RE: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Sandy Sutherland
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

Re: Make a pass non-renderable?

2012-07-20 Thread Stephen Davidson
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

Re: Make a pass non-renderable?

2012-07-20 Thread Stephen Davidson
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

Re: Make a pass non-renderable?

2012-07-20 Thread Chris Chia
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

Re: Make a pass non-renderable?

2012-07-20 Thread Byron Nash
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

Re: Make a pass non-renderable?

2012-07-20 Thread Chris Chia
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

Re: ICE: Setting Data in Groups

2012-07-20 Thread Chris Chia
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

RE: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Simon Van de Lagemaat
"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

RE: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Simon Van de Lagemaat
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:

RE: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Simon Van de Lagemaat
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

Re: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Adam Seeley
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

RE: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Matt Lind
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,

Re: clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Adam Sale
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

clumping hair guides on non uniformly distributed geo

2012-07-20 Thread Simon Van de Lagemaat
Anyone know a workaround for the problem of XSI hair guides clumping up in areas with higher density geo on the base mesh?

Re: Make a pass non-renderable?

2012-07-20 Thread Stephen Davidson
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

Re: Make a pass non-renderable?

2012-07-20 Thread Byron Nash
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.

RE: Friday Flashback

2012-07-20 Thread Stephen Blair
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

RE: Make a pass non-renderable?

2012-07-20 Thread Marc-Andre Carbonneau
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,

Re: Make a pass non-renderable?

2012-07-20 Thread Stephen Davidson
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

Re: ICE: Setting Data in Groups

2012-07-20 Thread Alan Fregtman
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

Re: Can't edit geo on a polymesh under this very strange condition...

2012-07-20 Thread Tim Crowson
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

Re: ICE: Setting Data in Groups

2012-07-20 Thread Vincent Ullmann
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.

Re: ICE: Setting Data in Groups

2012-07-20 Thread Alan Fregtman
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

Re: ICE: Setting Data in Groups

2012-07-20 Thread Guillaume Laforge
>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. >

Re: Make a pass non-renderable?

2012-07-20 Thread Byron Nash
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

ICE: Setting Data in Groups

2012-07-20 Thread Vincent Ullmann
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/ ?