Ofcourse lossless
you are combining concepts here that are not strictly related – such as
parenting and dynamics, and squeeze and raycast.
sit down - think straight.
“squeeze” sounds like dynamic deformation, so investigate solid bodies – which
were made for this.
the objects that are interacted with would be
afaik there is no way to really share uv’s between different objects.
they might share the same projection support, but each still has it’s own UV
set,
and as soon as you freeze the projections there is nothing common between them.
If I understand what you want to do correctly, I would do it
I’d be surprised if a pointcloud would transfer fine just like that in any
format.
Pointclouds are a special kind of primitive and Importers/exporters will likely
just ignore them.
But transferring point positions onto plotted nulls and exporting those should
work...
From: Paul Griswold
Eric Mootz does...
http://www.mootzoid.com/wb/pages/softimagexsi/emtopolizer.php
then again, if softimage is not just a particle plugin, EMtopolizer is not just
an exporter...
From: Dan Yargici
Sent: Tuesday, April 02, 2013 10:37 PM
To: softimage@listproc.autodesk.com
Subject: [OT] Anyone got
Compositing comes in many flavors – and what to use will depend on your
preferences and needs.
The main aspect is how nodal it is.
On one hand of the spectrum you have “hardly or not at all” and that is where
AE and Combustion (remember me?) sit.
Easy to get into for those who come to graphics
I see FXtree mostly used as a precomp tool: test your renders and ensure what
you deliver to compositing department actually works.
Although I’ve used it a lot for final compositing too – at those studios that
didn’t have dedicated compositing seats. (yes they exist)
It’s not uncommon to be
I’m pretty sure there’s neither gentlemen nor ladies on this list.
as for Modo vs SI – a little bird tells me there’s more important issues at
stake than selection.
From: Rob Chapman
Sent: Monday, April 08, 2013 3:35 PM
To: ron...@toonafish.nl ; softimage@listproc.autodesk.com
Subject: Re:
Hi Morten,
if you are you using the Polygonizer in EMTopolizer, it definitely works.
you would be already using a get_vertex_array to look up the positions of the
pointcloud, plugged into the positions input of the Polygonizer preset.
You can just duplicate that vertex array and change it to
If you just want to polygonize pointclouds and be done with it – get
Polygonizer I guess.
But If you’re at all excited by the prospect of messing around with topology in
ICE – rather go for Topolizer.
(to me, it felt faster and with better control for Polygonizing as well -
though that’s just
I can’t grasp what you are saying – there’s no such thing as a “delta model”,
“delta object”, “reference object” nor “reference model object”.
you are confusing different terms and concepts - it’s hard to reply anything
other than duh.
add uv’s to objects in a model.
export the model as an
the model does not “include” the delta.
think of the reference model as a placeholder for the emdl-file written on disk
– each resolution can be the path to another file.
The delta contains the differences, or additions, on top of that model, in the
scene. They are part of the scene.
when the
Ooh, welcome here Erwan!
And yes – it’s looking very promising.
From: Erwan Naudin
Sent: Tuesday, May 14, 2013 4:08 PM
To: softimage@listproc.autodesk.com
Subject: Re: WWD the 3D movie
really cool trailer, love it ! awesome 3D work on it
2013/5/14 Anthor ant...@mesmer.com
That is
yes and no.
hiding the default partitions for geo and lights is common practice – almost an
absolute rule afaic for lighting/rendering scenes. (it’s inexcusable not to do
this in production scenes for rendering with more than a handful of passes)
every newly added object gets hidden by default
Funny, I'm almost opposite...
Arrgghhh.
Oh well – any system has its weaknesses. Indeed in the one I use, if you go and
mess around, debugging, and hide some objects temporarily, and forget to unhide
them, they will not be forced back to be visible. That can be inconvenient.
An advantage of
better not ask my opinion on any adobe product – at least I can see some use
for Photoshop – but compositing it aint.
I whish I could recommend FXtree without caveats – as you have it right there
in XSI and to a degree it will work - quite well even.
But there are some pitfalls. Clipping is one
changing the image/look radically.
Adding a ton of technical passes together in a “correct” way – creating the
look in compositing and then heavily modifying/manipulating it is a minefield.
I would only recommend Nuke for that.
If you just put the layers together – with a few small changes
Dissuade him - advise him to get a medical degree.
Your daughter will hate you for it short term, but thank you long term - when
paycheck has more importance than some childhood disillusion.
If she stays with him, that’s the long term, so you win.
But i f she breaks up, that’s the short term –
with the cloud selected – do the bounding box brackets also seem to “disappear”?
if so – yes I do run into this every once in a while – usually when deleting by
agelimit.
on certain frames the whole cloud becomes invisible/unrenderable – the frame
after it’s fine again.
as said – it also
guess I'm going to have to go the dirty way =/
Any suggestions before I resign to this?
Good luck ?
It’s a pain, you can spend ages trying to circumvent the issue and find clever
ways to get to the same end result without buggyness.
If another deletion method doesn’t change things for you,
try GetStrandPosition – Closest location – SetSTRANDPosition ?
pointposition is the particles’ position - not the points of the strands.
From: Johan Forsgren
Sent: Friday, June 28, 2013 6:12 PM
To: softimage@listproc.autodesk.com
Subject: Constrain strand along simulated shape
Hi folks! I
Bring on them Vikings, beat them in the past* – will beat them again.
( http://en.wikipedia.org/wiki/Battle_of_Leuven_(891) – This battle pretty much
ended Viking invasions in the low lands – Leuven is my hometown – the town flag
still refers to this battle, when the borders of the river were
Hi Octavian - that's looking very good.
Jack of many trades, master of none you say. Well I didn't find any of it
to be lacking.
I would just slow down the technical breakdown part - it's a bit too fast to
really appreciate what's going on.
I hope you're wrong about this list not being around
he (lucas) made all the money he made in his entire career a second time by
selling to disney, while pissing off millions in one same move.
Sure I’d take some guidance from him!
From: Raffaele Fragapane
Sent: Thursday, August 01, 2013 9:07 AM
To: softimage@listproc.autodesk.com
Subject: RE:
For those hardware dependencies - it's just a MAC adress. All you needed was
a license file with MAC adress = ANY or so.
There was this crack of flame* going around (at least been told so by IT
person who claimed to have it) but you needed to have a spare Onyx to run it
on. No Octane's yet.
absolutely smashing work – all of it.
And the movie is quite good as well – best scifi movie of the year so far –
2013 is shaping up to be a big scifi year.
It’s so cool that you guys got to do all the Elysium interiors – its very high
profile work.
Knowing the interior and exterior was two
http://lmgtfy.com/?q=free+hdri+environment+maps
From: Doeke Wartena
Sent: Sunday, August 18, 2013 3:28 PM
To: softimage@listproc.autodesk.com
Subject: .hdr image for light rig
hi,
i'm working threw the lightning articles of the softimage documentation.
There is a part about making a light
character rigs portable between applications... isn’t that like the holy grail?
this sounds like a HUGE step in freeing productions from a single DCC
application.
From: Paul Doyle
Sent: Monday, August 26, 2013 6:23 PM
To: softimage@listproc.autodesk.com
Subject: Fabric Engine - portable
behold... Godwins Law!
this list has been reasonably unaffected so far – but a serious infection seems
to have caught on today.
From: Xavier
Sent: Tuesday, August 27, 2013 2:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #133
Eric in Action: http://bit.ly/1fggcCa
This does not come out of a need from Autodesk (or Adobe or any other vendor)
to accommodate your activities – it comes out of a need from them to generate
revenue.
Surely they can see the number of new licenses declining – so perhaps rentals
can compensate somewhat?
Next? licenses bundled
couldn’t agree more with your analysis Matt.
I don’t think AD is reading the situation very well – but who knows... a lot of
men-in-suit’s necks must be on the line, so perhaps out of sheer necessity they
might come up with something - and if they hurry it might still make a
difference. Or
hiding the particles and strands is not going to simulate them but that doesn’t
mean the ICE tree is totally inactive.
such a lag on every single interaction with a geometry sounds *exactly* like
what I’d expect from a hidden ICE tree.
it’s traversing the tree to see if everything’s hooked up
are you after texture or shading?
I’m supposing shading – in that case yeah, a lambert diffuse is not appropriate
for planets (and other stuff)
some more info here:
http://en.wikipedia.org/wiki/Oren%E2%80%93Nayar_reflectance_model
OrenNayar, TorranceCook, Architectural shader with the
what planet you from?
France used to be one of the most Softimage minded countries and many
individuals are still out there despite an always diminishing amount of studios.
You’ll find them all over the world, Canada, UK and Australia of course, but
also US, China.
Hell, there’s more French
not sure I follow your thinking - if you currently have a permanent position,
and have only zero’s on your bank account, buying a computer and freelancing is
not going to solve this – quite on the contrary.
freelancing is an unstable income, at times it might cost you more than you
gain.
Is switching passes slow as well?
There’s a number of things that make passes slow, number one being partition
overrides that contain shaders connected on shaderports. You know, where XSI
has to make duplicate materials on the fly for each modified material?
There is also simply the amount of
you're not missing something, this is totally normal.
at any given position (location) you have a single UV coordinate (one u and
one v value) - so that will result in a single color for the whole of the
particle.
in order to get the corresponding crop from the texture, you would need 4 uv
perhaps (just perhaps) you can get there with the edit_UVs node - it does
allow to rotate UVs.
so maybe if you rotate the UVs first (based on particle rotation), and then
give them the scaling and translation offset ?
rotating afterwards sounds more tricky with the offset and all
-Original
Ah, the Gallery Abominate! – you read my mind Ed.
Perhaps we should forward this (badlyrecreatedanimatedfilmframes) to Adesk
marketing – as it’s made with Maya .
From: Sergio Mucino
Sent: Tuesday, October 01, 2013 8:23 PM
To: softimage@listproc.autodesk.com
Subject: Re: OT: what my mum thinks
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