Thanks Alan, your advice is perfect in its timing as the cloud backup
option is something I'm looking into right now :)
Ben
--
Benjamin Clifford Davis
www.moondog-animation.com
office: +33 9 50 04 76 15
mobile: +33 6 88 48 54 50
6 bis avenue des Iles
74000 Annecy
FRANCE
On Wed, Jan 9, 2013
[The list bounced my message earlier because I attempted to attach the gif.
It's linked this time. Hope it goes through.]
On Sun, Jan 6, 2013 at 12:13 PM, Alan Fregtman wrote:
> Hey Dan,
>
> Not all SSDs are created equal. Some are better than others.
>
> Best place to get some detailed reviews
@David Saber
I sent the website, a letter, about the UI that seems not to have a search
by category, software and so on, and I received the response :
*Hi,
Thanks for sharing your thoughts with us!
The website that you see is different than what our clients see. They are
able to search as narrow
On 09/01/2013 21:00, Brent McPherson wrote:
Just curious.
Did you keep the shift modifier key from the original tool as a way to adjust
the distance of the light from the surface? (Don't have a build I can use to
install the tool right now...)
--
Brent
Hi Brent, I intended all along to do tha
Hi all,
First of all I want to send out my best wishes!
Now my question...
I`m looking for a freelance ICE TD who`s not afraid of some crystallization
effects
on an ongoing commercial for a famous Belgian beer brand.
Feel free to contact me if you`re interested and available.
The time frame wo
Just curious.
Did you keep the shift modifier key from the original tool as a way to adjust
the distance of the light from the surface? (Don't have a build I can use to
install the tool right now...)
--
Brent
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:sof
Julian, really cool tool!
On 9 Jan 2013 20:28, "Brent McPherson"
wrote:
> Congratulations. Looks very cool Julian.
>
> Just get ready for the inevitable flood of feature requests! ;-)
> --
> Brent
>
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage
OK, well either way, I was getting some flack blown at me about co-points
and SDS modeling and how it's a horrible practice. I've been creating
forced hard edges in other packages (and Si) this way for some time on low
density models with no issues other then it being harder to select points
when a
On 09/01/2013 20:15, Eugen Sares wrote:
Ok, tested it. What you do is create a new light every time the tool
is called.
May I suggest something? It would be better if you allowed selected
lights to be moved instead of creating new ones, keeping the distance
between the light and the surface.
Th
Of course they can. Whenever you select a face on a geometry and hit ctrl+d
you have at least 3 points that each have an identical twin. SI is totally
fine with it.
On Wed, Jan 9, 2013 at 9:08 PM, Gideon Klindt wrote:
> Hi-
>
> Just modeling in another package (modo) and came into a bit of an ar
Congratulations. Looks very cool Julian.
Just get ready for the inevitable flood of feature requests! ;-)
--
Brent
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of julian
Sent: 09 January 2013 18:56
To: softima
Ok, tested it. What you do is create a new light every time the tool is
called.
May I suggest something? It would be better if you allowed selected
lights to be moved instead of creating new ones, keeping the distance
between the light and the surface.
This way, you could also ignore the light
Hi-
Just modeling in another package (modo) and came into a bit of an argument
over a tool that was incorrectly merging points on a mesh when sliced.
I was told the issue was that I had points, on the same layer/mesh that
were in the same place (was trying to make a forced SDS hard edge).
Now, A
That's cool, Julian, thanks!
I wonder why it only works on mental ray lights... I'm using VRay.
After all, it's not possible to create custom lights with the SDK.
VRay/Arnold lights are practically regular lights with an additional
shader attached. Should be working too, no?
Cheers,
Eugen
Am 0
On 04/12/2012 10:23, Brent McPherson wrote:
Hi Eugen,
Yes, it would be simple to do with the Tool SDK.
In fact, we already have a spot light creation tool example that ships with
Softimage (search for SpotLightCreateTool in the custom tools addon) so only
the reflected ray part would need to
Hi folks,
I recently had a very bad experience with an 'agent' (using the term
loosely, as parasite / shark would be a much better description). He
consistently withheld payment, despite having been paid by the client for
the work I was doing. I am still currently owed over £2k for final
invoice
:) A link to the scene is at the bottom of the post (I started doing that
rather than just putting stuff on the download page of my site so that
there will be a bit of context with files I give folks.)
I doubt it fully solves your specific challenges but hopefully it will
help. :D
On Tue, Jan 8,
Great! I was a bit confused by the example as it did it all on one line of
code. This wouldn't work:
oDef.InputParamDefs.GetParamDefByName( "reflectivity" ).DefaultValue = 0.3
I'll try yours, thanks!
On Wed, Jan 9, 2013 at 3:32 PM, Stephen Blair wrote:
> Hi
>
> If you wanted to change the def
Hi
If you wanted to change the default value, you do something like this:
from siutils import si# Application
from siutils import log# LogMessage
from siutils import disp# win32com.client.Dispatch
from siutils import C# win32com.client.constants
# Get ShaderDef for
I think I have seen a presentation of their rendering tech at the Softimage
Ubertage 2010.
What was cool was that they could raytrace NURBS directly without having to
tesselate first. Super smooth
and artefact-free reflections all the time. It was quite fast too.
Their presentation was a bit in
I had never heard of them before.
If you look at the new features of v6, they now support animation and editing
them. Of course this is far from what Softimage users expect from an animation
package but it is interesting nonetheless.
I guess their biggest competitor around the corner will be Tea
I notice though that this is likely more related to their engineering
side of their business. Although I keep seeing VRED advertisements in
3D World, I've never heard of anyone using it in visual effects
production.
-ben
On Wed, Jan 9, 2013 at 8:52 AM, Marc-Andre Carbonneau
wrote:
> Interesting
Honestly didn't know that existed, but I'd rather have it as a plugin on
the workgroup so I can keep it general across our workstations and future
versions, thanks though. =)
On Wed, Jan 9, 2013 at 2:39 PM, César Sáez wrote:
> Or just use the preset manager :)
>
>
> On Wed, Jan 9, 2013 at 2:3
Or just use the preset manager :)
On Wed, Jan 9, 2013 at 2:33 PM, Arvid Björn wrote:
> Thanks, sounds good! A default scene takes care of everything except
> default shader definitions.
>
> Can't get it to work though, I'm using the example in that article to try
> and change the architectural
Thanks, sounds good! A default scene takes care of everything except
default shader definitions.
Can't get it to work though, I'm using the example in that article to try
and change the architectural shader, but using the examples and looking
through the SDK I can't figure out how to actually set
I should add that it was never intended to work with that many points, it's
probably slow to even open the PPG right? I wrote it to get the number of
points first to display in the PPG...
On Wed, Jan 9, 2013 at 2:57 PM, Dan Yargici wrote:
> Yeah, it's actually quite amazing how slow it is!
>
>
Yeah, it's actually quite amazing how slow it is!
DAN
On Wed, Jan 9, 2013 at 2:43 PM, adrian wyer
wrote:
> ** ** ** ** **
>
> it works, but on a 4 million point Lidar scan it's VERY SLOW.
> hehehe
>
> ** **
>
> i found another way to import, renamed the .xyz to .asc opened it in
>
Increase the speed at wich the liquid is emited, as Lagoa will try to fill
empty spaces in the next simulation sample.
2013/1/9 David Saber
> Hi all!
>
> My task is an animation of a bottle that fills with oil.
> Currently, with a “resolution per unit” of 0.3, the bottle fills up in
> about 4
You could use events eg OnNewScene.
Or create your own presets?
I'd avoid editing the factory SPDLs and presets (I think you can
probably find a number of posts from Luc-Eric about defaults and spdls
and the factory location)
For shaders, you can use events to override SPDL defaults with a
O
Hi all!
My task is an animation of a bottle that fills with oil.
Currently, with a “resolution per unit” of 0.3, the bottle fills up in about 40
seconds, which wouldn’t be dynamic enough in a video presentation
What parameter should I increase to get the bottle to fill in 10 seconds max?
Increa
if you can be bothered, i know as much about Python as i do about open heart
surgery.!
it's just testing stuff at the moment, waiting to get some proper Lidar data
from the client
a
_
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autod
Hi Adrian.
I used the data that Chris pasted into his mail to test with and that had
no spaces...
I use huge regular expression to parse the file for valid point data lines
and it doesn't expect spaces. I'll tweak it and send it again if you
like...
DAN
On Wed, Jan 9, 2013 at 12:22 PM, adria
Hey Dan, i gave it a swing, but regardless of my .xyz file formatting, i
always get the error message; Error - no points found or not a valid XYZ
file!!!
have you got an xyz file that works for you, that you caould strip to just a
couple of lines so i can see the format?
the one i'm trying
Hi,
Is it possible to change default settings of the rendering ppg,
architectural shader settings, geo approx, lights etc?
There are so many things that I constantly edit because the default
settings isn't really up to date. I've made a few script buttons for it,
but I'd rather just have differen
Hey Chris, was that script of any use? Just curious! :)
It's quite slow, as I'm sure you've noticed as you said it was a large file!
Never could find a way to speed it up. I just put it down to Python being
slow in the end... :/
DAN
On Mon, Jan 7, 2013 at 6:54 PM, Chris Marshall wrote:
> o
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