Re: Xsi particles to 3dmax
On Thu, 12 May 2016, Ben Beckett wrote: > Hi > > I was a XSI user but we switch to 3d max. We currently are using max 2106 > and am looking at doing some particle in XSI because maya is becoming a > problem, and ice is what I know. > > If we are able to (Someone is looking into it) it would be Soft 2015/max > 2016. > > Caching them to Alembic would I guess be the way. Thanks for your help. At some point I think there was a PRT exporter for XSI. This would be my prefered method for loading particles into Max. PRTLoader is wicked efficient. It lets you apply deformations to your particles, retime them, etc. -- Joe Laffey The Stable Visual Effects http://TheStable.tv/?e39276M/ -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: aurora borealis effect
On Mon, 4 May 2015, Mario Reitbauer wrote: First idea which pops into my mind is to model geometry and having an animated weightmap on it to use in a shader. Somehow it looks like a mix of turbulence and gradients along of layers of twisted / curved geometry. I would definitely try the geometry route first. Particles will likely take longer to setup, provide less control, and render more slowly. I would use geometry with animated displacement (warping), and map some 2d animated noise pattern textures onto them. I would use multiple copies of each piece of geometry with slightly different displacement to each copy in order to give some thickness. Then apply glow in the post. 2015-05-04 17:47 GMT+02:00 Will Sharkey : I've been doing some research on how to achieve this effect with particles. I was thinking sheets of particles with a bunch of turbulence and other forces: https://youtu.be/8NrhuBhgmjU?t=33 I'm still brainstorming, Any thoughts or approaches? Would you use particles or animated Geo and a bunch of layered animated sequences? Thanks in advance -- Joe Laffey The Stable Visual Effects http://TheStable.tv/?e37918M/
Re: Max question
On Tue, 28 Apr 2015, Max Crow wrote: Max doesn't have a built in folder/project maker like XSI (as far as I know) , so a pre made folder structure which artists copy and rename per asset or per scene is one way. Blur dev have shared alot of their tools over the years, so this might help. https://www.youtube.com/watch?v=nopB5NnLhqM Are you possibly looking for Set Project Folder? http://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-D61846F5-1495-4E70-A928-9B6FE978095E-htm.html Or is your goal really to have all assets loose in one root directory (scenes, textures, etc all floating in a single folder)? On Tue, Apr 28, 2015 at 10:09 PM, Ben Beckett wrote: cheers On 28 April 2015 at 21:06, Vladimir Jankijevic wrote: you said willy? -> https://www.youtube.com/watch?v=qrBj3u5dPgM <- watch at your own risk :) On Tue, Apr 28, 2015 at 3:58 PM, Chris Johnson wrote: Not sure there is a way? You can set the original structure path to anywhere via Customize>Configure user paths. However that will set up a folder structure. I find from my short time being in Max that users don't tend use that folder structure and tend to make up their own and save things a little willy nilly? But that could just be my co-workers. On Tue, Apr 28, 2015 at 10:57 AM, Ben Beckett wrote: Hi All I was just wondering. Whats the best way to set a project in Max, without adding any additional default structure folders. like Maya set project. This help me navigate to my scene quickly, its a pain going through a big drive with loads of other jobs. Have I missed something. Cheers Ben -- Max Crow Creative Supervisor NSC Creative National Space Centre, Exploration Drive, Leicester, LE4 5NS, UK http://www.NSCcreative.com <http://www.nsccreative.com/> -- Joe Laffey The Stable Visual Effects http://TheStable.tv/?e37864M/
Re: Lab vs ICE
On Wed, 26 Mar 2014, Max Evgrafov wrote: what about this ? Maybe is it a worthy replacement for ICE ? did somebody use this one? http://www.ephere.com/plugins/autodesk/max/lab/ I tried pointing this out shortly after the announcement, but I think everyone was too busy bashing Max to see it ;-) Great plugin. -- Joe Laffey The Stable Visual Effects http://TheStable.tv/?e34066M/
Re: Maya feature request from Softimage users
This depends on the version. PLugins for MAX 2013 work perfectly in Max 2014... On Fri, 7 Mar 2014, Steven Caron wrote: i understand this is the same with 3dsmax... On Fri, Mar 7, 2014 at 11:50 AM, Raffaele Fragapane < raffsxsil...@googlemail.com> wrote: This is par for the course in Maya, compiled anything will NOT work on any major version other than the one it was compiled for. -- Joe Laffey The Stable Visual Effects http://TheStable.tv/?e34041M/
Re: Maya feature request from Softimage users
I know none of us are happy, but I feel like I ought to point out that Max has a lot of these things. The operator stack in Max works quite well. Sure, Soft had a lot of things that Max lacked, but Max has a lot that Soft lacked. Ephere's Lab provides at least some of the ICE functionality as well: https://www.ephere.com/plugins/autodesk/max/lab/ On Fri, 7 Mar 2014, Christopher Crouzet wrote: When I had to move over to Maya, Gator, ICE, the weights painting tool and the Weights Editor were definitely the most missed. So missed that I would prototype deformers in ICE and convert them in code for Maya. I also wrote a small workflow to allow me to paint the weights and to model corrective shapes in Softimage, to then import them back in Maya. But for the operator stack, I don't think you'll be able to get a such thing. There's actually one UI that shows an operator stack in Maya with the possibility to reorder deformers but it is more a failed attempt than a proper working tool. And I'm not even sure if it would work out with the nodal structure that Maya relies on. As for changing the model in a rig, it is just a node to update. So theorically it's simple but of course it breaks all the deformers applied to it. Hence the need like in every software that I know of to have a clean workflow to easily export/import/convert mesh attributes. Or maybe have I already forgot how Softimage works? :) On 7 March 2014 11:59, Jeremie Passerin wrote: Hey guys... What do you want to see added to Maya ? Autodesk is saying they will add Softimage features to the other packages... What is that ? As a Rigger, here is what I will miss the most - Gator - ICE : Especially to create custom deformers - Proper weights painting tools - Weights Editor ! - The Operator Stack, reorder, delete operator... - Being able to change modeling whith Envelope, Shapes already applied to the mesh - Blend shape workflow I would really like to hear Autodesk plan to incorporate some of those features in Maya. I'm guessing there not all super easy to merge, but some of them would be considered as amazing new feature by the Maya users. J/ -- Christopher Crouzet *http://christophercrouzet.com* <http://christophercrouzet.com> -- Joe Laffey The Stable Visual Effects http://TheStable.tv/?e34039M/
Re: Krakatoa for XSI
On Sun, 12 Jan 2014, Katie wrote: Hey guys, So I am looking to implement this into my departments pipeline and was hoping for some ideas/tips/thoughts about using Krakatoa. Currently my main issue has become getting smoke or volume effects in soft that look smooth an organic without having such a hight amount of particles, caching, and render times. I have been exploring in Houdini to use volumes which outputs a very smooth and organic result. I was curious if this group had any thoughts on how to cheaply achieve the volume look in XSI possibly with Krakatoa? Thanks in advance for the feedback! I have not used Krakatoa in XSI, but I have used it a decent amount in Max. It is a very powerful tool. But it does take a lot of forethought and testing, as well as a lot of production steps to achieve a smooth volume look (you have to partition your particles first, creating many copies of your particles on disk with different random seeds). This works well, but can be time consuming. Not sure what type of volumes you are trying to achieve, but perhaps this is something you could do with Phoenix or Fume FX (in Max or Maya). You might also look at VRay VolumeFog in any platform that supports VRay. Good luck, -- Joe Laffey The Stable Visual Effects http://TheStable.tv/?e33685M/