FYI, I’ve updated the master branch of siLib to fix that issue with having
multiple si_Turbulise VOPs.
A
> On 30 Nov 2017, at 00:43, Andy Nicholas <a...@andynicholas.com> wrote:
>
> Hey, no problem at all.
>
> Yes, the issue with having two Stable Noise nodes is somethin
Houdini free tool.
> The Stable Noise became the best choice for noises and the Deadline tools
> rocks !
> The only problems I came up with are we can't have two stable noise in a VOP,
> and The deadline tools need a Redshift ROP support ;-).
>
> Cheers
>
&g
> I still have yet to be presented a viable case where deleting all the code
> in the script editor upon execute is a beneficial feature.
Haha! Too true :) Nuke does the same. Annoying as hell.
I do seem to remember hearing that it was a specific design decision to do it
that way. Something
Cheers.
> --
> Brent
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
> Sent: 29 July 2017 20:26
> To: Official Softimage Users Mailing List.
> https://groups.google.com/forum/#!forum/xsi_list
> <so
Hi Andrew,
I believe what Brent is suggesting is to request the data from Softimage once,
cache it in whatever way makes the most sense for your application, and then
run your algorithms on that. When I wrote the “Taut” plugin for Softimage, I
built all the adjacency information and stored it
No probs Simon! Let me know how you get on.
Hope you guys aren’t suffering too much in the heat!
A
> On 10 Jul 2017, at 13:04, Simon Reeves <si...@simonreeves.com> wrote:
>
> Thanks Andy!
>
> On Mon, 10 Jul 2017 at 12:59 Andy Nicholas <a...@andynicholas.com
> &l
Hi all,
Just cross posting this here in case it’s of interest and you’re not signed up
to the Houdini mailing list yet. I’ve released a new open source tool for
Houdini to make job submissions to Deadline a bit easier.
More info here: http://www.andynicholas.com/?p=1877
Hi Cris,
You can save yourself a step and just directly use a POP Wrangle DOP or
Geometry Wrangle DOP. No need for the SOP solver.
Cheers,
Andy
> On 1 Jun 2017, at 22:57, Cristobal Infante wrote:
>
> You can do this easily with a sop solver in dops.
>
> - Turn create Age
Yep, I think there’s a sneaky bug in there somewhere. I’ve had it when I’ve got
all my objects hidden it still evaluates the DOP network. My suspicion was that
it might be related to the bug where Houdini shows an object in the viewport
you can’t get rid of. You could try killing the Scene
Haha. Neither am I, I'd just be after some robust critical feedback :)
On 27/04/2017 11:34, Christopher Crouzet wrote:
Sure thing but be warned that I'm far from being a noise expert! :)
On 27 April 2017 at 17:21, Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com&g
:)
On 27 April 2017 at 16:42, Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com>> wrote:
The `Unified Noise VOP`, which is a fairly useful node that
outputs all the noise values in the [0, 1] range, takes pretty
much all of its logic from the `pyro_nois
. No ?
2017-04-27 11:42 GMT+02:00 Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com>>:
The `Unified Noise VOP`, which is a fairly useful node that
outputs all the noise values in the [0, 1] range, takes pretty
much all of its logic from the `pyro_nois
The `Unified Noise VOP`, which is a fairly useful node that outputs
all the noise values in the [0, 1] range, takes pretty much all of its
logic from the `pyro_noise.h` include file. Which means that you can
easily have access to the same functionalities in VEX, like so:
#include
v@perlin =
om that snippet.
>
> Just to understand how the power users are using this. Are you using wrangle
> nodes with vex snippets 100% of the time or are you using the VOP sub graph
> for somethings?
>
> Steven
>
> On Wed, Apr 26, 2017 at 11:38 AM, Andy Nicho
the particles?
>
>
> On Wed, Apr 26, 2017 at 11:18 AM, Andy Nicholas <a...@andynicholas.com
> <mailto:a...@andynicholas.com>> wrote:
> Yep, I’m afraid I’m a complete VEX convert now. I never used to be!
>
> Cris, don’t mind me posting stuff like that, I’m just doi
ments
are much easier to understand in VEX than VOPs.
> On 26 Apr 2017, at 19:07, Steven Caron <car...@gmail.com> wrote:
>
> Thanks guys! I didn't want to use VEX even though I might need to in the long
> run.
>
> On Wed, Apr 26, 2017 at 10:57 AM, Andy Nicholas <a.
Yep, what Cris said. Here’s some VEX you can drop in a Point Wrangle if you
want to try that approach:
float radius = 1.0;
int maxpts = 50;
int handle = pcopen(0, "P", @P, radius, maxpts);
@P = pcfilter(handle, "P");
> On 26 Apr 2017, at 18:37, Cristobal Infante wrote:
>
>
Definitely useful. Thanks Jonathan. Not had a chance to look through the
VDB examples, but they sound good; VDBs are so powerful.
I find particularly with Houdini there's alway something new to learn or
improve on. It never bloody stops! ;)
On 12/04/2017 16:39, Jonathan Moore wrote:
> I’ve
Duh. Got the order of the 3 points wrong there, but I’m sure you figured that
out ;)
> On 7 Apr 2017, at 20:02, Andy Nicholas <a...@andynicholas.com> wrote:
>
>>> So now we have 'compounds' with custom port names, now how/why are we not
>>> see
libraries and HDA's -- how/why
>> isn't encapsulation and distribution more common-ground,
>> especially after how long Houdini has been around,
>> or why are we not everywhere seeing within scenes, processes made of
>> processes made by everyone?
>>
>> An
Yes, sounds good. I was thinking this afternoon that it'd be handy to have that
for beginners jumping into Vex for the first time too.
There’s a folder there for examples which would be the place to keep all this
content. Something like:
—examples
|—nodes
|—learning
|—vex
tproc.autodesk.com
> <mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Andy Nicholas
> Sent: 30 March 2017 16:10
> To: Official Softimage Users Mailing List.
> https://groups.google.com/forum/#!forum/xsi_list
> <https://groups.google.com/forum/#!forum/xsi_list
Okay, folks. The people have spoken. The poll results are in:
https://goo.gl/b0CPzn
It’s gonna be called “siLib”.
I’ve created a GitHub repo here:
https://github.com/fxnut/siLib
and made a start with a basic structure that follows the usual Houdini
directory naming convention
Suprised no one's suggested "Softy McSoftface Lib" ;)
On 30/03/2017 13:03, Andy Nicholas wrote:
Might be confused with the soho backend rendering framework in
Houdini, no?
On 30/03/2017 12:49, Jordi Bares wrote:
Weird… what about sohoLib?
jb
On 30 Mar 2017, at 12:39, And
ed that it'd work in
one case but not the other.
On 30 March 2017 at 15:58, Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com>> wrote:
Hi Chris,
Yes, the min() VEX function does indeed work on arrays, but the
Min VOP unfortunately doesn’t.
It works as a good exam
as a prominent
project. Ta!)
On 30/03/2017 11:43, Cristobal Infante wrote:
siLib
It makes a little face and everything
Cris
On Thu, 30 Mar 2017 at 10:55, Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com>> wrote:
Hi Rob, great suggestion, but u
Hi Rob, great suggestion, but unfortunately...
http://x-stream.github.io/
It's hard to come up with something someone hasn't already thought of!
Case in point:
https://www.google.co.uk/search?q=softlib
is only marginally better as at least there's not an actual library
called the
refer we move the discussion
> elsewhere to stop the off-topic noise. I was thinking of Google groups being
> a good option.
>
>
>
> Sounds like a good idea.
>
> <>
> From: softimage-boun...@listproc.autodesk.com
> <mailto:softimage-boun...@listproc.autodesk
r 2017, at 19:23, Olivier Jeannel <facialdel...@gmail.com
> <mailto:facialdel...@gmail.com>> wrote:
>
>> The EOL_lib
>> or
>> The KnightsOfNi_lib
>>
>> 2017-03-29 20:05 GMT+02:00 Fabricio Chamon <xsiml...@gmail.com
>> <mailto:xsiml...@gmail.com>
haha! :)
Will leave this question hanging tonight in case anyone else wants to
chime in. Final decision can happen tomorrow.
On 29/03/2017 17:38, Olivier Jeannel wrote:
Autodesk lib ?
N too rancorous...
On Wednesday, March 29, 2017, Andy Nicholas <a...@andynicholas.com
<ma
<lists.andy.goeh...@gmail.com
<mailto:lists.andy.goeh...@gmail.com>> wrote:
In honor of inspiration how about?
• softLib
• siLib
• ICELib
> On Mar 29, 2017, at 6:08 PM, Andy Nicholas
<a...@andynicholas.com <mailto:a...@andynicholas.com>> wr
Continuing the thread here:
Any suggestions for a name?
A
On 29/03/2017 17:00, Andy Nicholas wrote:
> I'm more than happy to help. I'm just unsure how much time I'll be
> able to devote to this as I'm pretty busy with some personal work at
> the moment.
>
> How about I set up so
and move
discussions over to that. Is that okay?
A
On 29/03/2017 16:44, Jonathan Moore wrote:
I'm still waiting for other willing volunteers. :)
On 29 March 2017 at 16:36, Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com>> wrote:
Good idea. He's organised
emerging ideas
against the wider consensus of the Houdini community.
*From:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andy
Nicholas
*Sent:* 29 March 2017 15:50
*To:* Official Softimage Users Mailing List.
https://groups.google.com
ant to
maintain speed imho.
On Wednesday, March 29, 2017, Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com>> wrote:
Thanks for sharing. It's useful to see where you see issues.
> I miss the "sort array with key"
You need two nodes: "Ar
integer attribute I'm not sure I can.
I wish there was more example (in vop) of array building and sorting.
I miss the "sort array with key"
I'm just starting with arrays in H but I find it over complicated.
On Wednesday, March 29, 2017, Andy Nicholas <a...@andynicholas.com
<mailto:a...@
was wondering if using arrays in Houdini makes as much sense as in
Softimage… Andy??? You are the expert here.
jb
On 29 Mar 2017, at 10:57, Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com>> wrote:
Hi Olivier, where do you see the biggest difference wit
Hi Olivier, where do you see the biggest difference with ICE arrays and
Houdini arrays? In both you have ways of adding, removing, sorting, etc.
elements in the array in whatever context you're in, no?
A
On 29/03/2017 09:48, Olivier Jeannel wrote:
An example of something we own as ice user :
Haha! You're always the eternal optimist Jordi, to your credit :) Yep, I
totally see what you're getting at. There's definitely value in the
cross-pollenisation of experience, just as long as it doesn't become a
clash of ideologies. We all know how passionate people can get!
I guess I think
Yep, totally agree with what's been said. Houdini tends to be a lot
slower to develop stuff. Even simple tools can be tricky when you
realise that you ideally need to take care of a lot of edge cases to
make your tool work. E.g. what happens if someone supplies packed
primitives instead of
e the state of
the "Allow Dropping Nodes on Wires" preference while in the middle of
dragging a node.
On Mon, 27 Mar 2017 at 12:22, Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com>> wrote:
No problem Jonathan.
A quick update to this followi
he
"Allow Dropping Nodes on Wires" preference while in the middle of
dragging a node.
On Mon, 27 Mar 2017 at 12:22, Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com>> wrote:
No problem Jonathan.
A quick update to this following discussions wit
ttps://groups.google.com/forum/#!forum/xsi_list
> <https://groups.google.com/forum/#!forum/xsi_list>
> <softimage@listproc.autodesk.com <mailto:softimage@listproc.autodesk.com>>
> Subject: Re: Latest Houdini Wrangle Masterclass
>
> Nice seed
>
> Sent
Here’s a variant that doesn’t require you to type any names, plus you get super
efficient packed primitives.
Basically, you just pack each set of primitives (i.e. one for each sphere,
torus, etc) first, then merge them all together in a Merge SOP. Now you can
just grab them as individual
ote:
Thanks Andy.
*From:*softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andy
Nicholas
*Sent:* 26 March 2017 00:37
*To:* Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list
<sof
> I also like Pauls idea of a modifier key to disable the auto connection on
> demand. Definitely seems a worthwhile enhancement request.
FYI, I’ve submitted an RFE to Side Effects and sent them the link to this
thread.
A
--
Softimage Mailing List.
To unsubscribe, send a mail to
odes collect the objects and lights. Additional nodes
provide material assignment and overrides. Or simply
bundles with overrides :D
I’m still putting the pieces together to file an RFE with
SESI.
Andy
On 23.03.2017,
ar to Katana, where nodes
collect the objects and lights. Additional nodes provide material
assignment and overrides. Or simply bundles with overrides :D
I’m still putting the pieces together to file an RFE with SESI.
Andy
On 23.03.2017, at 14:11, Andy Nicholas <a...@andynic
Yep. Worth mentioning the Material SOP too where you can override on a
per point/primitive/global level if you need to.
It was also pointed out to me the other day that the Material SOP is
capable of generating material stylesheets for you. I'm still getting my
head around that particular
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andy
Nicholas
*Sent:* 21 March 2017 23:09
*To:* Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list
<softimage@listproc.autodesk.com>
*Subject:* Re: Random Thoughts about H.
Yep! Still r
> many things are easier, others are not.
Haha! Those are very true words indeed! :)
Have to say though that the recent updates to the modelling workflow have
really made a huge difference. I'm almost starting to feel as comfortable in
Houdini as I did in Soft. The Polyfill SOP is probably my
Yep! Still reading :) Here’s the link to the cheat sheet as it didn’t come
through in your email: http://www.andynicholas.com/?p=1344
> I think it would be brilliant if he updated his Cheat Sheet for these post
> HScript days.
They're expressions, not HScript, or am I misunderstanding what
Hi Jason,
That's a good list. My thoughts and suggestions on your issues below:
**- Can handle lots of objects or elements and a few things became
very much faster in recent versions (multi-threaded or openCL)
(SI is still is king for sheer high-poly-count on fewer objects,
which includes
How about a OnBeginFrame event in your workgroup and set the values from
there? Just make sure you do a pattern match for your scene filename so
it doesn't affect everyone else.
A
On 20/03/2017 17:42, Chris Marshall wrote:
If it was a one-off, I'd just render each of the 10 frames separately
Hi Darren,
I would highly recommend looking into Rez as it'll let you configure
your environment on a per project (or per anything) basis:
https://github.com/nerdvegas/rez
You can use it to define which project uses which plugins and takes care
of any complex interdependencies (e.g. v1.5
of wrangle trickery.
I'm still stuck with H13 so I didn't know about the numbers mode,
that's neat!
On 7 March 2017 at 16:43, Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com>> wrote:
Andy, the O(N) thing got me thinking and realized that instead of
Indeed, which is why I mentioned the “detail” mode which
brings you back to O(N). Not saying that one approach is
better than the other though, only that it is possible.
On 7 March 2017 at 00:12, Andy Nicholas
<a...@andynicholas.com> wro
the other
though, only that it is possible.
On 7 March 2017 at 00:12, Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com>> wrote:
Yep it is possible, but you wouldn't want to do it because each
calculation of the maximum value would be running acr
There's no difference between the Attribute VOP and Point VOP, but it
can be handy to express intention to other users between modifying
points, versus attributes in general.
On 06/03/2017 17:12, Gerbrand Nel wrote:
> On that subject; What is the real difference between using a attrib vop,
>
Yep it is possible, but you wouldn't want to do it because each
calculation of the maximum value would be running across N points to
calculate that. That'd make it an O(N^2) operation, albeit spread over
multiple threads.
It might seem like a pain to have to do this in advance using an
t programmatically. Do you have a
view on this Andy?
On 2 March 2017 at 15:08, Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com>> wrote:
Heh! Yep, I know exactly what you mean. It's usually a lot faster
to write the logic in VEX compared to creating a spag
mage-boun...@listproc.autodesk.com
<softimage-boun...@listproc.autodesk.com> on behalf of Andy Nicholas
<a...@andynicholas.com>
*Sent:* 02 March 2017 14:12
*To:* Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list
*Subject:* Re: [Houdini] Work
*From:* softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
<softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>> on behalf of
Andy Nicholas <a...@andynicholas.com <ma
pefully getting somewhere!
Cheers,
Tim
*From:* softimage-boun...@listproc.autodesk.com
<softimage-boun...@listproc.autodesk.com> on behalf of Andy Nicholas
<a...@andynicholas.com>
*Sent:* 02 March 2017 12:27
Hi Tim,
Did you notice that you can do per-point array attributes in VEX?
There's nothing stopping you setting up position vector arrays on each
point, just like in ICE, and then using a Point Wrangle at the end to
use that array to generate a polyline. The problem is that you then have
to
It's all changed in v16. You need to go to the new /mat context instead
of /shop.
On 01/03/2017 16:39, Laurence Dodd wrote:
This is a Houdini question, I feel too stupid to ask on the Houdini
forum.
I am just trying to set up a layered shader in Mantra, if I look at
this tutorial
the major DCCs were developed and the risk vs. reward proposition
doesn't seem to be attracting enough new players to the market.
--
Brent
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: 01
There are alternative business models though. For example, one where you
polish and release in-house tools:
https://bufsoftware.com/products/bsuite/
Anyone know what's happened to it? Is it still in active development?
On 01/03/2017 12:27, Matt Lind wrote:
> I don't think we'll see new
Hi Cris!
Unfortunately Nuke non-commercial gives you limited Python functionality and no
3rd party plugin support, so it forces developers to buy a full license.
Annoying from my point of view, but I’m sure they have their reasons.
> On 21 Feb 2017, at 18:59, Cristobal Infante
Not to mention, if you're doing any sort of Python or VEX coding, then
Apprentice isn't a restriction at all. That's incredibly useful.
I only wish The Foundry were a little more flexible and Nuke
Non-Commercial let you do that too.
A
On 21/02/2017 18:03, Jonathan Moore wrote:
Agreed
Absolutely. The future feels bright :)
Great to see so many Softimage guys at the Houdini launch too!!
On 17/02/2017 15:15, Oliver Weingarten wrote:
> Am 17.02.2017 um 12:57 schrieb Jordi Bares:
>> I know the feeling… discovery… what an wonderful feeling right?
>>
>>> On 17 Feb 2017, at 11:53,
And here! Might make it down the pub first depending on timing.
On 01/02/2017 15:24, Cristobal Infante wrote:
Same here!
On Wed, 1 Feb 2017 at 14:17, Dan Yargici > wrote:
Gonna be heading straight from work, so probably can't make the
Could you scale the grid points, apply the wave deformer, and then scale
it back after?
On 14/10/2016 11:58, Chris Marshall wrote:
Hi All,
I'm using a standard wave deformer in Soft to deform a grid into a
ripple effect. This is fine as I've done this a thousand times, but on
this occasion I
Hi Oliver,
Yep, I was sorry to never be able to make it out, but I thought you put
an amazing amount of effort into putting it on. Well done for keeping it
going all those years. I'm sure there are a lot of people, myself
included, who are very appreciative of your efforts.
A
On 13/09/2016
image-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: Wednesday, August 17, 2016 3:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: Wiki EOL soon
Hi Maurice,
Is it conceivable that Autodesk would be willing to backup the wiki
-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: Wednesday, August 17, 2016 3:13 PM
To: softimage@listproc.autodesk.com
Subject: Re: Wiki EOL soon
Hi Maurice,
Is it conceivable that Autodesk would be willing to backup the wiki
Hi Maurice,
Is it conceivable that Autodesk would be willing to backup the wiki
according to the instructions found here:
https://www.mediawiki.org/wiki/Manual:Backing_up_a_wiki
and then provide that data to an individual in the community to host on
their own publicly available server?
A
t;> wrote:
Haha thanks, I should have been a detective instead :P
Le 9 août 2016 10:52 AM, "Andy Nicholas" <a...@andynicholas.com
<mailto:a...@andynicholas.com>> a écrit :
Impressive Google-fu skills ;)
On 09/08/2016 15:48, Ahmidou Lyazidi w
Impressive Google-fu skills ;)
On 09/08/2016 15:48, Ahmidou Lyazidi wrote:
Hi Andy,
I knew that Jérôme worked on the closest location and Ray cast system
(as he did in Fabric Engine) , I just search for his name in the
Google patent search.
Le 9 août 2016 10:38 AM, "Andy Nic
Le 9 août 2016 9:12 AM, "Olivier Jeannel"
<facialdel...@gmail.com <mailto:facialdel...@gmail.com>> a écrit :
Makes sense ! That's what the "smoothed surface" button
compensate for in XSI ?
On Tue, Aug 9, 2016 at 1:51 PM, Andy Nicho
and edges rather than the polygons area.
Have I missed something ?
On Tue, Aug 9, 2016 at 11:01 AM, Andy Nicholas <a...@andynicholas.com
<mailto:a...@andynicholas.com>> wrote:
Take a look at the "primuv" and "xyzdist" VEX functions. They
allow you
Take a look at the "primuv" and "xyzdist" VEX functions. They allow you
to get near identical behaviour to closest point look ups. It's not too
much work to wrap them up into reusable HDAs. (In fact, I'd recommend
doing it as a good way to start getting your head around HDA creation as
a
I know these things are often down to personal preference and depth of
knowledge of a package, but for me, 3DEqualizer wins out in most
situations. The only time I go to PFTrack is for their mesh tracking and
perspective alignment tool. I'm not particularly a fan of PFTrack's node
editor, as
ditor just set the Update code to read:
Out.Value.text="Hello World!"
(and don't forget to indent!)
Does that help?
A
On 05/05/2016 11:53, Olivier Jeannel wrote:
Would love a more in depth explanation
On Thu, May 5, 2016 at 12:48 PM, Andy Nicholas <a...@andynicholas.com
ICE could be used to ‘write’
text. It makes me wonder what other abilities are concealed within ICE.
*From:* Andy Nicholas <mailto:a...@andynicholas.com>
*Sent:* Wednesday, May 04, 2016 6:36 PM
*To:* softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>
*Subject:*
To set the text for geometry, just create an ICE tree on the text object
and make a Set Data with it pointing at "self.text.text".
For conversions for integers and scalars to string, you can either use
Dan Yargici's "DanyTools" on http://www.rray.de/xsi, or create
expressions in parameters and
Hi Dan. You can send them feedback directly via supp...@sidefx.com.
A
On 04/03/2016 09:29, Dan Yargici wrote:
Thanks Jordi. I would like to do this actually, and my family is away
for a week so I might actually have the time to do it!
Which channel would you suggest? or do you think it
"it's not the years... it's the mileage"
;)
On 02/02/2016 18:07, Sandy Sutherland wrote:
Egads - Adrian, you are really just a nipper..
S.
On Tue, Feb 2, 2016 at 6:02 PM, adrian wyer
> wrote:
what's that...
http://img.memecdn.com/i-cri-evrytiem---independence-day_o_5559041.jpg
So sad.. just, so sad... :(
On 27/01/2016 15:41, Bradley Gabe wrote:
<♫>Bye bye Soft.
Bye bye friendliness.
Hello plugin mess.
I'm thinkin' I'm a goin' to cry-y.
Goodbye my Soft good bye-y.
-Music by Everly Brothers.
Hi Morten,
Could you emit by volume using both pieces of geometry as an emitter,
then do "Point in Volume" tests for both and delete any points that
don't succeed in both tests?
A
On 09/12/2015 11:24, Morten Bartholdy wrote:
I am trying to initiate particle emission from the volume of an
Yep, I didn't need to emit from both. Duh!
On 09/12/2015 12:09, Chris Marshall wrote:
Emit from inside the first, then use Test Inside Geometry (the second
object) Any that aren't in the second, delete.
On 9 December 2015 at 11:24, Morten Bartholdy
Thanks for sharing! Great work.
On 04/12/2015 22:25, Olivier Jeannel wrote:
Hi there,
Lately I "developped" for a recent job a set of ICE nodes to easily
and fastly manipulate polygons.
A lot of this techology is taken from Christian Godzinger and Cesar
Saez. I just rewired together and
Yep, good luck Graham. You’ve always had the back of all the Softimager’s over
the years. I hope that loyalty pays back in kind for you with your future
career, as it’s well deserved.
Andy
On 20 May 2015, at 11:58, Kris Rivel krisri...@gmail.com wrote:
Thanks Grahamall the best for
You can use the Normal SOP with it set to Vertex. You can set the angle there.
The Facet SOP does something similar, but it will actually disconnect the
points instead, rather than setting vertex normal attributes.
A
On 21 May 2015, at 20:04, Gerbrand Nel nagv...@gmail.com wrote:
Hey guys
You can set an expression for scale like this:
5.0 * ctr_dist(myobject., mycamera.)
Change 5.0 to whatever gives you the right size. This just makes it bigger
the further away it is and compensates the appearance of it getting smaller
with distance.
You can also use the ctr_dist_cam function
There's a collision offset attribute in ICE that's supposed to let you do a
push on the collision hulls rather than the visible mesh. Can't remember it's
name off the top of my head but it's in the docs.
(Also, I don't remember it working particularly well, but it's worth a try!)
A
On 3 Feb
For the ICE tree I would've thought you could just export it as a compound. It
gets stored as plain text XML so if there are any obvious incompatibilities you
can at least do a bit of detective work by diff'ing the export from both
packages to see what you need to alter in the XML.
A
On 7
Just leaked... AD Internal memo:
Our new bug reporting page has been a resounding success. It managed to cut
bug reports by 100%
On 7 Jan 2015, at 08:55, Gerbrand Nel nagv...@gmail.com wrote:
I know this is the wrong place to post this, but trying to log a problem on
the Autodesk site is
Yep, Maya is a complete disaster if you're trying to create actual UVs based on
a camera projection. For some reason (in my experience at least), Maya always
fits the resulting UVs to the 0-1 region afterwards which makes it completely
useless (it must do it just for lolz I guess). If I recall
working with some students who have built an object that sits in a
background plate they've photographed themselves. So I wanted them to build a
ground plane onto which the image is mapped with a camera projection. Isn't
this common practice?
Cheers
On 6 January 2015 at 11:43, Andy
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