> ...
and I must say the future looks bright.
don’t jinx it!--
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To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
"unsubscribe" in the subject, and reply to confirm.
for a hero shot, you could do something like this:
from the resulting simulation, emit a static trail of particles - mainly
from the edge I think.
polygonise and flatten towards the surface (shrinkwrap) to make an almost
flat pancake mesh.
You could do it as a texture as well, by prerendering the
When I did a lot of them – what served me the most was a 6 camera rig.
6 camera’s at a 90 degree angle (including up and down), with square image
ratio and 90 degree opening.
You can render with any software, no need for special shaders.
Remap the 6 renders on the planes of a cube, and re-render
My suggestion for the surface book as alternative to a Cintiq was *as a
standalone with digitizer and a keyboard*.
If you want an input device for an existing workstation - replacing an intuos
with a cintiq - then a Surface will do you no good.
The Cintiq Companion is interesting as it can do do
A bit late to get one under the tree.
If I had that kind of money, I’d much rather get a Surface Book.
Cintiq keyboard options are underwhelming - that’s a dealbreaker for 3D I think.
From: Olivier Jeannel
Sent: Sunday, December 25, 2016 3:17 PM
To: sidefx-houdini-l...@sidefx.com ; softimage@
rendering wise this looks just like a load of points, and some tweaking of
density/alpha to get those 2 levels of density.
For this look the default particles shader or Fury (combined with slipstream
for the advection) would both work, (even the viewport in the old particle
system) – or it could
I've seen this sort of behavior as well.
In my case it had to do with having camera and cube perfectly aligned -both
with orientations zeroed out, or 90 degrees for instance- or the camera
being close to one side of the cube, looking straight at it. Same when going
from outside to inside a volum
just swap the animation and you’re good to go.
From: Toonafish
Sent: Wednesday, November 09, 2016 10:57 AM
To: softimage@listproc.autodesk.com
Subject: Re: Babies
pfff, I might have to take it offline, or do a revised version if I still want
to be able to travel to the US now
;-)
- Ronald
> * resetting orientation when stationary (this snaps them to zero unnaturally)
rather than resetting (are you doing this with ‘set data’?) you could try
get... > multiply by scalar > set...
with the scalar as 0.5 for example. that way it would gradually slow down,
rather than snap to zero?
it mi
welcome to the xsilist, even if you’re a bit late to the party.
If I read your question correctly, you want to have an animated character break
into parts, each with their own animation, and each breaking apart again, and
so on.
eg. a humanoid character: the arm separates and moves on, in turn t
Fusion used to be industry standard, from when apple bought Shake to when Nuke
became user friendly, say ~2005 to 2010?
It sort of got overlooked due to Nuke’s omnipresence and better performance and
handling, but they silently kept going, overcoming their shortcomings and
regaining some of thei
its probably pretty much what Leo suggests:
on the polygonized mesh, get closest location on the bottle, and then linear
interpolate between that and the point position – so you can blend from the
original surface all the way to the bottle and anywhere in between. It’s almost
like a shrinkwrap.
afaik
‘on enter state’ executes once (on one frame only) when the particle changes to
this state.
so rather plug it in the port ‘on every frame’ (or whatever it’s called) for
continuing to evaluate the stick node.
From: Pierre Schiller
Sent: Tuesday, April 12, 2016 10:08 PM
To: softimage@lis
What he said.
Often randomness and testing values gives unexpected (faulty?) results that
don’t show or matter on large amounts of particles – but they can show on small
numbers or in very precise or controlled situations. If you think your logic is
right and it doesn’t work as expected – it’s
not so aware of the mac universe nor after effects myself – but shouldn’t it
work with the photoshop softimage .pic plugin – AE supports those no?
(here for instance: http://www.edharriss.com/xsi/tools/tools.htm – I see there
is a mac version! )
I’ve used .pic a lot over the years, and usually co
from the beginning of the thread:
” Hi Gang, After a very successful and long festival stretch our graduation
short film "Wrapped" is finally online. It's been a while, but I felt I needed
to share it on the list since I've gotten a lot of useful tips and help over
the course of the production.
> ...make me want to commit sudoku ...
hilarious typo.
or is it?
On Mon, Apr 4, 2016 at 3:36 PM, Fabian Schnuer Gohde wrote:
Yes, writing out the mapping info from max and then matching it back is
possible but it introduces more things that can go wrong, especially with
complex multi-sub ma
rather than animating a rough 3D arm (that lines up only soso)
you could do a really rough half cylinder - with the rotoscoped/keyed arm as
mask - Just sayin'.
-Original Message-
From: David Saber
Sent: Monday, April 04, 2016 9:51 AM
To: softimage@listproc.autodesk.com
Subject: Re: Match
I may be totally wrong but isn’t ‘SimulatedFrameFaction’ the amount of time for
each simulation step – so time divided by steps.
I believe I have come across this SimulatedFrameFaction inside one of the
factory compounds, but which one?
the first ones that come to mind are ‘state’ and ‘simulate p
wow, thanks for that link.
I’ll never think of undo in quite the same way.
From: Thomas Volkmann
Sent: Friday, March 18, 2016 9:34 PM
To: softimage@listproc.autodesk.com
Subject: Re: 0 undo levels
Which reminded me instantly of this classic:
https://www.youtube.com/watch?v=FOOynE1F4P4
On 03
hm, haven’t those words since the legacy particle system and 32bit.
I understand this as ‘running out of ram’ (does task manager agree?)
are you freezing the shapes?
lots of dense geo, with lots of operations in the stack – sounds like you’ll
eat up resources eventually.
From: Matt Morris
Sent:
which is arguably more doable, as you might find blueprints – I did for my own
car.
This is more like giving you artwork on which a bucket of paint has been
dropped.
It’s restoration.
if that’s your predicament and the client knowingly asks you to do this – then
sure, grade away!
From: Sebast
well there’s your answer then -
nothing much you can do on your end except document and liaise with client.
if the files are right’ and look wrong, chances are you are missing part of the
puzzle. LUT’s for instance. Perhaps there’s printer specific color profiles
used/baked in – perhaps they ha
> Sounds interesting thx Fab
> Thanks Pete, they are in .PDF but there are no layers included as far as i
> can tell,
> the files where intended for printing originaly.
oh I see, and I assumed they were intended for making your life miserable?
One can send layered files to print (it’s not nec
were they PDF’s?
if the pdf is still layered, possibly there is a specific layer for creating
those ultrablacks (if that is what’s going on) that you can turn off - in
illustrator or indesign or such (not PS).
Also, when there, and the files looks ‘normal’, you can simply try ‘export for
web’ a
I don’t think it’s a colorspace problem perse – as within normal ranges, going
back and forth between RGB and CMYK isn’t so bad.
The ultramarine blue in the blacks, might be something very different:
a good print black is not 100% black and 0% C,M,Y each: this would result in a
dark grey.
So ‘de
sane – just kidding right?
From: Bradley Gabe
Sent: Friday, January 29, 2016 9:38 PM
To: softimage@listproc.autodesk.com
Subject: Goodbyes (was this is the end...)
In the event the list suddenly disappears with all this EOL talk, I thought I'd
offer a well deserved and long overdue thanks to e
Wasn’t that the gist of that AD licensing letter?
Watch out for those fingers.
From: adrian wyer
Sent: Wednesday, January 27, 2016 4:18 PM
To: softimage@listproc.autodesk.com
Subject: RE: this is the end..
oh trust me, they'll have to pry it from my cold dead fingers!
a
--
and keep in mind this is per segment
so you can combine linear, stepped and curved, play around with the handles and
extrapolation behavior (what happens before and after the curve) at will – in a
single curve.
XSI’s animation editor is a treasure trove.
From: Andres Stephens
Sent: Monday, Jan
> Sounds like it might work.
> Did you run the scripts? You will see what the curve does... If your
> suggestion does exactly the same thing then you're correct. :)
ran it now – looks the same to me.
since there’s no plotting involved it could be interesting in keeping the
relation live...
(but
if I read this correctly – you’re just doing position – not orientation right?
it works in ICE like this:
for a null path constrained on curve.
make an identical copy (null1 on curve1)
[( null global pos – curve global pos ) multiply by –1 ] >> translation port
of an SRT to Matrix >> set curv
Oh yeah – loved those manuals.
I started by just reading through them in front of the computer (Indigo).
Such a great way for getting started, not having to click everywhere
frantically and getting stuck because nothing makes sense. Takes a bit of time,
but it a much smoother ride afterwards I fi
yep – the times they are a-changing
From: Matt Morris
Sent: Sunday, January 03, 2016 4:10 AM
To: softimage@listproc.autodesk.com
Subject: Re: 2015 year in review
Thanks Stephen, interesting to compare to 2014's figures. At least halved
activity and if comparing posts its down to a third...
perhaps that’s why they hid the shape tools so well in Maya?
From: Chris Johnson
Sent: Wednesday, December 16, 2015 4:21 AM
To: softimage@listproc.autodesk.com
Subject: Re: maya and blendshapes?
dittonot even gonna watch the video. ; )
On Tue, Dec 15, 2015 at 9:02 PM, Sebastien Sterling
Just thinking out loud here - so possibly none of it works.
You can drive a weightmap on a surface by proximity to an object and use it as
filter on an emission.
this looks kind of like an intersection (ok distance and intersection isn’t the
same thing...)
you could make something more accurate
Just adding to the noise – this is looking great Olivier. (and Christian and
Cesar)
Exactly the kind of stuff I’ve hoped to see and do when first I heard of
Moondust aka ICE.
It didn’t turn out so easy though.
Boy, it seems you guys really nailed this stuff – kudos!
P.
From: Olivier Jeannel
Thanks Matt,
you do confirm what I concluded from my testing so far, that ICE string
manipulation is indeed rather limited.
I assumed it was going to be better than that - and double kudos to those
people who have pushed this to some degree (thinking of mr Mootz' Topolizer
for instance - that
Hi Leonard – awesome – this is very generous of you.
> With Softimage going EOL I just don't feel good charging people for an
> extension to a software that has been sentenced to death.
I understand what you are saying.
If anything, you are giving Softimage a bit more life -in a very Frankenstein
Thanks Gustavo and Cesar,
seems you agree that scripting is the way to go – at least as far as getting
data from file into ICE.
that’s way above my head for the time I’ll have to sort this out – so I might
end up copy pasting data from the text file.
I’ve been playing a bit with string manipul
Hi all,
I would need to read in a text file, and extract it's information into ICE,
for example:
ABCD DDBB BCCA ABCD 'value': 4.0
CCDBA AABBD CCCAB 'value' : 456
ABC CDA ABB CBB 'value' : 0.345
I would want to assign letters to an array of particles that adapts to the
what's in the text,
line
sounds right to me, and as far as rendering goes, that’s how I would approach
it.
camera rig with 4 to 6 cameras, (1:1 square, 90 degree fov, aligned to xyz
axis), the renders mapped to the corresponding sides of a cube for preview, as
well as for a second stage render with the panoramic lens sh
woops – not much time behind the computer today -
> Still some rotation problem I might ask you ;)
you mean in the test scene I sent you?
at first sight the rotations looked correct but I’m not sure
From: Olivier Jeannel
Sent: Tuesday, October 06, 2015 9:34 PM
To: mailto:softimage@listproc.a
just sent you a second test which might work better for you – see your inbox.
first you’re building a castle with unfolding ribbons and then you are
collapsing it?
sounds like a cool job you’re on!
From: Olivier Jeannel
Sent: Tuesday, October 06, 2015 6:59 PM
To: softimage@listproc.autodesk.c
sent a quick test scene offline –
unfortunately I don’t have the ones I’ve done in the past, which tackled a few
interesting issues (at least for me)
From: Olivier Jeannel
Sent: Tuesday, October 06, 2015 2:33 PM
To: softimage@listproc.autodesk.com
Subject: Re: Cluster of points driving another
I’ve done it like this:
upon generation of particles, 1 out of x becomes a master – the others become
slaves
not behind the computer, but I used the modulo of the particle ID by x, which
gives the remainder upon division by x. if it’s 0 you make it a master, if not
a slave. Add a boolean attr
‘Sampling -> Vertices only (RenderVertex)’
It’s all in the name: RenderVertex renders TO the vertex colors – if for
instance you want to bake lighting or AO and have them available as
VertexColors. Not the other way around – Francois’ suggestion of using the
Vertex_Color node in the rendertree i
of course I do - it wasn't serious.
and it's not just a matter of shear amount of resources needed - there's the
interdependence of bugs and code - fix one thing, you might break another -
perhaps some issues/solutions are mutually exclusive.
still - for a final release (this one will be the l
come on man,
‘I don’t have access to phdvfx so please tell me what was in some of their
lesson materials’?
not the way to ask.
From: Pierre Schiller
Sent: Thursday, September 24, 2015 3:17 PM
To: softimage@listproc.autodesk.com
Subject: Re: Lucas Martell VFXPHD - xsi lighting // Video refer
likely last softimage SP ever, so if it leaves one bug alive, it’s not enough...
From: Cesar Saez
Sent: Thursday, September 24, 2015 11:04 AM
To: softimage@listproc.autodesk.com
Subject: Re: SP2???
Prepare yourself to read people complaining about the lack of new
features/bugfixes on SP2... To
but did you check in task manager to see if there are actually 8 cores active?
in my tests with the 8-core restricted version, there were only 4 cores active
as before – and I’ve seen it mentioned here as well. (not saying that what you
got out of those 4 cores wasn’t cool)
From: Pierre Schil
yep – you’re thinking of SI3D.
(it was much more needed then with the multitude of separate data)
From: Ponthieux, Joseph G. (LARC-E1A)[LITES]
Sent: Friday, September 18, 2015 8:45 PM
To: softimage@listproc.autodesk.com
Subject: RE: deja view
I knew I could do that. But that requires every sce
doesn’t a Softimage license come with 5 or so batch licenses - or was this
changed at some point?
From: Patrick Neese
Sent: Tuesday, September 15, 2015 10:23 PM
To: softimage@listproc.autodesk.com
Subject: Re: Soft licenses still available for purchase?
As a hobbyist with a single license...I
Nice follow up on last weeks Flashback.
“ The final suite of Digital Studio tools will include: digital ink and Paint,
2D image editing, compositing, 3D animation, audio, and online editing in a
truly resolution-independent system. Nearly all of the above capabilities exist
in current Softimage
call me old-fashioned, but ‘more 3D in the comp’ was not really what I was
after.
what good is a 3D environment without proper modelling, animation, simulation
tools? Adding a decent renderer to the comp raises more problems than it solves
IMO. quick placement of some imageplanes or 3D objects
don’t call those vintage, you’ll wake up the dinosaurs!
‘...back when I was starting 3D, computers had to be fed punched cards -
rroooaarrr’
From: Stephen Blair
Sent: Friday, September 04, 2015 8:21 PM
To: softimage@listproc.autodesk.com
Subject: Friday Flashback #239
Vintage Softimage softwa
' Each application also needed to go in directions that didn't make sense
for the other. '
yes of course.
I've always been hoping for more convergence/integration between 3D and comp
in one streamlined package.
but then there's the hard reality of studios, and their needs and projects -
which
Hm - me getting it wrong is certainly a possibility.
But when I'm picking my memory about this, little bits and pieces seem to
bubble up.
There was this studio owner who had a DS, and he came by all excited, asking
me for a softimage 3D scene and corresponding render for testing. I was
surpri
ah
DS discontinued by Avid and XSI discontinued by AD.
and what’s there to fill that particular void?
they shared architecture and interface to a degree, and both had some very
interesting forward thinking (visionary?) concepts at their origin.
I remember opening a softimage 3D asset in the DS ti
> it's cold in here.
because it isn’t as simple as you think?
best is to go the ICE way, disconnect/poly islands driven by particles’ SRTs
works fine and fast.
There was also the older ICE method, (was it guillaume’s?) exploding the object
into it’s poly islands, and using them as instance
does it happen in one particular direction only - ex. res1 to res2 works fine
but not the other way around?
can you change the resolution back and forth ten times in a row on the same
model without any issues?
what if you change resolution on four of them, save scene, restart xsi, open
scene an
Hey Eric, quite on the contrary, AD’s marketing is spot on:
It’s Maya.
For rent.
At a premium price.
Of course it’s for douchebags!
Don’t forget, at AD, they are living so far in the future that these are normal
prices for a cup of coffee or daily rates – I think they call that inflation.
Or
industry standard 3d software – that’s so mental ray.
right about when they started promoting it as industry standard, development
froze in it’s tracks.
perhaps if every marketeer at Adsk was replaced with a developer, they might
have a future.
and what’s with all the guitars?
oh my, this i
the aquarelle look works very well – nice stuff.
From: Sebastien Sterling
Sent: Tuesday, June 16, 2015 2:55 AM
To: softimage@listproc.autodesk.com
Subject: Re: Mr Otter animated series,all episodes on youtube (but only in
french...)
C'est beau ;)
On 16 June 2015 at 01:17, Jeremie Passerin
well, the infuriating thing must be that there is enough money to solve a
problem, but because of policy, rather than being flexible and doing just
that, more money can be found but not to solve the problem. And so now one
tries to go through hoops to see if by throwing the money elsewhere the
have seen this on some production shots.
because of massive scene size (as in: things happening a long way from the
origin) we ran into limits of floating point precision.
The solution was to offset the whole shot (parent whole scene under a null) so
it was centered around the origin, and rebake
that’s surreal, being forced into buying highly expensive state of the art
tech, in stead of some off the shelf computers, out of budgetary constraints.
I’m sure that’s exactly how European administration is run.
that VCA looks like it would allow you to set up a nice 3D rendering workflow,
but
if you mean using a thin client on the desk, to connect to a remote workstation
(in the server room) – then yes – have used this at a former studio.
overall it worked quite well.
on the thin client you would launch an app, on which you chose the workstation
to login to and then a full screen wi
For the anime content he's showing on screen, there's really no reason to
have as many tiles as shown if they all consist of the same dimensions and
color. A single tan tile, for example, consisting of only a few pixels in
U and V will serve just as well and consume much less memory allowing
First time posting a question here in ... euh ... 10 years.
if silence is gold, you must have gathered a small fortune by now.
different needs will lead to different approaches altogether I think - so
some more context would help:
does it have to be the actual edge loops or a curve on surf
second all that by another leftie...
I also use the P-O-Z keys for navigation. It's more practical for left
handed users such as myself as the free hand (right hand) can camp on
those keys without being taken out of range of other commonly used keys.
Also, having three keys provides more gran
sounds like a task for polygonizer, if you can reconstruct the object with
particles.
(as in: it’s organic looking – ice cream would certainly work)
emit static particles from the object, get properties, such as color from the
emitter
polygonize the particles into an approximation of the origin
thanks, you guys make me feel so young again
From: Softimage
Sent: Saturday, May 09, 2015 8:55 AM
To: softimage@listproc.autodesk.com
Subject: Re: Friday Flashback #223
Lol, you've got a "little" bit on me! Spaceward Supernova/Rodin backend of the
80's and then Symbolics, Poweranimator, didn't
did you try making the top model local?
I’d say changing the paths of the nested models would be considered as a change
in the top reference model – and perhaps one that is not accounted for or
disallowed in it’s deltas perhaps?
From: Simon van de Lagemaat
Sent: Wednesday, April 29, 2015 10:0
you might be a smarter cookie than I am (it’s likely even) – but as far as I
know motion blur does NOT work on volumetric particles.
What does work with the particle volume shader, is aligning the particles along
their velocity, and making them soft streaks which is going to give you
something v
> From: Sylvain Lebeau
> You’ve never heard about a company blending 2 softwares togheter because
> there was no existing one that needed to do so. >Ever! Pretty normal.
What is Maya but the blending together of Alias Poweranimator and Wavefront
Explore, with a sauce of Softimage 3D on top for
> OT: I just had a brief with 4 of these in there :)
but will you do the ‘job’?
starving artists/studios are at least partly in fault, because they do accept
to work for no pay.
the cunning ‘producer’ knows this and seeks it out.
might have a few to add to the list soon – the word isn’t out yet.
“overrides from partitions had biggest performance gain so far”.
ok, so if you put all objects in a partition and put a default phong material
on the partition (rendering everything as grey phong, no textures, no
displacement...) – does it become really fast (or normal speed)?
there are diffe
just a few stabs in the dark:
is this on renderfarm / using a rendermanager?
is there any simulations (not just ice, also syflex...) ?
if so, any chance that the caches aren’t working and it’s simulating – on each
machine?
lot’s of huge textures or other data from a shared server that isn’t up
perhaps not very helpful, but have you tried plugging the incidence into a
mixer_gradient?
experiment with the different types of incidence - there's a 360 degree
incidence based on light - in combination with the gradient you get more
control than from a simple incidence.
also - there is mor
yep
From: Alok Gandhi
Sent: Tuesday, March 24, 2015 8:26 AM
To: softimage@listproc.autodesk.com
Subject: testing
Anyone got this?
--
I hope the image gets through.
this is what I get with closest location on group of curves, and combining the
pointtangent as a force, as well as a force pulling towards the closest
position – in order not to stray too far from the curve.
particles get emitted from the curves in the center, and y
I think you can get the closest point on a group of curves,
get the point-tangent from there and use that (vector) as a force,
combine to taste with turbulence, and perhaps a force pulling towards the curve
(vector from point to closest point) for extra control.
adding/removing curves to the grou
I think Rob is right on this one - replacing the sprite shader with a
constant should work (crank up the raydepth!) and should not affect the look
of the volume
the reason this happens is that the sprite shader is a bit of a hack: it
resets the raycount when a ray enters it - so you get proper
Hey David
your mail is almost indistinguishable from spam.
I was about to write you to say that your email account was likely hacked
:-).
so to our fellow listers - it is really worth a watch - saying too much
would spoil it.
-Original Message-
From: David Saber
Sent: Sunday, Feb
you got a link or something? I wanna buy what they are using.
From: olivier jeannel
Sent: Tuesday, February 03, 2015 7:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Excellent Recent Gems
That's the program they use, "Softifromage" or something like that if I
remember ;)
Le 03/02/201
can’t see how Apple could possibly need that – this market is much too small
(+professional, specialized and difficult) to offer anything to a giant such as
Apple. They need an ‘app’ they can sell in the millions, and that runs on
phones and tablets, and doesn’t require any thinking by the user.
I remember iTunes disabling all optical drives in the registry upon
installation on windows.
it was a well known/documented issue – that’s the last time I let anything from
Apple on my computer.
Apple is evil.
(just to put things in perspective, I pretty much grew up with Apple computers
in the
Looking good there!
so obj + mtl + jpg and edit the path in the mtl works - good to know!
-Original Message-
From: David Saber
Sent: Tuesday, December 09, 2014 2:29 AM
To: softimage@listproc.autodesk.com
Subject: Re: Export to STL with textures?
Thanks Olivier for the help.
After
not those specifically I thought – all the autodesk policy bashing questions
really.
I like to see an AD responsible person grilled just as much as the next person
– but as this was supposed to be about 3D printers and the future of making
things, so most of it was way OT. It’s kind of comforti
Thanks Matt -
interesting - I've come across a custom hair normals shader that was giving
a better, more "tube" or "cone" feel - that gave some more "presence" to the
hairs. (More so at close up) - and in my understanding the flat vs
cylindrical normals was the explanation. But I stand correcte
This is normal behaviour.
the pointtangent is not giving a circular force/vector (that doesn’t exist) –
it’s a straight vector, that is tangent to the circle. So at each simulation
step, the particle gets moved a bit, away from the circle in a tangent
direction. At the next step it gets the new
well, if it's a financial issue - get 3delight. You can use it for free with
some number-of-cores limitation, that still makes it awesome at a lot of
things were MR isnt. Hair in particular being one of those.
For me, a huge issue with hair in XSI/MR is the normals. The hair primitive
is done
http://en.wikipedia.org/wiki/STL_%28file_format%29
" ... STL files describe only the surface geometry of a three-dimensional
object without any representation of color, texture or other common CAD
model attributes ... "
-Original Message-
From: David Saber
Sent: Saturday, November
SignatureGator as in my previous, retardedly short mail – or ICE of course!
(get closest location –> get data UV –> set data)
From: Tim Crowson
Sent: Thursday, October 16, 2014 4:11 PM
To: softimage@listproc.autodesk.com
Subject: UV projection by raycasting from geo?
Is it possible to create a
SignatureGator?
From: Tim Crowson
Sent: Thursday, October 16, 2014 4:11 PM
To: softimage@listproc.autodesk.com
Subject: UV projection by raycasting from geo?
Is it possible to create a UV projection similar to a camera projection, but
using geometry as the projector instead? I have a deforming
well – it’s the inverse actually – I’d prefer nothing local in the
scenes/models.
the workflow that I’d love, is having no materials in the models – only
pointers to materials in an external library. (and pointers to texture supports
and image clips – yeah I wanna have my cake and eat it)
modif
well, that’s what you end up doing – everything is built into the model –
reference it in scenes and add animation on it and override materials/shaders
through the passes system. And it works fine.
but it would be interesting to have materials seperated, as a reference
library– eg, one eye shad
that’s why you have these white powder sprays to cover shiny/transparent
objects and make a clean scan.
I once covered a brand new, very shiny, top of the line Mercedes with that – a
bit like graffing it entirely in white :-) - it certainly gave a kick.
needless to say this is not a solution if y
I’m no specialist at all – but it’s not because the lights move around that
there’s no baking involved.
In my understanding and the little bit of research I did nearly a decade years
ago – which was unrelated to Unreal – that was one of the paths being actively
explored: baking a scene, and sphe
Gotta love ICE for this sort of stuff – pull up closest location, and normal,
tangent, position, whatever – and massage the particles or mesh during
/before/after the simulation. Fluid shaper, push and pull along normals or
towards a collision location, or in our outside another object, like a
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