Re: Units convention for lighting and rendering

2013-02-21 Thread Jens Lindgren
Actually you only need unit conversion for lights that are set to work in a
real physical scale, such as cd, lm or Watts.
IES lights should always need a unit conversion if one wants to get the
real intensity of it.
In MR the unit conversion is only on the light shaders itself that require
it, such as the mia_photometric_light.
Both V-Ray and Arnold has the ability to adjust the diffuse intensity
depending on the size of the light, so bigger scene/scale requires bigger
lights = more diffuse.

/Jens


On Fri, Feb 22, 2013 at 3:11 AM, Stephen Blair wrote:

>  Hi
>
> Arnold doesn't have units.
>
> Steve
> Solid Angle Support
>
>
> On 21/02/2013 8:28 PM, Emilio Hernandez wrote:
>
> Thank you Max.  Working with MR for the last 20 years and switching to
> other render engines.  For Arnold I don't find any units system like
> Maxwell or Vray.  Is there any?
>
>
> 2013/2/21 Massimo Galluzzo 
>
>>   Hello, just to clarify this
>> in maxwell you can decide the settings for unit system, check here
>> http://support.nextlimit.com/display/maxwelldocs/Softimage+-+Render+options
>> its in the global render options, the paramter is called “Global scale
>> factor” and if in softimage you adopt 1 SI unit = 10 cm, then the global
>> scale factor should be set at 0.1.
>>
>> Vray has also the Unit converter in its tab called “Units” which you can
>> check here
>> http://www.spot3d.com/vray/help/softimage/150R1/render_params_units.htm
>> and its already set at 0.1 assuming people would use the most common used
>> measure in Softimage which is 1 SI unit = 10 cm [image: Sorriso]
>>
>> Regarding the whole unit system, in Softimage you decide how much is your
>> 1 unit and model/light based on that decision, all render engines has this
>> unit conversion, Mental Ray doesnt really need since it is embed in.
>>
>> Hope that helps,
>>
>> Max
>>
>>   *From:* Emilio Hernandez 
>> *Sent:* Thursday, February 21, 2013 10:41 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Units convention for lighting and rendering
>>
>>   Thanks Julien.  It seems that the 1 unit = 10 centimeters gives me
>> different intensities in render engines where you can't define the
>> softimage scale like Vray or Maxwell.
>>
>>
>> 2013/2/21 julien carmagnac 
>>
>>> We use at work : 1 unit = 1 meter
>>>
>>
>>
>>
>> --
>>
>>
>
>
> --
>
>
>


-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios 
<>

Re: [plug] introducing Creation: Stage

2013-02-21 Thread Helge Mathee
We can. I am not sure at this point if it makes sense, since it kind of 
replaces all of the editing capability,
and Stage is meant to be mainly a standalone application. But again, we 
easily can integrate it into Soft.

All depends on the partnering studios in the end. *hint* *hint*

-H

On 21.02.2013 22:51, Emilio Hernandez wrote:
It's amazing.  Are you going to port this to Softimage as the rest of 
your modules?





2013/2/21 Paul Doyle >


Hi everyone - I'm happy to share some news about a module we've
been working on for handling scene assembly, lighting and shaders.
We're pretty happy with the connection between our real-time
renderer and offline renderers. You'll see from the video how
deeply we've integrated with Arnold. It's also a pretty good
advert for the development speed of the core platform - this is
under two weeks of one engineer's work.

http://fabricengine.com/creation-modules/stage/

"Stage is a scene assembly, lighting and shader authoring system.
It provides a tight relationship between your offline renderer and
our realtime renderer. At this time we are integrating
SolidAngle’s Arnold renderer, but Stage is designed to support any
offline renderer that provides an API, such as ChaosGroup’s VRay
or Pixar’s Renderman."

Stage is in alpha and we are seeking studios that want to support
and influence development. If you are interested in working with
us to develop it further, please contact me directly.

Thanks,

Paul

p.s. obviously this isn't directly related to Softimage, but I
figure there's a bunch of Arnold users on here that might be
interested. If I've broken any posting rules, please let me know.

p.p.s cross-posted on 3DPro




--





Re: [plug] introducing Creation: Stage

2013-02-21 Thread Helge Mathee
It isn't tied to any package in particular, will be able to deal with 
OBJ, Alembic, FBX, particle cache files etc


-H

On 22.02.2013 01:19, Arvid Björn wrote:
This is great stuff! So I guess it will work on anything that Alembic 
can handle, and is not really tied to any package in particular?


On 21 feb 2013, at 21:14, Paul Doyle > wrote:


Hi everyone - I'm happy to share some news about a module we've been 
working on for handling scene assembly, lighting and shaders. We're 
pretty happy with the connection between our real-time renderer and 
offline renderers. You'll see from the video how deeply we've 
integrated with Arnold. It's also a pretty good advert for the 
development speed of the core platform - this is under two weeks of 
one engineer's work.


http://fabricengine.com/creation-modules/stage/

"Stage is a scene assembly, lighting and shader authoring system. It 
provides a tight relationship between your offline renderer and our 
realtime renderer. At this time we are integrating SolidAngle’s 
Arnold renderer, but Stage is designed to support any offline 
renderer that provides an API, such as ChaosGroup’s VRay or Pixar’s 
Renderman."


Stage is in alpha and we are seeking studios that want to support and 
influence development. If you are interested in working with us to 
develop it further, please contact me directly.


Thanks,

Paul

p.s. obviously this isn't directly related to Softimage, but I figure 
there's a bunch of Arnold users on here that might be interested. If 
I've broken any posting rules, please let me know.


p.p.s cross-posted on 3DPro




Re: Units convention for lighting and rendering

2013-02-21 Thread Stephen Blair

  
  
Hi
  
  Arnold doesn't have units.
  
  Steve
  Solid Angle Support
  
  On 21/02/2013 8:28 PM, Emilio Hernandez wrote:


  Thank you Max.  Working with MR for the last 20
years and switching to other render engines.  For Arnold I don't
find any units system like Maxwell or Vray.  Is there any?
  
  


2013/2/21 Massimo Galluzzo 
  

  

  Hello, just to clarify this
  in maxwell you can decide the settings for unit
system, check here http://support.nextlimit.com/display/maxwelldocs/Softimage+-+Render+options
its in the global render options, the paramter is
called “Global scale factor” and if in softimage you
adopt 1 SI unit = 10 cm, then the global scale
factor should be set at 0.1.
   
  Vray has also the Unit converter in its tab
called “Units” which you can check here http://www.spot3d.com/vray/help/softimage/150R1/render_params_units.htm
and its already set at 0.1 assuming people would use
the most common used measure in Softimage which is 1
SI unit = 10 cm 
   
  Regarding the whole unit system, in Softimage you
decide how much is your 1 unit and model/light based
on that decision, all render engines has this unit
conversion, Mental Ray doesnt really need since it
is embed in.
   
  Hope that helps,
   
  Max
   
  

  
From: Emilio Hernandez 
Sent: Thursday, February 21, 2013
  10:41 PM
To: softimage@listproc.autodesk.com

Subject: Re: Units convention for
  lighting and rendering
  

 
  
  

  
Thanks Julien.  It seems that the
  1 unit = 10 centimeters gives me different
  intensities in render engines where you can't
  define the softimage scale like Vray or
  Maxwell.


  
  2013/2/21 julien
carmagnac 
We
  use at work : 1 unit = 1 meter

  
  
  
  
  -- 
  

  

  

  

  




-- 

  


  



Re: Rotate Vector in XSIMaths

2013-02-21 Thread Alan Fregtman
And on that note, for those who have half an hour to kill and love a good
Disney classic:
http://www.youtube.com/watch?v=YRD4gb0p5RM

^ "*Donald Duck in Mathemagic Land*" is both fun and educational. ;)




On Thu, Feb 21, 2013 at 1:02 PM, Eric Turman  wrote:

> http://vimeo.com/13497928
>
>
> On Thu, Feb 21, 2013 at 11:54 AM, Jeremie Passerin wrote:
>
>> Who said Math were not fun !
>
>
>
>
> --
>
>
>
>
> -=T=-
>


Re: Units convention for lighting and rendering

2013-02-21 Thread Emilio Hernandez
Thank you Max.  Working with MR for the last 20 years and switching to
other render engines.  For Arnold I don't find any units system like
Maxwell or Vray.  Is there any?


2013/2/21 Massimo Galluzzo 

>   Hello, just to clarify this
> in maxwell you can decide the settings for unit system, check here
> http://support.nextlimit.com/display/maxwelldocs/Softimage+-+Render+options
> its in the global render options, the paramter is called “Global scale
> factor” and if in softimage you adopt 1 SI unit = 10 cm, then the global
> scale factor should be set at 0.1.
>
> Vray has also the Unit converter in its tab called “Units” which you can
> check here
> http://www.spot3d.com/vray/help/softimage/150R1/render_params_units.htm
> and its already set at 0.1 assuming people would use the most common used
> measure in Softimage which is 1 SI unit = 10 cm [image: Sorriso]
>
> Regarding the whole unit system, in Softimage you decide how much is your
> 1 unit and model/light based on that decision, all render engines has this
> unit conversion, Mental Ray doesnt really need since it is embed in.
>
> Hope that helps,
>
> Max
>
>   *From:* Emilio Hernandez 
> *Sent:* Thursday, February 21, 2013 10:41 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Units convention for lighting and rendering
>
>  Thanks Julien.  It seems that the 1 unit = 10 centimeters gives me
> different intensities in render engines where you can't define the
> softimage scale like Vray or Maxwell.
>
>
> 2013/2/21 julien carmagnac 
>
>> We use at work : 1 unit = 1 meter
>>
>
>
>
> --
>
>


--
<>

Re: [plug] introducing Creation: Stage

2013-02-21 Thread Alan Fregtman
A-MA-ZING. :o

Great job Fabric Team! The (apparent) realtime sharing of scene data with
the Arnold core is impressive. No exporting! yay!




On Thu, Feb 21, 2013 at 5:20 PM, Miquel Campos wrote:

> only one word:
>
> A.W.E.S.O.M.E
>
> 
>
> Miquel Campos
> www.akaosaru.com
>
>
>
> 2013/2/21 Emilio Hernandez 
>
>> It's amazing.  Are you going to port this to Softimage as the rest of
>> your modules?
>>
>>
>>
>>
>> 2013/2/21 Paul Doyle 
>>
>>> Hi everyone - I'm happy to share some news about a module we've been
>>> working on for handling scene assembly, lighting and shaders. We're pretty
>>> happy with the connection between our real-time renderer and offline
>>> renderers. You'll see from the video how deeply we've integrated with
>>> Arnold. It's also a pretty good advert for the development speed of the
>>> core platform - this is under two weeks of one engineer's work.
>>>
>>> http://fabricengine.com/creation-modules/stage/
>>>
>>> "Stage is a scene assembly, lighting and shader authoring system. It
>>> provides a tight relationship between your offline renderer and our
>>> realtime renderer. At this time we are integrating SolidAngle’s Arnold
>>> renderer, but Stage is designed to support any offline renderer that
>>> provides an API, such as ChaosGroup’s VRay or Pixar’s Renderman."
>>>
>>> Stage is in alpha and we are seeking studios that want to support and
>>> influence development. If you are interested in working with us to develop
>>> it further, please contact me directly.
>>>
>>> Thanks,
>>>
>>> Paul
>>>
>>> p.s. obviously this isn't directly related to Softimage, but I figure
>>> there's a bunch of Arnold users on here that might be interested. If I've
>>> broken any posting rules, please let me know.
>>>
>>> p.p.s cross-posted on 3DPro
>>>
>>
>>
>>
>> --
>>
>>
>


Re: [plug] introducing Creation: Stage

2013-02-21 Thread Arvid Björn
This is great stuff! So I guess it will work on anything that Alembic can 
handle, and is not really tied to any package in particular?

On 21 feb 2013, at 21:14, Paul Doyle  wrote:

> Hi everyone - I'm happy to share some news about a module we've been working 
> on for handling scene assembly, lighting and shaders. We're pretty happy with 
> the connection between our real-time renderer and offline renderers. You'll 
> see from the video how deeply we've integrated with Arnold. It's also a 
> pretty good advert for the development speed of the core platform - this is 
> under two weeks of one engineer's work.
> 
> http://fabricengine.com/creation-modules/stage/
> 
> "Stage is a scene assembly, lighting and shader authoring system. It provides 
> a tight relationship between your offline renderer and our realtime renderer. 
> At this time we are integrating SolidAngle’s Arnold renderer, but Stage is 
> designed to support any offline renderer that provides an API, such as 
> ChaosGroup’s VRay or Pixar’s Renderman."
> 
> Stage is in alpha and we are seeking studios that want to support and 
> influence development. If you are interested in working with us to develop it 
> further, please contact me directly.
> 
> Thanks,
> 
> Paul
> 
> p.s. obviously this isn't directly related to Softimage, but I figure there's 
> a bunch of Arnold users on here that might be interested. If I've broken any 
> posting rules, please let me know.
> 
> p.p.s cross-posted on 3DPro


Re: [plug] introducing Creation: Stage

2013-02-21 Thread Miquel Campos
only one word:

A.W.E.S.O.M.E



Miquel Campos
www.akaosaru.com



2013/2/21 Emilio Hernandez 

> It's amazing.  Are you going to port this to Softimage as the rest of your
> modules?
>
>
>
>
> 2013/2/21 Paul Doyle 
>
>> Hi everyone - I'm happy to share some news about a module we've been
>> working on for handling scene assembly, lighting and shaders. We're pretty
>> happy with the connection between our real-time renderer and offline
>> renderers. You'll see from the video how deeply we've integrated with
>> Arnold. It's also a pretty good advert for the development speed of the
>> core platform - this is under two weeks of one engineer's work.
>>
>> http://fabricengine.com/creation-modules/stage/
>>
>> "Stage is a scene assembly, lighting and shader authoring system. It
>> provides a tight relationship between your offline renderer and our
>> realtime renderer. At this time we are integrating SolidAngle’s Arnold
>> renderer, but Stage is designed to support any offline renderer that
>> provides an API, such as ChaosGroup’s VRay or Pixar’s Renderman."
>>
>> Stage is in alpha and we are seeking studios that want to support and
>> influence development. If you are interested in working with us to develop
>> it further, please contact me directly.
>>
>> Thanks,
>>
>> Paul
>>
>> p.s. obviously this isn't directly related to Softimage, but I figure
>> there's a bunch of Arnold users on here that might be interested. If I've
>> broken any posting rules, please let me know.
>>
>> p.p.s cross-posted on 3DPro
>>
>
>
>
> --
>
>


Re: Units convention for lighting and rendering

2013-02-21 Thread Massimo Galluzzo
Hello, just to clarify this
in maxwell you can decide the settings for unit system, check here 
http://support.nextlimit.com/display/maxwelldocs/Softimage+-+Render+options
its in the global render options, the paramter is called “Global scale factor” 
and if in softimage you adopt 1 SI unit = 10 cm, then the global scale factor 
should be set at 0.1.

Vray has also the Unit converter in its tab called “Units” which you can check 
here http://www.spot3d.com/vray/help/softimage/150R1/render_params_units.htm
and its already set at 0.1 assuming people would use the most common used 
measure in Softimage which is 1 SI unit = 10 cm 

Regarding the whole unit system, in Softimage you decide how much is your 1 
unit and model/light based on that decision, all render engines has this unit 
conversion, Mental Ray doesnt really need since it is embed in.

Hope that helps,

Max

From: Emilio Hernandez 
Sent: Thursday, February 21, 2013 10:41 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Units convention for lighting and rendering

Thanks Julien.  It seems that the 1 unit = 10 centimeters gives me different 
intensities in render engines where you can't define the softimage scale like 
Vray or Maxwell.




2013/2/21 julien carmagnac 

  We use at work : 1 unit = 1 meter




-- 

<>

Re: [plug] introducing Creation: Stage

2013-02-21 Thread Emilio Hernandez
It's amazing.  Are you going to port this to Softimage as the rest of your
modules?




2013/2/21 Paul Doyle 

> Hi everyone - I'm happy to share some news about a module we've been
> working on for handling scene assembly, lighting and shaders. We're pretty
> happy with the connection between our real-time renderer and offline
> renderers. You'll see from the video how deeply we've integrated with
> Arnold. It's also a pretty good advert for the development speed of the
> core platform - this is under two weeks of one engineer's work.
>
> http://fabricengine.com/creation-modules/stage/
>
> "Stage is a scene assembly, lighting and shader authoring system. It
> provides a tight relationship between your offline renderer and our
> realtime renderer. At this time we are integrating SolidAngle’s Arnold
> renderer, but Stage is designed to support any offline renderer that
> provides an API, such as ChaosGroup’s VRay or Pixar’s Renderman."
>
> Stage is in alpha and we are seeking studios that want to support and
> influence development. If you are interested in working with us to develop
> it further, please contact me directly.
>
> Thanks,
>
> Paul
>
> p.s. obviously this isn't directly related to Softimage, but I figure
> there's a bunch of Arnold users on here that might be interested. If I've
> broken any posting rules, please let me know.
>
> p.p.s cross-posted on 3DPro
>



--


RE: Autodesk contest - all USA and Canada but not Quebec...

2013-02-21 Thread Marc-Andre Carbonneau
Hello,
As mentioned yesterday, I am posting Sonja's answer to my email.
This answer was expected. Hopefully they can work it out for contests to come.
MAC

**
Hi Marc-André,

Thank you for your email. I can understand your frustration and I agree with 
you that there are a lot of extremely talented artists in Quebec that would 
like to take part in the contest. 
As you already mentioned it is not easy to run a contest in Quebec. The 
government agency, the Régie des alcools des courses et des jeux, makes it more 
difficult for companies to run contests in Quebec as there are many additional 
rules and regulations that have to be abided by.

This is the first contest we have run on AREA so I hope you understand that 
this is a learning process. We will certainly take your comments into 
consideration for any contests that we may run in the future.

I appreciate your understanding.

If you have any other questions or comments, please do not hesitate to contact 
me. 

Kind regards,

Sonja Muller



RE: how to randomize lambert shader on a bunch of objects?

2013-02-21 Thread Manuel Huertas Marchena
Hi Alok, 

Thanks for letting me know, I ll check it out if needed.

Regards


-Manuel

Date: Thu, 21 Feb 2013 14:24:33 -0500
From: alok.gan...@modusfx.com
To: softimage@listproc.autodesk.com
Subject: Re: how to randomize lambert shader on a bunch of objects?


  

  
  
If you have a map of colors -->
  objects for lambers than you can quickly script it out.

  
ALOK
GANDHI
 / chef
  directeur technique - lead technical director


alok.gan...@modusfx.com

T: 
450
  430-0010 x225

  F: 
  450
430-0009

www.modusfx.com


-


MODUS
FX


120
  Rue Turgeon,


Sainte-Therese
  (Quebec) CANADA J7E 3J1


Follow
  us on
Facebook
&
Twitter

  
  On 21/02/2013 2:17 PM, pete...@skynet.be wrote:



  
  

  just select the objects, get>material>lambert and
they will have unique materials – that is what you’re after,
right?
  

   
  
From: Manuel Huertas
Marchena 
Sent: Thursday, February 21, 2013 7:29 PM
To: softimage
list 
Subject: how to randomize lambert shader on
  a bunch of objects?
  

 
  
  
Hi List,

  

  I am doing some visualization using xsi and keyshot, and I
  am needing to assign a different lambert shader

  to each part I want to shade with a different material
  once the object/s are imported in keyshot.

  Problem being, that I have to manually assign a lambert
  shader to each piece on softimage, that I want a different
  shader,

  and I was wondering if you know a way or script to take
  lets say a hundred objects and apply a different lambert
  on each once...

  

  Hope this is possible,

  

  Thanks!

  

  -Manuel


  

  
  No virus found in this message.

Checked by AVG - www.avg.com

Version: 2012.0.2238 / Virus Database: 2639/5621 - Release Date:
02/21/13


  

RE: how to randomize lambert shader on a bunch of objects?

2013-02-21 Thread Manuel Huertas Marchena
haha thanks, being using max lately, and somehow overlooked something that 
simple in soft, thought the same was assign to all...

Cheers Peter

From: pete...@skynet.be
To: softimage@listproc.autodesk.com
Subject: Re: how to randomize lambert shader on a bunch of objects?
Date: Thu, 21 Feb 2013 20:17:58 +0100







just select the objects, get>material>lambert and they will have 
unique materials – that is what you’re after, right?


 

From: Manuel Huertas Marchena 
Sent: Thursday, February 21, 2013 7:29 PM
To: softimage list 
Subject: how to randomize lambert shader on a bunch of 
objects?
 

Hi List,

I am doing some visualization using xsi and 
keyshot, and I am needing to assign a different lambert shader
to each part I 
want to shade with a different material once the object/s are imported in 
keyshot.
Problem being, that I have to manually assign a lambert shader to 
each piece on softimage, that I want a different shader,
and I was wondering 
if you know a way or script to take lets say a hundred objects and apply a 
different lambert on each once...

Hope this is 
possible,

Thanks!

-Manuel
  

Re: how to randomize lambert shader on a bunch of objects?

2013-02-21 Thread Alok
If you have a map of colors --> objects for lambers than you can quickly 
script it out.


ALOK

GANDHI

/ chef directeur technique - lead technical director


alok.gan...@modusfx.com 

T:

*450 430-0010 x225

F:

*450 430-0009
www.modusfx.com 

-


MODUS

FX


120 Rue Turgeon,


Sainte-Therese (Quebec) CANADA J7E 3J1


Follow us on

Facebook 

&

Twitter 
**
On 21/02/2013 2:17 PM, pete...@skynet.be wrote:
just select the objects, get>material>lambert and they will have 
unique materials – that is what you’re after, right?

*From:* Manuel Huertas Marchena 
*Sent:* Thursday, February 21, 2013 7:29 PM
*To:* softimage list 
*Subject:* how to randomize lambert shader on a bunch of objects?
Hi List,

I am doing some visualization using xsi and keyshot, and I am needing 
to assign a different lambert shader
to each part I want to shade with a different material once the 
object/s are imported in keyshot.
Problem being, that I have to manually assign a lambert shader to each 
piece on softimage, that I want a different shader,
and I was wondering if you know a way or script to take lets say a 
hundred objects and apply a different lambert on each once...


Hope this is possible,

Thanks!

-Manuel

No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2012.0.2238 / Virus Database: 2639/5621 - Release Date: 02/21/13





Re: how to randomize lambert shader on a bunch of objects?

2013-02-21 Thread peter_b
just select the objects, get>material>lambert and they will have unique 
materials – that is what you’re after, right?

From: Manuel Huertas Marchena 
Sent: Thursday, February 21, 2013 7:29 PM
To: softimage list 
Subject: how to randomize lambert shader on a bunch of objects?

Hi List,

I am doing some visualization using xsi and keyshot, and I am needing to assign 
a different lambert shader
to each part I want to shade with a different material once the object/s are 
imported in keyshot.
Problem being, that I have to manually assign a lambert shader to each piece on 
softimage, that I want a different shader,
and I was wondering if you know a way or script to take lets say a hundred 
objects and apply a different lambert on each once...

Hope this is possible,

Thanks!

-Manuel


how to randomize lambert shader on a bunch of objects?

2013-02-21 Thread Manuel Huertas Marchena
Hi List,

I am doing some visualization using xsi and keyshot, and I am needing to assign 
a different lambert shader
to each part I want to shade with a different material once the object/s are 
imported in keyshot.
Problem being, that I have to manually assign a lambert shader to each piece on 
softimage, that I want a different shader,
and I was wondering if you know a way or script to take lets say a hundred 
objects and apply a different lambert on each once...

Hope this is possible,

Thanks!

-Manuel
  

Re: Rotate Vector in XSIMaths

2013-02-21 Thread Jeremie Passerin
Who said Math were not fun !


Re: Rotate Vector in XSIMaths

2013-02-21 Thread Alok

  
  
Ah !  a typo: **6.12323399574 is to be multiplied by
  10 ^ -17

  
   Original Message 
  

  
Subject:

Re: Rotate Vector in XSIMaths
  
  
Date: 
Thu, 21 Feb 2013 10:33:37 -0500
  
  
From: 
Alok 
  
  
To: 
softimage@listproc.autodesk.com
  

  
  
  
  
  +1 to Martin's reply, that is the
correct explanation. .Peter you don't have a thing to worry, you
are doing everything right, do consider 6.12323399574e-17

  as  0.0
  
Let me explain why:

you see the e-17 at the end of number ? That mean the number 6.12323399574

  is to be multiplied by 10 ^ 17 or divided by 10 ^ 17. So
  effectively this is: 
6.12323399574 / 100 ~=
0.612323399574

  which can be approximately treated as 0.
  
  I hope that explains.


  
On 21/02/2013 10:20 AM, Martin Chatterjee wrote:
  
  

Hi Peter,



  as far as I see it your result is correct?  The resulting
vector should be   [0.0,  0.0,  -1.0] - which is
effectively the result of your print statement.
  
  
  in your example vec.Y has a value of 6.12323399574e-17
   which essentially is  0.0 (due to floating point
  math precision).
  

  So all is fine - or did I not get your point?
  
  
  
  
  Cheers, Martin

  --
       Martin Chatterjee
 
[ Freelance Technical Director ]
[   http://www.chatterjee.de  

]
  [ https://vimeo.com/chatterjee ] 

nbsp;] 



On Thu, Feb 21, 2013 at 3:21 PM, Peter
  Agg 
  wrote:
   (and yes, rotating [0, 1, 0]
by [-90, 0, 0] should actually make make [0, 0, -1]) :)

  

On 21 February 2013 14:15,
  Peter Agg 
  wrote:
  Hey all,

I'm trying to rotate a vector in a Python Script and
seem to be running into an odd block. For example: I
want to rotate the vector [0, 1, 0] by [-90, 0, 0],
which should make [-1, 0, 0] (and does so if I test
in ICE using a Rotate Vector node) but I can't seem
to work out how to do this via scripting.

What I tried:

vec = XSIMath.CreateVector3(0, 1, 0)
rot =
XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90
),

XSIMath.DegreesToRadians( 0 ),

XSIMath.DegreesToRadians( 0 ))
vec.MulByRotationInPlace( rot)
print vec.X, vec.Y, vec.Z
# 0.0 6.12323399574e-17 -1.0

...which makes me think that I've misunderstood what
MulByRotation does!

Any ideas?
  


  

  


No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.2238 / Virus Database: 2639/5621 - Release
  Date: 02/21/13
  
  
  
  


  



Re: Rotate Vector in XSIMaths

2013-02-21 Thread Alok

  
  
+1 to Martin's reply, that is the
  correct explanation. .Peter you don't have a thing to worry, you
  are doing everything right, do consider 6.12323399574e-17
as  0.0

  Let me explain why:
  
  you see the e-17 at the end of number ? That mean the number 6.12323399574
is to be multiplied by 10 ^ 17 or divided by 10 ^ 17. So
effectively this is: 
  6.12323399574 / 100 ~= 0.612323399574
  
which can be approximately treated as 0.

I hope that explains.
  
  

  On 21/02/2013 10:20 AM, Martin Chatterjee wrote:


  
  Hi Peter,
  
  
  
as far as I see it your result is correct?  The resulting
  vector should be   [0.0,  0.0,  -1.0] - which is
  effectively the result of your print statement.


in your example vec.Y has a value of 6.12323399574e-17
 which essentially is  0.0 (due to floating point
math precision).

  
So all is fine - or did I not get your point?




Cheers, Martin
  
--
         Martin Chatterjee
   
  [ Freelance Technical Director ]
  [   http://www.chatterjee.de  
  ]
[ https://vimeo.com/chatterjee ] 
  
  nbsp;] 
  
  
  
  On Thu, Feb 21, 2013 at 3:21 PM, Peter
Agg 
wrote:

  (and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually
  make make [0, 0, -1]) :)
  

  
  On 21 February 2013 14:15, Peter
Agg 
wrote:
Hey all,
  
  I'm trying to rotate a vector in a Python Script and
  seem to be running into an odd block. For example: I
  want to rotate the vector [0, 1, 0] by [-90, 0, 0],
  which should make [-1, 0, 0] (and does so if I test in
  ICE using a Rotate Vector node) but I can't seem to
  work out how to do this via scripting.
  
  What I tried:
  
  vec = XSIMath.CreateVector3(0, 1, 0)
  rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians(
  -90 ),
   XSIMath.DegreesToRadians(
  0 ),
   XSIMath.DegreesToRadians(
  0 ))
  vec.MulByRotationInPlace( rot)
  print vec.X, vec.Y, vec.Z
  # 0.0 6.12323399574e-17 -1.0
  
  ...which makes me think that I've misunderstood what
  MulByRotation does!
  
  Any ideas?

  
  

  

  
  
  No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2639/5621 - Release Date:
02/21/13


  



Re: Rotate Vector in XSIMaths

2013-02-21 Thread Peter Agg
/sighs

The point appears to be that I completely blanked on the e-17 bit!  >.<

You see, this is the kind of crap you have to deal with when you start
cutting down on caffeine!


On 21 February 2013 15:20, Martin Chatterjee <
martin.chatterjee.li...@googlemail.com> wrote:

> Hi Peter,
>
>
> as far as I see it your result is correct?  The resulting vector should be
>  * [0.0,  0.0,  -1.0]* - which is effectively the result of your print
> statement.
>
> in your example *vec.Y* has a value of *6.12323399574e-17*  which
> essentially is  *0.0* (due to floating point math precision).
>
> So all is fine - or did I not get your point?
>
>
> Cheers, Martin
> --
>Martin Chatterjee
>
> [ Freelance Technical Director ]
> [   http://www.chatterjee.de   ]
> [ https://vimeo.com/chatterjee ]
> nbsp;]
>
>
> On Thu, Feb 21, 2013 at 3:21 PM, Peter Agg wrote:
>
>> (and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make [0,
>> 0, -1]) :)
>>
>>
>> On 21 February 2013 14:15, Peter Agg  wrote:
>>
>>> Hey all,
>>>
>>> I'm trying to rotate a vector in a Python Script and seem to be running
>>> into an odd block. For example: I want to rotate the vector [0, 1, 0] by
>>> [-90, 0, 0], which should make [-1, 0, 0] (and does so if I test in ICE
>>> using a Rotate Vector node) but I can't seem to work out how to do this via
>>> scripting.
>>>
>>> What I tried:
>>>
>>> vec = XSIMath.CreateVector3(0, 1, 0)
>>> rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
>>>  XSIMath.DegreesToRadians( 0 ),
>>>  XSIMath.DegreesToRadians( 0 ))
>>> vec.MulByRotationInPlace( rot)
>>> print vec.X, vec.Y, vec.Z
>>> # 0.0 6.12323399574e-17 -1.0
>>>
>>> ...which makes me think that I've misunderstood what MulByRotation does!
>>>
>>> Any ideas?
>>>
>>
>>
>


Re: Rotate Vector in XSIMaths

2013-02-21 Thread Martin Chatterjee
Hi Peter,


as far as I see it your result is correct?  The resulting vector should be
* [0.0,  0.0,  -1.0]* - which is effectively the result of your print
statement.

in your example *vec.Y* has a value of *6.12323399574e-17*  which
essentially is  *0.0* (due to floating point math precision).

So all is fine - or did I not get your point?


Cheers, Martin
--
   Martin Chatterjee

[ Freelance Technical Director ]
[   http://www.chatterjee.de   ]
[ https://vimeo.com/chatterjee ]
nbsp;]


On Thu, Feb 21, 2013 at 3:21 PM, Peter Agg  wrote:

> (and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make [0,
> 0, -1]) :)
>
>
> On 21 February 2013 14:15, Peter Agg  wrote:
>
>> Hey all,
>>
>> I'm trying to rotate a vector in a Python Script and seem to be running
>> into an odd block. For example: I want to rotate the vector [0, 1, 0] by
>> [-90, 0, 0], which should make [-1, 0, 0] (and does so if I test in ICE
>> using a Rotate Vector node) but I can't seem to work out how to do this via
>> scripting.
>>
>> What I tried:
>>
>> vec = XSIMath.CreateVector3(0, 1, 0)
>> rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
>>  XSIMath.DegreesToRadians( 0 ),
>>  XSIMath.DegreesToRadians( 0 ))
>> vec.MulByRotationInPlace( rot)
>> print vec.X, vec.Y, vec.Z
>> # 0.0 6.12323399574e-17 -1.0
>>
>> ...which makes me think that I've misunderstood what MulByRotation does!
>>
>> Any ideas?
>>
>
>


Re: Rotate Vector in XSIMaths

2013-02-21 Thread Stephen Blair


I seem to be misunderstanding today, because rotating (0,1,0) by -90 
around the X axis gives me (0,0,-1)

http://screencast.com/t/AdsSEDqN1wpa


On 21/02/2013 10:10 AM, Peter Agg wrote:

Ah yeah, sorry. That was just a correction to my original example.


On 21 February 2013 15:02, Stephen Blair > wrote:


Sorry, I was confused by this:


"(and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make
make [0, 0, -1]) :)"


On 21/02/2013 9:46 AM, Peter Agg wrote:

Hum, seems to be giving me the same result.

vec = XSIMath.CreateVector3(0, 1, 0)
rot = XSIMath.CreateRotation()
rot.SetFromAxisAngle( XSIMath.CreateVector3(1.0, 0.0, 0.0),
XSIMath.DegreesToRadians( -90 ) )
vec.MulByRotationInPlace( rot)
print vec.X, vec.Y, vec.Z
# 0.0 6.12323399574e-17 -1.0


On 21 February 2013 14:31, Stephen Blair mailto:stephenrbl...@gmail.com>> wrote:

vec = XSIMath.CreateVector3(0, 1, 0)
#rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
# XSIMath.DegreesToRadians( 0 ),
# XSIMath.DegreesToRadians( 0 ))
rot = XSIMath.CreateRotation()
rot.SetFromAxisAngle( XSIMath.CreateVector3(1.0, 0.0, 0.0),
XSIMath.DegreesToRadians( -90 ) )

vec.MulByRotationInPlace( rot)
print vec.X, vec.Y, vec.Z
#  0.0 6.12323399574e-17 -1.0


On 21/02/2013 9:21 AM, Peter Agg wrote:

(and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually
make make [0, 0, -1]) :)

On 21 February 2013 14:15, Peter Agg
mailto:peter@googlemail.com>>
wrote:

Hey all,

I'm trying to rotate a vector in a Python Script and
seem to be running into an odd block. For example: I
want to rotate the vector [0, 1, 0] by [-90, 0, 0],
which should make [-1, 0, 0] (and does so if I test in
ICE using a Rotate Vector node) but I can't seem to work
out how to do this via scripting.

What I tried:

vec = XSIMath.CreateVector3(0, 1, 0)
rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians(
-90 ),
XSIMath.DegreesToRadians( 0 ),
XSIMath.DegreesToRadians( 0 ))
vec.MulByRotationInPlace( rot)
print vec.X, vec.Y, vec.Z
# 0.0 6.12323399574e-17 -1.0

...which makes me think that I've misunderstood what
MulByRotation does!

Any ideas?












Re: Rotate Vector in XSIMaths

2013-02-21 Thread Peter Agg
Ah yeah, sorry. That was just a correction to my original example.


On 21 February 2013 15:02, Stephen Blair  wrote:

>  Sorry, I was confused by this:
>
>
> "(and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make [0,
> 0, -1]) :)"
>
>
> On 21/02/2013 9:46 AM, Peter Agg wrote:
>
> Hum, seems to be giving me the same result.
>
> vec = XSIMath.CreateVector3(0, 1, 0)
> rot = XSIMath.CreateRotation()
> rot.SetFromAxisAngle( XSIMath.CreateVector3(1.0, 0.0, 0.0),
> XSIMath.DegreesToRadians( -90 ) )
> vec.MulByRotationInPlace( rot)
> print vec.X, vec.Y, vec.Z
> # 0.0 6.12323399574e-17 -1.0
>
>
> On 21 February 2013 14:31, Stephen Blair  wrote:
>
>>  vec = XSIMath.CreateVector3(0, 1, 0)
>>  #rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
>> # XSIMath.DegreesToRadians( 0 ),
>> # XSIMath.DegreesToRadians( 0 ))
>> rot = XSIMath.CreateRotation()
>> rot.SetFromAxisAngle( XSIMath.CreateVector3(1.0, 0.0, 0.0),
>> XSIMath.DegreesToRadians( -90 ) )
>>
>> vec.MulByRotationInPlace( rot)
>> print vec.X, vec.Y, vec.Z
>> #  0.0 6.12323399574e-17 -1.0
>>
>>
>>   On 21/02/2013 9:21 AM, Peter Agg wrote:
>>
>> (and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make [0,
>> 0, -1]) :)
>>
>> On 21 February 2013 14:15, Peter Agg  wrote:
>>
>>> Hey all,
>>>
>>> I'm trying to rotate a vector in a Python Script and seem to be running
>>> into an odd block. For example: I want to rotate the vector [0, 1, 0] by
>>> [-90, 0, 0], which should make [-1, 0, 0] (and does so if I test in ICE
>>> using a Rotate Vector node) but I can't seem to work out how to do this via
>>> scripting.
>>>
>>> What I tried:
>>>
>>> vec = XSIMath.CreateVector3(0, 1, 0)
>>> rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
>>>  XSIMath.DegreesToRadians( 0 ),
>>>  XSIMath.DegreesToRadians( 0 ))
>>> vec.MulByRotationInPlace( rot)
>>> print vec.X, vec.Y, vec.Z
>>> # 0.0 6.12323399574e-17 -1.0
>>>
>>> ...which makes me think that I've misunderstood what MulByRotation does!
>>>
>>> Any ideas?
>>>
>>
>>
>>
>
>


Re: Rotate Vector in XSIMaths

2013-02-21 Thread Stephen Blair

Sorry, I was confused by this:

"(and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make 
[0, 0, -1]) :)"



On 21/02/2013 9:46 AM, Peter Agg wrote:

Hum, seems to be giving me the same result.

vec = XSIMath.CreateVector3(0, 1, 0)
rot = XSIMath.CreateRotation()
rot.SetFromAxisAngle( XSIMath.CreateVector3(1.0, 0.0, 0.0), 
XSIMath.DegreesToRadians( -90 ) )

vec.MulByRotationInPlace( rot)
print vec.X, vec.Y, vec.Z
# 0.0 6.12323399574e-17 -1.0


On 21 February 2013 14:31, Stephen Blair > wrote:


vec = XSIMath.CreateVector3(0, 1, 0)
#rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
# XSIMath.DegreesToRadians( 0 ),
# XSIMath.DegreesToRadians( 0 ))
rot = XSIMath.CreateRotation()
rot.SetFromAxisAngle( XSIMath.CreateVector3(1.0, 0.0, 0.0),
XSIMath.DegreesToRadians( -90 ) )

vec.MulByRotationInPlace( rot)
print vec.X, vec.Y, vec.Z
#  0.0 6.12323399574e-17 -1.0


On 21/02/2013 9:21 AM, Peter Agg wrote:

(and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make
make [0, 0, -1]) :)

On 21 February 2013 14:15, Peter Agg mailto:peter@googlemail.com>> wrote:

Hey all,

I'm trying to rotate a vector in a Python Script and seem to
be running into an odd block. For example: I want to rotate
the vector [0, 1, 0] by [-90, 0, 0], which should make [-1,
0, 0] (and does so if I test in ICE using a Rotate Vector
node) but I can't seem to work out how to do this via scripting.

What I tried:

vec = XSIMath.CreateVector3(0, 1, 0)
rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
XSIMath.DegreesToRadians( 0 ),
XSIMath.DegreesToRadians( 0 ))
vec.MulByRotationInPlace( rot)
print vec.X, vec.Y, vec.Z
# 0.0 6.12323399574e-17 -1.0

...which makes me think that I've misunderstood what
MulByRotation does!

Any ideas?









Re: Rotate Vector in XSIMaths

2013-02-21 Thread Peter Agg
Hum, seems to be giving me the same result.

vec = XSIMath.CreateVector3(0, 1, 0)
rot = XSIMath.CreateRotation()
rot.SetFromAxisAngle( XSIMath.CreateVector3(1.0, 0.0, 0.0),
XSIMath.DegreesToRadians( -90 ) )
vec.MulByRotationInPlace( rot)
print vec.X, vec.Y, vec.Z
# 0.0 6.12323399574e-17 -1.0


On 21 February 2013 14:31, Stephen Blair  wrote:

>  vec = XSIMath.CreateVector3(0, 1, 0)
> #rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
> # XSIMath.DegreesToRadians( 0 ),
> # XSIMath.DegreesToRadians( 0 ))
> rot = XSIMath.CreateRotation()
> rot.SetFromAxisAngle( XSIMath.CreateVector3(1.0, 0.0, 0.0),
> XSIMath.DegreesToRadians( -90 ) )
>
> vec.MulByRotationInPlace( rot)
> print vec.X, vec.Y, vec.Z
> #  0.0 6.12323399574e-17 -1.0
>
>
> On 21/02/2013 9:21 AM, Peter Agg wrote:
>
> (and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make [0,
> 0, -1]) :)
>
> On 21 February 2013 14:15, Peter Agg  wrote:
>
>> Hey all,
>>
>> I'm trying to rotate a vector in a Python Script and seem to be running
>> into an odd block. For example: I want to rotate the vector [0, 1, 0] by
>> [-90, 0, 0], which should make [-1, 0, 0] (and does so if I test in ICE
>> using a Rotate Vector node) but I can't seem to work out how to do this via
>> scripting.
>>
>> What I tried:
>>
>> vec = XSIMath.CreateVector3(0, 1, 0)
>> rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
>>  XSIMath.DegreesToRadians( 0 ),
>>  XSIMath.DegreesToRadians( 0 ))
>> vec.MulByRotationInPlace( rot)
>> print vec.X, vec.Y, vec.Z
>> # 0.0 6.12323399574e-17 -1.0
>>
>> ...which makes me think that I've misunderstood what MulByRotation does!
>>
>> Any ideas?
>>
>
>
>


Re: Rotate Vector in XSIMaths

2013-02-21 Thread Stephen Blair

vec = XSIMath.CreateVector3(0, 1, 0)
#rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
# XSIMath.DegreesToRadians( 0 ),
# XSIMath.DegreesToRadians( 0 ))
rot = XSIMath.CreateRotation()
rot.SetFromAxisAngle( XSIMath.CreateVector3(1.0, 0.0, 0.0), 
XSIMath.DegreesToRadians( -90 ) )

vec.MulByRotationInPlace( rot)
print vec.X, vec.Y, vec.Z
#  0.0 6.12323399574e-17 -1.0


On 21/02/2013 9:21 AM, Peter Agg wrote:
(and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make 
[0, 0, -1]) :)


On 21 February 2013 14:15, Peter Agg > wrote:


Hey all,

I'm trying to rotate a vector in a Python Script and seem to be
running into an odd block. For example: I want to rotate the
vector [0, 1, 0] by [-90, 0, 0], which should make [-1, 0, 0] (and
does so if I test in ICE using a Rotate Vector node) but I can't
seem to work out how to do this via scripting.

What I tried:

vec = XSIMath.CreateVector3(0, 1, 0)
rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
 XSIMath.DegreesToRadians( 0 ),
 XSIMath.DegreesToRadians( 0 ))
vec.MulByRotationInPlace( rot)
print vec.X, vec.Y, vec.Z
# 0.0 6.12323399574e-17 -1.0

...which makes me think that I've misunderstood what MulByRotation
does!

Any ideas?






Re: Rotate Vector in XSIMaths

2013-02-21 Thread Peter Agg
(and yes, rotating [0, 1, 0] by [-90, 0, 0] should actually make make [0,
0, -1]) :)

On 21 February 2013 14:15, Peter Agg  wrote:

> Hey all,
>
> I'm trying to rotate a vector in a Python Script and seem to be running
> into an odd block. For example: I want to rotate the vector [0, 1, 0] by
> [-90, 0, 0], which should make [-1, 0, 0] (and does so if I test in ICE
> using a Rotate Vector node) but I can't seem to work out how to do this via
> scripting.
>
> What I tried:
>
> vec = XSIMath.CreateVector3(0, 1, 0)
> rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
>  XSIMath.DegreesToRadians( 0 ),
>  XSIMath.DegreesToRadians( 0 ))
> vec.MulByRotationInPlace( rot)
> print vec.X, vec.Y, vec.Z
> # 0.0 6.12323399574e-17 -1.0
>
> ...which makes me think that I've misunderstood what MulByRotation does!
>
> Any ideas?
>


Rotate Vector in XSIMaths

2013-02-21 Thread Peter Agg
Hey all,

I'm trying to rotate a vector in a Python Script and seem to be running
into an odd block. For example: I want to rotate the vector [0, 1, 0] by
[-90, 0, 0], which should make [-1, 0, 0] (and does so if I test in ICE
using a Rotate Vector node) but I can't seem to work out how to do this via
scripting.

What I tried:

vec = XSIMath.CreateVector3(0, 1, 0)
rot = XSIMath.CreateRotation(XSIMath.DegreesToRadians( -90 ),
 XSIMath.DegreesToRadians( 0 ),
 XSIMath.DegreesToRadians( 0 ))
vec.MulByRotationInPlace( rot)
print vec.X, vec.Y, vec.Z
# 0.0 6.12323399574e-17 -1.0

...which makes me think that I've misunderstood what MulByRotation does!

Any ideas?


Re: Rendermapping a reflection?

2013-02-21 Thread Arvid Björn
I find that it's better to build a basic geometry for your environment and
spherically project your HDR onto it and then either use that geo as your
environment for lighting/reflections, or do a panoramic render from the
correct location within that geometry to get a correct HDR panorama. That
way you don't have to be in the right place with the tripod, and still get
perspectively correct reflections, which I can't imagine you would from
simply transforming an environment image. Thorough on-set measurements
helps of course :)

Btw, if you're on Softimage, surely MR is still in there lurking even in
Arnold land?


On Wed, Feb 20, 2013 at 11:50 AM, Morten Bartholdy wrote:

> **
>
> I need to reposition an environmentmap hdri, essentially moving it on the
> z axis and create a new env map hdri from that, because space on the hdri
> aquirement location did not allow me to put the camera exactly where it
> should have been.
>
>
>
> Thinking I just need to rendermap out reflections from a sphere, I tried
> this, but get a black image. I am in Arnold land so MR techniques are not
> very present - should this not be possible, and what might I be missing?
>
>
>
> Thanks!
>
>
>
> Best
>
> Morten
>
>


Re: Octane render

2013-02-21 Thread Simon Reeves
A flash render? Was that one with maxwell? ;)



Simon Reeves
Freelance 3D VFX Artist

London, UK
*email: si...@simonreeves.com*
*website: http://www.simonreeves.com*
*
*


On 21 February 2013 07:51, olivier jeannel  wrote:

>  Very nice, looks like it was shot with a flash light !
> And maybe all this grass caused some wetness through the walls that's why
> there should have some "cough" displacement "cough" to see the mortage ;)
>
>
>
>
> Le 20/02/2013 19:40, Gustavo Eggert Boehs a écrit :
>
>  (apparently this got block the first time, so im further compressing my
> jpg)
>
>  I took this last night, so there was no sun... This scene was in some
> abandoned place in my computer, and apparently, some 7 million leafs of
> grass grew in it.
>  Now if only I could find an excuse for displacement and mb :)
>
>
> 2013/2/20 Gustavo Eggert Boehs 
>
>>  A different take... This scene was in some abandoned place in my
>> computer, and apparently, some 7 million leafs of grass grew in it.
>> Now if only I could find an excuse for displacement and mb :)
>>
>>  --
>>  Gustavo E Boehs
>> http://www.gustavoeb.com.br/blog
>>
>
>
>
>  --
> Gustavo E Boehs
> http://www.gustavoeb.com.br/blog
>
>
>


Re: Setting active project in Python

2013-02-21 Thread Stefan Andersson
What about setting a project when you start Softimage? Wasn't there a
command line argument for that. -proj or -project, I can't remember.

Regards
Stefan

On Feb 20, 2013, at 23:32, Steven Caron  wrote:

obviously not you.


On Wed, Feb 20, 2013 at 2:19 PM, Eric Thivierge wrote:

> Pshhh  who reads the docs! :P
>
>
>