Re: D3 Softimage - better phrased
Wow! Didn't expect my name to be dropped in the mailing list. Cool :D Paul: You basically have it right. Our d3 scenes was supplied to us by event organizer, so I can't really contribute any insights into how those are generated. It seemed like it basically was a matter of correctly matching up the scene, place cameras where the lights should be and project a map. If your doing the editing as well you have two options, depending on your project you can either edit the whole thing inside d3 or you can render out render maps , do your editing externally and just slap it on inside the program. If you can stomach the output resolutions I'd say go with option no 2. The d3 program is from what I gathered from my colleagues not that pleasant to work with. But yeah. Lots of back and fourth. On Thursday, January 23, 2014, royston michaels royston...@gmail.com wrote: Hi Paul, Had some experience with D3, lots of back and forth between soft and D3 for getting the projections to line up correctly. Also I had to render out 4k sequences for projection. Maybe Johan Forsgren on the list can share some info. I started a thread on the list last year d3 technologies content. All the best with the project. R On Wednesday, 22 January 2014, Paul Griswold wrote: I'm not sure if I phrased my question very well, so I figured I'd give it another shot. I suppose the first question is - has anyone on the list ever done anything at all with D3 Technologies? You've probably seen their stuff on YouTube where they project stuff on buildings and make it look like the building is made of Tetris blocks, etc. I'm doing a project with them and although it seems fairly straight-forward, I really want to cover my bases before I get too deep. It looks like it's essentially a matter of taking a 3D model of whatever D3 is projecting on creating an animated RenderMap that they take and re-project on the physical version of the model. If nobody else has done it, I'll at least try to take notes share them when I'm done. Thanks! Paul ᐧ -- *Johan Forsgren*3D ArtistPhone + 46 31 752 20 07johan.forsg...@edithouse.senic...@edithouse.se Follow us at facebook.com/edithousefilmworkshttps://www.facebook.com/EdithouseFilmWorksedithouse FILM WORKSwww.edithouse.seLilla Bommen 4a, S-411 04 Göteborg, Sweden www.facebook.com/edithousefilmworkshttps://www.facebook.com/EdithouseFilmWorks
Re: d3 technologies content
The guy who usually sits next to me has been using D3 on a few projects, and the trend is that the more D3 is involved, the more profanity I hear. I cant remember the exact details (Last D3 projects was in May) but its was somewhat on the buggy side, and there was something weird about the asset management as well. Sorry i Cant be more specific, I wasn't really involved in that project, and my colleague is away on vacation. My impression is that you should limit your time in the program to a minimum. *Johan Forsgren* 3D ArtistPhone + 46 31 752 20 07 johan.forsg...@edithouse.se nic...@edithouse.se Follow us at facebook.com/edithousefilmworkshttps://www.facebook.com/EdithouseFilmWorks edithouse FILM WORKS www.edithouse.se Lilla Bommen 4a, S-411 04 Göteborg, Sweden www.facebook.com/edithousefilmworkshttps://www.facebook.com/EdithouseFilmWorks 2013/10/22 royston michaels royston...@gmail.com Hi list, Thought I'd check here with you guys if anyone has created content for 3d projections using d3 and softimage. I'm interested to know about workflow and limitations and /or tips I need to be aware of. thanks, Royston
Re: d3 technologies content
Not sure I do, why would you want yo animate a camera? Are you going to project some flythu of an environment? In the one d3 project I've worked on we rendered out the uvs and used them as a template for animation. But that was all 2d done in after effects with a static camera. Anyway in that case we edited the whole projection in smoke using the uv template and an 3d scene we got from d3 (exported as fbx) All we did in the d3 was press render (or however you do it) . Sorry if I can't be more exact. On Tuesday, October 22, 2013, royston michaels wrote: I must apologise in advance as this mail was sent a few days ago and have subsequently sent another today with same query. On 22 October 2013 15:56, royston michaels royston...@gmail.com wrote: thanks for the replies, been speaking to the guys at d3 and renders have to be 4k...they also have to be rendered out based on your UV map of the model thats going to be used for projection. Is there a way to use the models UV map masked and used as a template to see clipping of projections so when I animate the camera, I'll know what will be projected on the model...hope you understand where I'm going with this. On 22 October 2013 14:36, Johan Forsgren johan.forsg...@edithouse.sewrote: The guy who usually sits next to me has been using D3 on a few projects, and the trend is that the more D3 is involved, the more profanity I hear. I cant remember the exact details (Last D3 projects was in May) but its was somewhat on the buggy side, and there was something weird about the asset management as well. Sorry i Cant be more specific, I wasn't really involved in that project, and my colleague is away on vacation. My impression is that you should limit your time in the program to a minimum. *Johan Forsgren* 3D ArtistPhone + 46 31 752 20 07 johan.forsg...@edithouse.se Follow us at facebook.com/edithousefilmworkshttps://www.facebook.com/EdithouseFilmWorks -- Sent from my fax machine.
Re: d3 technologies content
Ok! As far as I know there's no way of having realtime feedback inside Si of what the finished thing will look like, so there is a lot of irksom back-and-forth between editing and 3d. So one way of previewing is to have the scene inside Your editing software, but another way is to have a version of your scene with your rendered material applied to the objects. But I think having it inside smoke/d3/fc/whatever is better, as you CSN prewiew the timing much better. But ultimatly that's up to you. My only real advice is to stay out of d3 as much as possible. On Tuesday, October 22, 2013, royston michaels wrote: yes, I plan to shatter the projected model and animate the cam so you see the pieces up close and then move out to reveal the model piecing together. client also has idea of poly faces of the model extruding towards audience. On 22 October 2013 17:31, Johan Forsgren johan.forsg...@edithouse.sewrote: Not sure I do, why would you want yo animate a camera? Are you going to project some flythu of an environment? In the one d3 project I've worked on we rendered out the uvs and used them as a template for animation. But that was all 2d done in after effects with a static camera. Anyway in that case we edited the whole projection in smoke using the uv template and an 3d scene we got from d3 (exported as fbx) All we did in the d3 was press render (or however you do it) . Sorry if I can't be more exact. On Tuesday, October 22, 2013, royston michaels wrote: I must apologise in advance as this mail was sent a few days ago and have subsequently sent another today with same query. On 22 October 2013 15:56, royston michaels royston...@gmail.com wrote: thanks for the replies, been speaking to the guys at d3 and renders have to be 4k...they also have to be rendered out based on your UV map of the model thats going to be used for projection. Is there a way to use the models UV map masked and used as a template to see clipping of projections so when I animate the camera, I'll know what will be projected on the model...hope you understand where I'm going with this. On 22 October 2013 14:36, Johan Forsgren johan.forsg...@edithouse.sewrote: The guy who usually sits next to me has been using D3 on a few projects, and the trend is that the more D3 is involved, the more profanity I hear. I cant remember the exact details (Last D3 projects was in May) but its was somewhat on the buggy side, and there was something weird about the asset management as well. Sorry i Cant be more specific, I wasn't really involved in that project, and my colleague is away on vacation. My impression is that you should limit your time in the program to a minimum. *Johan Forsgren* 3D ArtistPhone + 46 31 752 20 07 -- Sent from my fax machine.
RE: How low can you go (Hardware)
Mirko: your right on track :) For the most part I'll be doing pack shots and mograph type work. I'll need to do simpler renders/simulation, as this will be a one stop shop, but again nothing fancy or photo real, and if that's something that needs doing I now a guy with a farm. On Saturday, September 14, 2013, Mirko Jankovic wrote: I guess that he already got a lot of materials how it looks like to be a freelancer but not that much considering original question. So to get back on track, what kind of work are you actually plan doing? Your skill set? Modeling, rigging and/or animation, lighting rendering, simulations.. everything as one stop shop? That is really starting point that will give you minimum option for computer that can do the job at hand On Sat, Sep 14, 2013 at 12:32 AM, Sven Constable sixsi_l...@imagefront.de wrote: Freelancing isn't not just about the hardware for a single workstation. If your bank acount is lacking zeroes, it's probably not the best idea to start freelancing (in terms of represents an independent company by yourself). It's okay to do just,... well, *freelance work at companies*, but thats not very different from permanent position in terms of hardware you own personally. You really don't need to bring your own workstation since the company will provide it anyway. ** ** When it comes to act as an independent contractor/company and you're going to do it in a proffesionall way, you will need a fileserver, backupserver, renderfarm, rendermanagement software, tape-backups/archiving sort of thing, ftp-accounts for costumers etc. Not to mention the software itself. I don't know how this apply in the US but I think its not that different from any other country. In germany, there are two kind of freelancers: Most of them are working in companies like a regular staff members, but jumping between companies and they're not very different from regular staff (except from the fact that there are freelancers). There are a handful of freelancers that managed to work absolutly independent and acting as companies. But thats very hard and they're only a few of them. I think it's different from the US, just because in the US you can buy a house/building for cheap, have the basement occupied with a decent renderfarm and all tech and make the first floor entierly for business. Have costumers visit your company, not realising that it's also a private residence? Maybe not. ** ** If you are going to do jobs by yourself and to not work for other 3D or VFX companies you either have to compete with them or concentrate on another market or niche (like low budget CAD-viz or whatever). It's very hard to establish yourself even you have all the tech and the skills (this includes not only your 3D skills but also project managing, accounting and acquiring costumers. ** ** I might have lost the point here, I apologize..:) ** ** sven ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [ -- Sent from my fax machine.
OT: How low can you go (Hardware)
Hey all, I'm currently hold a permanent position i small studio, but I'm starting to wonder if freelancing isn't the way to go for me, This brings me to the question of hardware, and I'm wondering if any of you freelancers can't give your input on what the minimum spec for a workstation should be. I cant afford anything beyond basic, really the no 1 reason that I'm thinking about freelancing is the complete lack of zero's on my bank statement. But it also limits my options equipment-wise quite a bit. I'm thinking something-ish like this: intel i5-3350P 8 gig ram geforce 640 gtm no ssd :( So I guess my question here is if there's possible to do simpler 3d work on a personal workstation like this? I understand that its POSSIBLE but how badly will I want to chew my arm of after say 6 months of freelancing doing product viz and motion graphics? -- JOHAN FORSGRENCG ARTISTPhone + 46 31 752 20 00johan.forsgren@edithouse.seDirect + 46 31 752 20 07Follow Edithouse at at twitter.com/edithousehttp://www.twitter.com/edithouse[image: example's logo] http://www.edithouse.se/Edit house Film Works www.edithouse.seLilla Bommen 4a, S-411 04 Göteborg, Sweden www.twitter.com/edithouse
OT: How low can you go (Hardware)
Uping the ram, good thing that's cheap :) My not so much formulated plan is to dip my toes a bit before I decide to go by myself full time, trying to squeeze in some quick-and-dirty jobs here and there when I can find the time. Nothing is set in stone and I'm guessing it will take another six months or so before I'll know how I'll do this. But yeay, onsite freelancing might be a way to go also. Thanks for the pointers Byron :). On Friday, September 13, 2013, Byron Nash wrote: Also, the cost of buying an AD product from scratch is something to budget for. At least with Adobe stuff you can get in at an affordable monthly rate. I guess you could rent from AD for a bit? On Fri, Sep 13, 2013 at 4:28 PM, Tim Leydecker bauero...@gmx.de wrote: I would like to advise having a sour bite off reality first. Very simplified and overly black and white dramatised into a nutshell: You´ll need enough funds to cover at least 4-6 months of your costs of living (including everything from rent to taxhealthcare). That is if you plan on taking on your own clients and working from at home, which means you have to kickstart yourself into a full-fledged, responsible businessperson, office manager, IT guy, producer and artist while making rounds for new contacts, finding the opportunity, getting the job, doing it, delivering it and waiting for it to get paid. I would like to advise you look into just freelancing, e.g. you get booked by a company, they bring you in, you work there on their equipment and you leave them with a smile when you´re done. That´s hard enough to get into but doesn´t give you the burden of having to invest into personal equipment on top of securing your cost of living for the first few months. Judging from your email adress, you may want to look into utopiapeople.comor vfxjobs.com Remote 3D jobs (e.g. working from home) are quite rare, it´s far more common to bring in freelancers (including the travelaccomodation expenses) as needed in my personal experience. Concept design or highly specialized tasks can be an exception. Even if you land just a junior position, you should expect/gain a reasonably good day rate and hopefully at decent work experience out of working at a new shop. Another thing to realize is that working freelance means you may have to embrace months of downtime as natural and don´t just expect to multiply your day rate by 180 days/year, which some fellow employees may tend to do when you´re judged on what you ask per day. That can lead to some tension and misbehaviour. Everybody seems to forget about all the taxes, too. Cheers, tim P.S: I don´t have an SSD here but would advise you make sure you have at least 16 or 24 GB of RAM. On 13.09.2013 21:01, Johan Forsgren wrote: Hey all, I'm currently hold a permanent position i small studio, but I'm starting to wonder if freelancing isn't the way to go for me, This brings me to the question of hardware, and I'm wondering if any of you freelancers can't give your input on what the minimum spec for a workstation should be. I cant afford anything beyond basic, really the no 1 reason that I'm thinking about freelancing is the complete lack of zero's on my bank statement. But it also limits my options equipment-wise quite a bit. I'm thinking something-ish like this: intel i5-3350P 8 gig ram geforce 640 gtm no ssd :( So I guess my question here is if there's possible to do simpler 3d work on a personal workstation like this? I understand that its POSSIBLE but how badly will I want to chew my arm of after say 6 months of freelancing doing product viz and motion graphics? -- JOHAN FORSGREN CG ARTIST Phone + 46 31 752 20 00 johan.forsg...@edithouse.se mailto: johan.forsgren@**edithouse.se Direct + 46 31 752 20 07Follow Edithouse at at twitter.com/edithouse http://www.twitter.com/**edithousehttp://www.twitter.com/edithouse example's logo http://www.edithouse.se/ Edit house Film Works www.edithouse.se http://www.edithouse.se/ Lilla Bommen 4a, S-411 04 Göteborg, Sweden www.twitter.com/edithouse http://www.twitter.com/**edithouse http://www.twitter.com/edithouse -- Sent from my fax machine.
Re: path constraint via ICE
Thanks guys, I finally got some time to look into it yesterday, and it worked like a charm, someday when i get some time of i think im going to redo this effect but this time around make it unsimulated. It feel like I don't really get the inner working of strands yet, and this would be a great way to remedy this. For now this works great :) On Saturday, June 29, 2013, wrote: If you want to have a % driven ‘path’ constrain as these examples are a ‘param’ type constraint, Its more complex. If you have a null constrained in the middle, and you pull one end of a curve, it wont react on a param. (unless it only has 2 points) but with a % version, it will always stay at 50% of the length so slide along the curve. I managed to get one working using Nest’s Strandfitting compound and the fit bezier node, but it would be nice for this to be exposed without the faff. Paul *From:* olivier jeannel javascript:_e({}, 'cvml', 'olivier.jean...@noos.fr'); *Sent:* Friday, June 28, 2013 12:57 PM *To:* softimage@listproc.autodesk.com javascript:_e({}, 'cvml', 'softimage@listproc.autodesk.com'); *Subject:* Re: path constraint via ICE Even better :) Le 28/06/2013 12:22, Edy Susanto Lim a écrit : Hi, If we use object as an upvector, then we don't need the Increment Rotation with 2 vectors compound. We can just use 'Direction to Rotation' node. -tangent as 'Point At' -the position difference of the upvector object position to the curve position as 'Up Vector' Cheers, edy On Fri, Jun 28, 2013 at 5:58 PM, olivier jeannel olivier.jean...@noos.frjavascript:_e({}, 'cvml', 'olivier.jean...@noos.fr'); wrote: I don't know the official way, but since the tangency will control the rotation on one axis, you just need to add a second Set Rotation that look UP on another axis. Like this : (Local vector set to 0, 1, 0 ) Le 28/06/2013 10:49, Morten Bartholdy a écrit : Pretty cool Alan! So tangency is controlled in the Increment Rotation node - how would I control the upvector, say with another null? To better understand how it works, how come it is necessary to key the null to zero rot and pos for it to work? Morten Den 26. juni 2013 kl. 16:45 skrev Alan Fregtman mailto:alan.fregt...@gmail.com javascript:_e({}, 'cvml', 'alan.fregt...@gmail.com');: http://s3.darkvertex.com/hlinked/ice/ICE_example_kinematics_pathOrCurveUConstraint.png Maybe something like this? You may need to do more to deal with the upvector better if your curve complexity is intense. On Wed, Jun 26, 2013 at 10:34 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] j.ponthi...@nasa.gov javascript:_e({}, 'cvml', 'j.ponthi...@nasa.gov'); wrote: Is there a way to perform a path constraint using ICE? I’m certain that it can be done but I can’t find a task or tool prepackaged to do this. Thanks -- 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. -- Edy Susanto Lim TD http://sawamura.neorack.com -- Sent from my fax machine.
Constrain strand along simulated shape
Hi folks! I have a simulated tubey shape thats being deformed by ice. I'm emitting particles that travel the surface of the shape via the simple GetPoinPosition -Closest location -SetPointPosition. Then i tried emitting strand trails and just GetStrandPosition -Closest location -SetPointPosition, but it seems like all strandpoints is looking at the location of strandPoint[0] or something. I guess there is some array-magic that im missing, but i cant wrap my head around what it might be... Any ideas? -- JOHAN FORSGRENCG ARTISTPhone + 46 31 752 20 00johan.forsgren@edithouse.seDirect + 46 31 752 20 07Follow Edithouse at at twitter.com/edithousehttp://www.twitter.com/edithouse[image: example's logo] http://www.edithouse.se/Edit house Film Works www.edithouse.seLilla Bommen 4a, S-411 04 Göteborg, Sweden www.twitter.com/edithouse
Re: General Worklflow for fracturing effects
Thats good to hear :) Though I need to show something for the clients by Thursday, so there's not a lot of time to be getting up to speed with anything. In a few weeks this whole project will be over :D Is there any documentation on this features by any chance? On Thursday, May 23, 2013, adrian wyer wrote: ** ** ** ** latest momentum has dynamic fracturing... it's very powerful (if a little unstable at times) ** ** although make sure you allow yourself a few weeks to get up to speed, the manuals leave much to be desired, but there are some good video tuts ** ** a ** ** -- *From:* **softimage-boun...@listproc.autodesk.com** [mailto:** softimage-boun...@listproc.autodesk.com**] *On Behalf Of *Johan Forsgren *Sent:* 23 May 2013 15:59 *To:* **softimage@listproc.autodesk.com** *Subject:* General Worklflow for fracturing effects ** ** Hi list! We are right in the start of a new project, and we need a fracturing effects, basically an object that fractures into larger chunks, hits the floor and shatters some more. ** ** Now, I have about zero experience with fracturing effects, We are looking into implosia and momentum but Im not sure, the tests i have made in the past makes me think you have to freeze the fractured geometry before applying dynamics? Its more memory efficient for sure, but it makes the second fracture once the chunks hits the ground somewhat tricky. How would you go about doing this? ** ** ** ** Thanks ** ** -- JOHAN FORSGREN CG ARTIST Phone + 46 31 752 20 00 johan.forsg...@edithouse.se Direct + 46 31 752 20 07 Follow Edithouse at at twitter.com/edithousehttp://www.twitter.com/edithouse [image: example's logo] http://www.edithouse.se/ ** ** Edit house Film Works -- No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.2240 / Virus Database: 2641/5745 - Release Date: 04/14/13 Internal Virus Database is out of date.
Re: 2014 New feature list... minor corrections list... you decide
I don't think this is a question of dev team. The same is true for Maya , not to the same extent but still the same. The only real innovation has been wiewport 2.0, which granted is great but Im a motion graphics guy, while game devs might find it useful my use for it is fairly limited. I'm not saying there isn't good features in the updates, but they're hardly worth The cost of the subscription we have now. On Thursday, March 14, 2013, Alan Fregtman wrote: I think what Francois was probably trying to say (and what I would say) is it takes some time to truly understand the core of an enormous codebase like that of any DCC, and to expect core/architectural changes this early is probably too optimistic. I don't think one should jump to conclusions off a lack of considerable core changes in the first year. There's probably millions of lines of code from various eras and authors. If this is it for 2014, I for one will give them the benefit of the doubt for this first release with the new team, and look with hopeful eyes at what 2015 might enhance or bring. On Thu, Mar 14, 2013 at 5:06 PM, Matt Lind ml...@carbinestudios.comwrote: I wouldn’t go that far. ** ** Sure, the entire team was changed, but to say they cannot make core changes implies the product cannot be further developed. In which case, why make the dev team change at all? Seems rather pointless to move development to an entirely different country and hire specialists for a short term maintenance project. Who would want to be employed in that scenario knowing that was the case? Not exactly job stability. ** ** ** ** Matt ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Francois Lord *Sent:* Thursday, March 14, 2013 12:54 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: 2014 New feature list... minor corrections list... you decide ** ** I wouldn't expect many changes in the core since the development team has changed entirely. From what I've heard, 3dsMax has the same problem. The core engineers have all left over time and the new team can only add new buttons. I suspect the same is happening for Softimage. This is unfortunate, but very understandable. On 14/03/2013 14:50, Matt Lind wrote: WTF? There are **plenty** of areas that need improvement in Softimage:*** * **- **ASCII file format support for forward/backwards compatibility and external access for custom development **- **Realtime Shaders (High Quality Viewport) can use a complete rebuild as the current one is near useless. ** -- JOHAN FORSGRENCG ARTISTPhone + 46 31 752 20 00johan.forsgren@edithouse.seDirect + 46 31 752 20 07Follow Edithouse at at twitter.com/edithousehttp://www.twitter.com/edithouse[image: example's logo] http://www.edithouse.se/Edit house Film Works www.edithouse.seLilla Bommen 4a, S-411 04 Göteborg, Sweden www.twitter.com/edithouse
Re: OT: How to get Autodesk support if Customer Portal broken?
A buggy bug reporter. I'll be damned. On Wednesday, March 6, 2013, Mihail Djurev wrote: ** Its not the browser. I'm having the same problem too. -Mihail On 6.3.2013 г. 18:54 ч., Eric Thivierge wrote: Try a different browser? Eric Thivierge http://www.ethivierge.com On Wed, Mar 6, 2013 at 11:49 AM, Schoenberger x...@digidragon.dejavascript:_e({}, 'cvml', 'x...@digidragon.de'); wrote: Hi I just wanted to report a larger bug. Via the Customer Portal which worked before. But now I get the attached website. I have to select a topic, but the actual topic selection is missing!! So how can I read AD support now? Holger Schoenberger technical director The day has 24 hours, if that does not suffice, I will take the night -- JOHAN FORSGRENCG ARTISTPhone + 46 31 752 20 00johan.forsgren@edithouse.seDirect + 46 31 752 20 07Follow Edithouse at at twitter.com/edithousehttp://www.twitter.com/edithouse[image: example's logo] http://www.edithouse.se/Edit house Film Works www.edithouse.seLilla Bommen 4a, S-411 04 Göteborg, Sweden www.twitter.com/edithouse
Re: Ice Particles, Lattices, caches and other stuff...
Yeah I've set all the atrtributes, But that shouldn't Hazzle the renderings, i dont read the .bin cache (its going along to another program). But yeah, its strange... 2012/12/6 Sandy Sutherland sandy.sutherl...@triggerfish.co.za On the cache side - not sure why it is not caching the lattice section- but are you including ALL attributes in the cache you need to render - stuff like size etc... can be a suprise when the cached stuff has no size - does not render - you can try and set the size in a basic ICE tree on the cache in stuff and see if it starts to render - then you know it is that. S. * * Sandy Sutherland sandy.sutherl...@triggerfish.co.za | Technical Supervisor http://triggerfish.co.za/en http://www.facebook.com/triggerfishanimation http://www.twitter.com/triggerfishza -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] on behalf of Johan Forsgren [ johan.forsg...@edithouse.se] *Sent:* 06 December 2012 10:15 *To:* softimage@listproc.autodesk.com *Subject:* Ice Particles, Lattices, caches and other stuff... Hi List, I've run into a couple of ICE-particle related problems First thing, I need to export a PointCloud into a .bin cache, The problem is I've latticed The pointCloud pretty badly, and when it comes out it doesn't seem to have been cached with the deformations... Which are really needed. Anyone Knows What can be he problem? (Of course i placed the cache-tree above the lattice in post-sim) And one other thing: The same pointcloud, I cant seem to render them. Not In Mental ray, not in Arnold, not in Hardware... The render just comes out empty. The material i applied is a constant, I didn't touch any render settings in any of the renderers, and all the object render properties are in working order. I haven't had this problem before, Its really strange... -- JOHAN FORSGREN CG ARTIST Phone + 46 31 752 20 00 johan.forsg...@edithouse.se Direct + 46 31 752 20 07 Follow me at twitter.com/edithouse http://www.twitter.com/edithouse [image: example's logo] http://www.edithouse.se/edit house FILM WORKS www.edithouse.se Lilla Bommen 4b, S-411 04 Göteborg, Sweden www.twitter.com/edithouse -- JOHAN FORSGRENCG ARTISTPhone + 46 31 752 20 00johan.forsgren@edithouse.seDirect + 46 31 752 20 07Follow me at twitter.com/edithousehttp://www.twitter.com/edithouse[image: example's logo] http://www.edithouse.se/edit house FILM WORKS www.edithouse.seLilla Bommen 4b, S-411 04 Göteborg, Sweden www.twitter.com/edithouse
Re: In case you missed it..
of production techniques. An inspiration to students, and something to pique the curiosity of professionals using other softwares. _sam -- JOHAN FORSGREN CG ARTISTPhone + 46 31 752 20 00johan.forsg...@edithouse.se Direct + 46 31 752 20 07Follow me at twitter.com/edithousehttp://www.twitter.com/edithouse [image: example's logo] http://www.edithouse.se/ edit house FILM WORKS www.edithouse.se Lilla Bommen 4b, S-411 04 Göteborg, Sweden www.twitter.com/edithouse