Re: houdini 16

2017-02-04 Thread peter_b
> ... and I must say the future looks bright. don’t jinx it!-- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.

Re: Water drop cling

2017-01-20 Thread peter_b
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

Re: render 360

2016-12-28 Thread peter_b
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

Re: Wacom Cintiq 13

2016-12-28 Thread peter_b
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

Re: Wacom Cintiq 13

2016-12-25 Thread peter_b
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@

Re: Robinsons drink effect

2016-11-30 Thread peter_b
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

Re: Particle volume rendering problem

2016-11-23 Thread peter_b
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

Re: Babies

2016-11-09 Thread peter_b
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

Re: ICE Rigid Bodies endless spin..

2016-09-28 Thread peter_b
> * 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

Re: new member ( also has a question)

2016-09-26 Thread peter_b
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

Re: Compositing app choice

2016-05-26 Thread peter_b
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

Re: Aw: RE: flattening blob particles

2016-04-14 Thread peter_b
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.

Re: Sticking particles over a cached cloth

2016-04-13 Thread peter_b
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

Re: Modulo ? Modulo ?

2016-04-11 Thread peter_b
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

Re: Semi OT Softimage pic pluggin for mac ?

2016-04-10 Thread peter_b
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

Re: Wrapped

2016-04-07 Thread peter_b
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.

Re: Crate Alembic, get material names in xsi from 3dsmax abc file

2016-04-04 Thread peter_b
> ...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

Re: Match moving newbie!

2016-04-04 Thread peter_b
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

Re: SimulatedFrameFraction on polymesh ?

2016-03-22 Thread peter_b
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

Re: 0 undo levels

2016-03-19 Thread peter_b
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

Re: si runs out of contiguous memory

2016-02-22 Thread peter_b
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:

Re: Softimage and CMYK

2016-02-10 Thread peter_b
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

Re: Softimage and CMYK

2016-02-10 Thread peter_b
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

Re: Softimage and CMYK

2016-02-10 Thread peter_b
> 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

Re: Softimage and CMYK

2016-02-10 Thread peter_b
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

Re: Softimage and CMYK

2016-02-09 Thread peter_b
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

Re: Goodbyes (was this is the end...)

2016-01-30 Thread peter_b
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

Re: this is the end......

2016-01-27 Thread peter_b
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 --

Re: Stepped curves a´la Maya in Softimage?

2016-01-18 Thread peter_b
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

Re: Object motion converted to path animation but normalized atorigin?

2016-01-15 Thread peter_b
> 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

Re: Object motion converted to path animation but normalized atorigin?

2016-01-15 Thread peter_b
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

Re: Friday Flashback #256

2016-01-03 Thread peter_b
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

Re: 2015 year in review

2016-01-03 Thread peter_b
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...

Re: maya and blendshapes?

2015-12-16 Thread peter_b
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

Re: How to emit particles from intersection between volumes?

2015-12-09 Thread peter_b
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

Re: POLY | Manipulating polygons

2015-12-07 Thread peter_b
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

Re: ICE - text file & string manipulation

2015-11-13 Thread peter_b
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

Re: LK Lightning 2.5 Available & Now Free

2015-11-13 Thread peter_b
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

Re: ICE - text file & string manipulation

2015-11-11 Thread peter_b
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

ICE - text file & string manipulation

2015-11-10 Thread peter_b
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

Re: Softimage Panoramic OpenGL viewer (does it exist?)

2015-10-13 Thread peter_b
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

Re: Cluster of points driving another cluster of points

2015-10-07 Thread peter_b
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

Re: Cluster of points driving another cluster of points

2015-10-06 Thread peter_b
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

Re: Cluster of points driving another cluster of points

2015-10-06 Thread peter_b
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

Re: Cluster of points driving another cluster of points

2015-10-06 Thread peter_b
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

Re: Rendering Vertex color - Uvs are present

2015-10-01 Thread peter_b
‘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

Re: SP2???

2015-09-25 Thread peter_b
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

Re: Lucas Martell VFXPHD - xsi lighting // Video reference?

2015-09-24 Thread peter_b
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

Re: SP2???

2015-09-24 Thread peter_b
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

Re: 3Delight (free) - 8 core restriction and toon renders

2015-09-23 Thread peter_b
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

Re: deja view

2015-09-20 Thread peter_b
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

Re: Soft licenses still available for purchase?

2015-09-16 Thread peter_b
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

Re: Friday Flashback #240

2015-09-12 Thread peter_b
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

Re: Last Friday's Flashback #238

2015-09-05 Thread peter_b
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

Re: Friday Flashback #239

2015-09-05 Thread peter_b
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

Re: Friday Flashback #238

2015-08-29 Thread peter_b
' 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

Re: Friday Flashback #238

2015-08-29 Thread peter_b
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

Re: Friday Flashback #238

2015-08-28 Thread peter_b
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

Re: animate polygon faces individually

2015-08-26 Thread peter_b
> 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

Re: Referenced models crashing Softimage

2015-08-26 Thread peter_b
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

Re: Get rid of your flip phone and get current on maya!

2015-07-14 Thread peter_b
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

Re: Get rid of your flip phone and get current on maya!

2015-07-09 Thread peter_b
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

Re: Mr Otter animated series, all episodes on youtube (but only in french...)

2015-06-16 Thread peter_b
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

Re: Virtual Apps

2015-06-12 Thread peter_b
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

Re: Paul Smiths Fuzz for animation

2015-06-12 Thread peter_b
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

Re: Virtual Apps

2015-06-11 Thread peter_b
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

Re: Virtual Apps

2015-06-10 Thread peter_b
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

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-09 Thread peter_b
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

Re: Selecting Edge Loops in python script

2015-06-06 Thread peter_b
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

Re: Friday Flashback #227

2015-06-06 Thread peter_b
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

Re: dripping

2015-05-19 Thread peter_b
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

Re: Friday Flashback #223

2015-05-09 Thread peter_b
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

Re: unable to change reference model path

2015-04-29 Thread peter_b
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

Re: volumetric particle render - with motion blur

2015-04-25 Thread peter_b
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

Re: Hypershade changes in Maya 2016

2015-04-14 Thread peter_b
> 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

Re: OT: I just had a brief with 4 of these in there :)

2015-03-31 Thread peter_b
> 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.

Re: very slow skip frame

2015-03-27 Thread peter_b
“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

Re: Fwd: very slow skip frame

2015-03-25 Thread peter_b
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

Re: Retro reflective Materials?

2015-03-24 Thread peter_b
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

Re: testing

2015-03-24 Thread peter_b
yep From: Alok Gandhi Sent: Tuesday, March 24, 2015 8:26 AM To: softimage@listproc.autodesk.com Subject: testing Anyone got this? --

Re: ICE emit particles and follow branching geometry

2015-03-19 Thread peter_b
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

Re: ICE emit particles and follow branching geometry

2015-03-19 Thread peter_b
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

Re: baVolume fog pass with sprites

2015-03-13 Thread peter_b
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

Re: Check this!

2015-02-22 Thread peter_b
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

Re: Excellent Recent Gems

2015-02-04 Thread peter_b
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

Re: Modo Sale again 40% off

2014-12-17 Thread peter_b
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.

Re: Modo Sale again 40% off

2014-12-17 Thread peter_b
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

Re: Export to STL with textures?

2014-12-09 Thread peter_b
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

Re: Reddit Thread with Carl Bass, CEO of Autodesk, on 3D printers...

2014-12-07 Thread peter_b
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

Re: realistic hair shading SI-MR

2014-12-07 Thread peter_b
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

Re: ICE: Speed, Velocity and circular motion

2014-12-06 Thread peter_b
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

Re: realistic hair shading SI-MR

2014-12-06 Thread peter_b
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

Re: Export to STL with textures?

2014-11-23 Thread peter_b
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

Re: UV projection by raycasting from geo?

2014-10-16 Thread peter_b
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

Re: UV projection by raycasting from geo?

2014-10-16 Thread peter_b
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

Re: external material libraries.....

2014-09-20 Thread peter_b
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

Re: external material libraries.....

2014-09-20 Thread peter_b
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

Re: Fuel-3d Scanner

2014-09-16 Thread peter_b
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

Re: unreal engine

2014-08-23 Thread peter_b
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

Re: OT Maya: push deformer

2014-08-13 Thread peter_b
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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