Re: capturing spherical HDRi's?
These days I use the chrome ball just for light positioning reference. For capturing the actual HDRI I'll use a fish eye lens on a DSLR, nodal ninja attached to a tripod and then shoot between 8-10 images (including direct above and direct below) covering the scene. Then load these into PTGui Pro and let it stitch them into a LongLat HDRI. Works like a charm. Both quick to do on set and quick to assemble when you get back to the office. Digital Tutors actually have a good set of lessons on this. http://www.digitaltutors.com/11/training.php?pid=599autoplay=1 On Wed, Jan 16, 2013 at 9:22 AM, Cristobal Infante cgc...@gmail.com wrote: It really depends how much time you think you will have on set. Most of the times this can be a major issue, since they may need to move the lighting setup several times in one day and you don't want to be the guy slowing everything down! the chrome ball is probably the fastest method and still does the trick. So if you need to capture a lighting setup fast this will be your best bet. Defently worth getting one in any case (garden mirror balls). On Wednesday, 16 January 2013, Rob Wuijster wrote: Yes, there's a version 2 out of the book, there's a page on the hdrlabs website explaining the book and has links to Amazon for the paperback and ebook. The site, forum and book are -the- main sources of information on this. Of course there are other sites dealing with this, but hdrlabs has it condensed into one big package. Rob Wuijster E r...@casema.nl \/-\/\/ On 15-1-2013 23:09, Byron Nash wrote: I found the book HDRI Handbook really helpful on that site. I think they have a newer version since I read it. On Tue, Jan 15, 2013 at 4:27 PM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: Hey guys - I've been asked to help out on the show Film Riot, and one of the things we were discussing is creating your own HDR images. I know HDRLabs has a ton of great info, but I was curious to know if anyone else had any good info or resources on the subject that I could pass along. It's not something I normally do, so I wanted to make sure I was giving them up-to-date info. Thanks, Paul No virus found in this message. Checked by AVG - www.avg.com Version: 2013.0.2890 / Virus Database: 2638/6034 - Release Date: 01/15/13
Move towards goal dummy question (go easy on me).
Hi all, Go easy on me but I've got a question about moving towards a goal that feel should be straight forward but something's obviously not operating at 100% in brain today. The desired result: particles move from the emitter to random point on geo of goal one where they stick until a desired point in time when they then detach and fly to random point on geo of goal two. At the moment I'm using the multi goal sequencer which works fine but it switches to a new goal based on a distance to goal location condition instead of a certain time. I went into the multi goal sequencer compound and found the bit that controls switching to the next goal. I swapped the test distance to goal condition with a test current time. The particles fly towards the first goal but then don't seem to move to the second goal after the test current time condition. Tell me I'm doing something embarrassingly wrong and point me in the right direction guys! Cheers, Anthony
Multiple particle spawning on collision.
Hi everybody, I'm trying to do something that I think should be fairly straightforward but for some reason is eluding me. As the subject suggests I'd like have particles spawning on collision, multiple times. Let me break it down a bit and explain what's not happening for me at the moment: I emit one particle, apply some velocity and some gravity. When that particle collides with a simple flat grid I'd like it to spawn a few particles that shoot off away from the plane and still be effected by the gravity force. Now, when those spawned particles collide with plane again, I'd like that spawning process to happen again. This whole process would happen maybe 3 - 4 times. At the moment the 1st initial spawning happens and the spawned particles behave and move as I'd like but I can't get them to spawn more particles when they collide with the grid. I've checked the docs and can't seem to find an answer. Anyone done this thing before? It seems like it would be a fairly typical thing to do. Cheers, Anthony
Re: Multiple particle spawning on collision.
Hi Olly. Yeah, I tried the Enabled spawning from Spawned Particles. And tried using a fairly simple state system too but having quite got what I want. Switching on Enabled spawning from Spawned Particles is also fraught with danger(!) I clicked it on and then casually scrubbed through the timeline- the particle count grew exponentially, like a virus, and ground my machine to halt. On Wed, Sep 26, 2012 at 1:04 PM, Olwen Nash ollimat...@googlemail.comwrote: Hiya, Not tested it loads but what about checkbox: Enable spawning from Spawned Particles ? I guess the spawns of the spawns will the same particle ID though so harder to differentiate If you use TestCollision + SpawnOnTrigger you could break into down into further stateIDs, using state machine, and it might be easier to see what's happening. Hope that helps : ) On Wed, Sep 26, 2012 at 10:56 AM, Anthony Martin anthonymarti...@googlemail.com wrote: Hi everybody, I'm trying to do something that I think should be fairly straightforward but for some reason is eluding me. As the subject suggests I'd like have particles spawning on collision, multiple times. Let me break it down a bit and explain what's not happening for me at the moment: I emit one particle, apply some velocity and some gravity. When that particle collides with a simple flat grid I'd like it to spawn a few particles that shoot off away from the plane and still be effected by the gravity force. Now, when those spawned particles collide with plane again, I'd like that spawning process to happen again. This whole process would happen maybe 3 - 4 times. At the moment the 1st initial spawning happens and the spawned particles behave and move as I'd like but I can't get them to spawn more particles when they collide with the grid. I've checked the docs and can't seem to find an answer. Anyone done this thing before? It seems like it would be a fairly typical thing to do. Cheers, Anthony
Re: Animation/keyframe setting that's driving me crazy.
Hi. Renaming the preferences folder so that Soft creates a new one seems to have done the trick. Thanks! Anthony On Mon, Sep 17, 2012 at 8:15 AM, Stefan Kubicek s...@tidbit-images.comwrote: Restarting XSI doesn not help? Have you tried deleting your preferences? Do you have any plugins with custom events installed that get triggered onTimeChanged that could casue this? Disable Plugins systematically to find out. Hi, I think I've accidentally changed some setting somewhere and it's driving me nuts. The upshot of it is that if I save a keyframe on a parameter (can be shader, ICE node, anything in a PPG) and then skip to another frame and try and adjust that parameter to a new value it just snaps back to the value of the first keyframe. I can get around it by just clicking the keyframe button again and then adjusting it in the animation fcurve editor but that is not how I want to roll! I've got a suspicion that it's something to do with a SetValue PlayControl.Key that now happens whenever I shuffle through the timeline to a different frame. I could well be wrong though. Please help! Please! I'm begging you all for help. *wimper* *cry* Anthony P.s. I'm including a screengrab of that sort of shows both the SetValue PlayControl.Key thing and also how whatever current frame I'm on in the timeline is also accompanied by a little lime green marker. -- --**- Stefan Kubicek Co-founder --**- keyvis digital imagery Wehrgasse 9 - GrĂ¼ner Hof 1050 Vienna Austria Phone:+43/699/12614231 --- www.keyvis.at ste...@keyvis.at --- -- This email and its attachments are --confidential and for the recipient only--
Re: memory not flushed after caching
Do you think this would also effect things like Delete by Volume? I've been getting some rather nasty slow down this morning where there's a reasonable amount of particles being deleted by volume in the post-sim stack. I was surprised as I didn't think the amount of particles being emitted was too numerous. And the object being used by the delete by volume was a live poly object extruded by curve. Anthony On Fri, Jun 8, 2012 at 3:39 PM, Sebastian Kowalski l...@sekow.com wrote: btw. same thing for the point in volume node Am 08.06.2012 um 16:37 schrieb Sebastian Kowalski: ive got it! emit from cube.. no problem, ram consumption stays flat emit from cylinder.. slighty increasing memory emit from deformed cylinder.. ridiculous increase .sebastian Am 08.06.2012 um 15:49 schrieb Christian Keller: try to regularly kill you clouds, and put the trees on a virgin one ! Am 08.06.2012 14:27, schrieb Sebastian Kowalski: thats bad, but good, meaning it has to be something in my tree. just checked it again with a fresh tree and it stays flat.. got the gut feeling its one of these haunted projects. its simple volume emitting via generating locations sets. thanks ciaran Am 08.06.2012 um 13:33 schrieb Ciaran Moloney: I can't repro that. Memory stays pretty much flat when tweaking the seed on emit from geometry. How are you generating the particles? On Fri, Jun 8, 2012 at 12:06 PM, Sebastian Kowalski l...@sekow.comwrote: ok now it is getting really messy. its not the caching, its the different seeds. repro this: add 10 million particles to your scene. open the taskmanager switch to performance and have a look. softimage is sitting on 2gb ram. now change the seed of the pointcloud. xsi is rising to 4 gb (approx.) now. and so on... this is some serious flaw! would be glad if someone can confirm this. softimage 2012.sap, win7 64bit thanks sebastian Am 07.06.2012 um 19:16 schrieb Sebastian Kowalski: first ive got to cache half a billion points out ... yikes! Am 07.06.2012 um 19:06 schrieb Steven Caron: you better deliver! On Thu, Jun 7, 2012 at 9:10 AM, Sebastian Kowalski l...@sekow.comwrote: btw. excpect some wicked imagery in the near future.. ;) -- christian keller visual effects|direction m +49 179 69 36 248 f +49 40 386 835 33chris3...@me.com
Scale by density
Hi there, I want to scale/change the size of a particle based on how many nearby particles there are. In my mind it feels like it should be very easy (I'm sure it is): for each particle check how many particles there are in a certain radius - use the number of particles to rescale them. So in other words if a particle is on it's lonesome it gets scaled quite small but if there are a fair few around it then leave it at about the initial particle size. I've got mind block and can't figure this simple thing out. Help? Cheers, Anthony
Re: Scale by density
Cheers Rob, that's quite similar to what I'm trying now. Although I'm trying it with get distance to neighbours that outputs an average distance. On Sun, Jun 3, 2012 at 2:16 PM, Rob Chapman tekano@gmail.com wrote: get neighbours amount rescale size ? :) On 3 June 2012 14:12, Anthony Martin anthonymarti...@googlemail.com wrote: Hi there, I want to scale/change the size of a particle based on how many nearby particles there are. In my mind it feels like it should be very easy (I'm sure it is): for each particle check how many particles there are in a certain radius - use the number of particles to rescale them. So in other words if a particle is on it's lonesome it gets scaled quite small but if there are a fair few around it then leave it at about the initial particle size. I've got mind block and can't figure this simple thing out. Help? Cheers, Anthony
SiC London - emFluid presentation.
Hi all, I gave a presentation about emFluid on Tuesday at the SiC London event. It was fun but also very noisy, making it difficult for anyone other than those sat right next to me to see or hear what I was saying. So I made a Vimeo version of it which is much longer than the talk I gave that night. Probably too long but at least you can download it and fast forward. Here it is: https://vimeo.com/43278794 Cheers, Anthony