Re: Fabric Engine 2 - On softimage, on maya, on modo....everywhere..DEMO!

2015-07-03 Thread Sebastien Sterling
So cool :o ...

On 4 July 2015 at 01:46, Pierre Schiller 
wrote:

> https://vimeo.com/132523438
>
> Tears of joy at minute 3:32.
> Where can I start reading about the nodes?
> :)
>
> Cheers.
>
> --
> Portfolio 2013 
> Cinema & TV production
> Video Reel 
>


Fabric Engine 2 - On softimage, on maya, on modo....everywhere..DEMO!

2015-07-03 Thread Pierre Schiller
https://vimeo.com/132523438

Tears of joy at minute 3:32.
Where can I start reading about the nodes?
:)

Cheers.

-- 
Portfolio 2013 
Cinema & TV production
Video Reel 


RE: data stream

2015-07-03 Thread Scott Lange
Kris, can we see a WIP? I understand if you would prefer not to.

 

SCL

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
Sent: Friday, July 03, 2015 2:54 PM
To: Softimage List
Subject: Re: data stream

 

I keep solving my own problems...happy to report I did this with some simple 
spawning of random characters! Didn't think it would be that easy!

 

On Thu, Jul 2, 2015 at 5:58 PM, Kris Rivel mailto:krisri...@gmail.com> > wrote:

Trying to think of the best way to create a "data stream" effect. I have some 
nice flowing strands but I want to add random digits, bits of text, etc. I 
would love if each particle flowing along my path was randomly dropping a 
different character at each frame or specific intervals. Any suggestions?

Kris

 



Re: data stream

2015-07-03 Thread Kris Rivel
I keep solving my own problems...happy to report I did this with some
simple spawning of random characters! Didn't think it would be that easy!

On Thu, Jul 2, 2015 at 5:58 PM, Kris Rivel  wrote:

> Trying to think of the best way to create a "data stream" effect. I have
> some nice flowing strands but I want to add random digits, bits of text,
> etc. I would love if each particle flowing along my path was randomly
> dropping a different character at each frame or specific intervals. Any
> suggestions?
>
> Kris
>


Re: ERROR : 2000 - Mesh structure error (corruption)

2015-07-03 Thread Matt Lind

The Softimage error is generally not that helpful.  On these types of issues
run mental ray in full diagnostics mode to get a more verbose explanation.
mental ray will be more explicit and make it clear what the real problem is.
Just be prepared to possibly deal with object ID's instead of object names
to figure out the offending element(s).

If it's a geometry issue, I find it's best to freeze geometry construction
history as part of the solution as those types of corruptions usually come
about because one or more operators lose sync with the stack.  for example,
if you have a custom plugin used by a scene object to delete polygons and
that plugin somehow no longer becomes accessible (forgot to install on the
computer doing the rendering, for example) it will have a ripple effect up
the stack as the latter operators will expect subcomponent IDs to be ordered
a specific way but won't be because the custom operator is not accessible to
do that work.  Freezing the stack will take the operator out of the
equation.  If the geometry issue still exists on said object, then the
integrity of the object has likely been corrupted at a level deeper than you
can access, in which case that object is a lost cause and will need to be
replaced.

Matt


Date: Wed, 1 Jul 2015 15:22:39 +
From: "Ponthieux, Joseph G. (LARC-E1A)[LITES]" 
Subject: ERROR : 2000 - Mesh structure error (corruption)
To: "softimage@listproc.autodesk.com"


Has anyone found anything relevant to this error?

I read a scene and it reports this along with corrupted edge or vertex and 
poly. I delete the geometry in one model then save and upon rereading it 
appears again in another model.


Has anyone had issues with this?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center 



Re: Softimage Digest, Vol 80, Issue 4

2015-07-03 Thread Matt Lind
The Softimage error is generally not that helpful.  On these types of issues 
run mental ray in full diagnostics mode to get a more verbose explanation. 
mental ray will be more explicit and make it clear what the real problem is. 
Just be prepared to possibly deal with object ID's instead of object names 
to figure out the offending element(s).


If it's a geometry issue, I find it's best to freeze geometry construction 
history as part of the solution as those types of corruptions usually come 
about because one or more operators lose sync with the stack.  for example, 
if you have a custom plugin used by a scene object to delete polygons and 
that plugin somehow no longer becomes accessible (forgot to install on the 
computer doing the rendering, for example) it will have a ripple effect up 
the stack as the latter operators will expect subcomponent IDs to be ordered 
a specific way but won't be because the custom operator is not accessible to 
do that work.  Freezing the stack will take the operator out of the 
equation.  If the geometry issue still exists on said object, then the 
integrity of the object has likely been corrupted at a level deeper than you 
can access, in which case that object is a lost cause and will need to be 
replaced.


Matt





Date: Wed, 1 Jul 2015 15:22:39 +
From: "Ponthieux, Joseph G. (LARC-E1A)[LITES]" 
Subject: ERROR : 2000 - Mesh structure error (corruption)
To: "softimage@listproc.autodesk.com"

Has anyone found anything relevant to this error?

I read a scene and it reports this along with corrupted edge or vertex and 
poly. I delete the geometry in one model then save and upon rereading it 
appears again in another model.


Has anyone had issues with this?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
MYMIC Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.