We had that problem a bit - so we went with melena then found the dynamics did
work in melena how we needed so we modified the compounds and added some of our
own - when you get into the strands area, it is much easier to get round such
issues.
Our compounds are available if you want to check t
I tried SquidNet, once but it was too complex and I never could get it to
run with Softimage.
Too bad, because it also works with After Effects. The docs were not that
helpful.
It was a while ago. It may be better, now, I don't know.
On Sat, Jul 21, 2012 at 12:05 AM, Chris Chia wrote:
> If render
That is lame. Other than that, how do you like Rebus for rendering?
On Fri, Jul 20, 2012 at 10:05 PM, Byron Nash wrote:
> I put in a feature request at REBUS to enable and they just said to delete
> the passes. That's a lame response. I am sure their system is sending those
> batch commands some
If render queue doesn't allow such customisation, then dump it.
Have u tried DrQueue?
Anyone would like to share their renderqueue system?
Chris
On 21 Jul, 2012, at 10:05 AM, "Byron Nash"
mailto:byronn...@gmail.com>> wrote:
I put in a feature request at REBUS to enable and they just said to de
I put in a feature request at REBUS to enable and they just said to delete
the passes. That's a lame response. I am sure their system is sending those
batch commands somewhere along the way. They just need to open it up just
enough to let someone add those pass flags. I do use those a lot in the
co
1 advice:
I would customised the render farm to take in the -pass flag from your
submission page (add an input box or something to grab user's inputs) and pass
the following command (if input box is not empty) to render farm.
xsibatch -render myscene.scn -pass mypassName
Else if no input:
x
Yes, agreed!
setting attributes in the ice tree and allowing other objs to retrieve it via
its own ice tree.
Chris
On 20 Jul, 2012, at 10:51 PM, "Alan Fregtman" wrote:
> Sure you can... store it in a custom attribute on any object. If you
> have "Show Values" enabled to force data to exist th
"FYI" don't know why that made it in there.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de
Lagemaat
Sent: July-20-12 2:25 PM
To: softimage@listproc.autodesk.com; Adam Seeley
Subject: RE: clumping hair guides on non uni
FYI Is there a good primer anywhere for an ICE based strand workflow for hair?
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de
Lagemaat
Sent: July-20-12 2:11 PM
To: Adam Seeley; softimage@listproc.autodesk.com
Subject: RE:
heh good idea... that actually shouldn't be too difficult to pull off.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Seeley
Sent: July-20-12 1:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: clumping hair guides on non unif
Hi,
Depends on the complexity of the mesh, but maybe using Polygonizer & shrink
wrapping to closest surface might help get you a step closer.
Adam.
From: Simon Van de Lagemaat
To: "softimage@listproc.autodesk.com"
Sent: Friday, 20 July 2012, 20:11
Subjec
Remove the density either by retopologizing the base mesh, or using something
that isn't susceptible to that problem such as NURBS.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Simon Van de
Lagemaat
Sent: Friday, July 20,
other than the obvious of generating hair from given polys, I don't know of
a way with built in Soft hair.
On Fri, Jul 20, 2012 at 12:11 PM, Simon Van de Lagemaat <
si...@theembassyvfx.com> wrote:
> Anyone know a workaround for the problem of XSI hair guides clumping up in
> areas with higher de
Anyone know a workaround for the problem of XSI hair guides clumping up in
areas with higher density geo on the base mesh?
Thanks, MAC. Looks good. I'll give it a try.
On Fri, Jul 20, 2012 at 11:12 AM, Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com> wrote:
> Halim has it implemented inside his HKPassDumper plugin. Might be more up
> to date.
>
> ** **
>
> Check it out here:
>
> http://hnegadi.myftp
KA_Batchmaker is great. I use it a good bit. I'll have to look into
HKPassDumper, thanks for the tip MAC.
On Fri, Jul 20, 2012 at 11:12 AM, Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com> wrote:
> Halim has it implemented inside his HKPassDumper plugin. Might be more up
> to date.
Friday Flashback #79
1999 Sumatra Multibot
http://wp.me/powV4-1Aa
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: July-13-12 7:51 AM
To: softimage@listproc.autodesk.com
Subject: RE: Friday Flashback
Friday Flashba
Halim has it implemented inside his HKPassDumper plugin. Might be more up to
date.
Check it out here:
http://hnegadi.myftp.org/resources.html
MAC
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Davidson
Sent: Friday, July 20,
I can check which passes that I want to render using Kim Aldis's
(remember Kim?)
KA_BatchMaker script. I doubt it could work over a render farm, however.
The script is quite old, and it produces errors (none that effect the
render)
but it works great with two machines, networked, and using the skip
Sure you can... store it in a custom attribute on any object. If you
have "Show Values" enabled to force data to exist then Freeze Modeling
with your icetree there, the data is permanently set and can be read
later by reading the object's attribute.
On Fri, Jul 20, 2012 at 10:39 AM, Vincent Ullma
Thanks Alan, I'll look into that. Fortunately, there are several
workarounds. I was just interested in why it happened in the first
place. Just weird. Never had that happen before.
-Tim
On 7/19/2012 12:20 PM, Alan Fregtman wrote:
I'd check the stack for locks. There's a "Node/Topology Lock" k
Thanks for your Idea, but is think this wont bring us (me) any further,
becouse is still cant set my Values somewere.
Getting the ArraySubIndiecies would work. (Did this in some other Context
earlier.
Well, if he just wants random values, he could probably get the
"kine.global.pos" from a GetData of the group, thus returning a
position array, and...
If you feed said array to a slightly modified Turbulize node you can
get a random value for every object. For example if you open a
"Turbulize Arou
>So is there any more positive Answer than this:
>
http://xsisupport.com/2010/08/06/ice-looping-over-group-members-and-setting-data/
?
No.
:)
On Fri, Jul 20, 2012 at 6:54 AM, Vincent Ullmann <
vincent.ullm...@googlemail.com> wrote:
> Hi,
>
> want to set some RandomValues on multiple Objects.
>
I'll try the checkbox on the frame buffer with the farm and see what
happens. It would be useful to have a boolean per pass sort of like Maya
does so you could still hit render all but ignore certain passes.
On Thu, Jul 19, 2012 at 10:30 PM, Stephen Davidson
wrote:
> Upon experimentation, disabl
Hi,
want to set some RandomValues on multiple Objects.
So i want to know, if someone knows a solution for setting Data to
GroupMembers in ICE.
So is there any more positive Answer than this:
http://xsisupport.com/2010/08/06/ice-looping-over-group-members-and-setting-data/
?
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