Cool I will try that thanks a lot!
2013/3/29 Andy Moorer
> You then need a "distance to plane" calculation... the distance from the
> camera to null is the hypotenuse of a right triangle. The angle of that
> line versus the z axis of the camera then gives you enough information to
> determine
(opens personal toolbox) here you go m8...
On Fri, Mar 29, 2013 at 6:54 PM, Sam wrote:
> I have a null I’m using to raycast onto a mesh and it working pretty good,
> but I want to be able to adjust the direction by rotating the null and I
> can’t seem to get this to work. There is a direction
All you need to do is pluck an axis out of the transform and use that as your
direction vector. You can do that with the matrix to 3D vector converters.
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sam
Sent: Friday, March 29
I have a null I'm using to raycast onto a mesh and it working pretty good,
but I want to be able to adjust the direction by rotating the null and I
can't seem to get this to work. There is a direction to rotation node, but
there doesn't seem to be a rotation to direction node. Any help is
appreciat
You then need a "distance to plane" calculation... the distance from the
camera to null is the hypotenuse of a right triangle. The angle of that
line versus the z axis of the camera then gives you enough information to
determine the distance to the camera plane the null is on.
cos(theta)=a/h where
Sorry I didn't catch your
answer even though you were screaming it, your reply could have been a
documentary on renders I got lost in it :-)
I've been testing 3Delight, from their demo, I like how it renders, but
is there any hipcup when it converts Mental Ray shaders to Renderman, I
was told c
Well, i thought i made it pretty obvious given the vray preaching i just
did. If not here it is: vray.
Also, if you're not into animation, and more on the still render side, you
should definitely check out keyshot. Modo has a very good renderer as well,
but unfortunately i still haven't managed to
Thank you that was very
informative :) What render do you recommend to have besides Mental Ray ?
Christopher
Octavian Ureche
Friday, March 29,
2013 3:35 PM
Hey Christopher,I
think i can give my 2 cents on maxwell, as i have been on its betaas
well a few years back
I can see the attachment too!
---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
2013/3/29 Dan Yargici
> I can see them (Gmail)
>
> DAN
>
>
> On Fri, Mar 29, 2013 at 1:32 PM, Stephen Blair wrote:
>
>> Hi Gray
>> I don't see
well then sit back and watch Houdini cream you :P
On 29 March 2013 21:21, Jason S wrote:
> **
> No we are now (officially) Visual Effects and Animation Software :)
>
>
>
> On 29/03/2013 1:01 PM, olivier jeannel wrote:
>
> Stop asking things for modeling and texturing ! We're a particle system
>
just do it! start a new thread. provide the vray side with whatever scene
and/or parameters and i am sure someone with an arnold license will step
up. i wont promise i can but if i find the time i might contribute an
arnold test.
On Fri, Mar 29, 2013 at 12:46 PM, Octavian Ureche wrote:
>
> If an
No we are now (officially) Visual Effects and Animation Software :)
On 29/03/2013 1:01 PM, olivier jeannel wrote:
Stop asking things for modeling and texturing ! We're a particle
system for God Sake !
:D
Le 29/03/2013 12:15, Simon Reeves a écrit :
Diving in a bit here so apologies if I miss
The issue isn't about whether history is available or not. It's about whether
the functions we need to use are usable at all times and in all contexts.
Softimage texture workflow only works in specific contexts. That is the issue.
Softimage has a construction history which is useful for some
Hey Steven,
You are right. Arnold is pretty much looked upon as the magical
solution to everyone's rendering problems (i know because i certainly
think it too when sh hits the fan with what i use), which tends to
become annoying.
But i'd love to see a displacement test of both. Unfortunately there
Hey Christopher,
I think i can give my 2 cents on maxwell, as i have been on its beta
as well a few years back. This is from what was going on then. I
cannot say anything about the current state of the engine as i have
not touched it since.
Purely from a rendering standpoint, maxwell felt slow, fi
Sort of as an aside, we were talking license counts the other day and
discovered the "-processing" license flag. If you didn't know about this,
it seems to allow you to not only process scenes with an arbitrary number
of Softimage instances, but also lets you render using 3rd party renderers
witho
i wouldn't say arnold is as fast at displacement as a reyes
renderer ought to be. also their is the quality to compare too.
i really like arnold, but i hate to see it being built up to be magical
without actual fact to back it up. i would hazard a guess that vray and
arnold displacement are closer
Hey Steven,
No i have not directly.
But having looked at arnold videos on the net, with computer specs given, i
can state that from what i have seen, arnold is close to mantra in terms of
displacement speed (which i have used). So it is close to a reyes renderer
in that sense. Again, this is compa
Modo doesn't have construction history (afaik), what does it do to better
deal with texturing and iterative workflow you mention?
Le 2013-03-28 18:00, "Matt Lind" a écrit :
> Freeze isn’t ‘deadly’ per se, but it to get around many of the
> instabilities of Softimage we’ve had to resort to using i
It's not about whether we can freeze a texture projection or not. The issue is
about the Softimage API and it's limitations to do things we need to do to be
really productive.
There are areas which are not developed in line with our needs, and in some
cases are blocking issues. Texture operat
What about Maxwell, which
render has lots it's potential ?
Christopher
Sent from my Desktop ;-)
Steven Caron
Friday, March 29,
2013 2:19 PM
you state that
like its common knowledge... i just wanted to know if you have compared
arnold's displacement to vray's? i have
you state that like its common knowledge... i just wanted to know if you
have compared arnold's displacement to vray's? i haven't and would like to
know.
On Fri, Mar 29, 2013 at 11:06 AM, Octavian Ureche wrote:
> Displacement is fast, but obviously not as fast as a reyes renderer or
> arnold.
>
Displacement is fast, but obviously not as fast as a reyes renderer or
arnold. Hair rendering has also improved lately, and motionblur and dof are
okay. Nowhere near arnold but way faster than mental ray. The thing to note
about vray is that it requires a bit more knowledge about its inner
workings
I think we should just go back to Softimage Particle? :)
--
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
Stop asking things for modeling and texturing ! We're a particle system
for God Sake !
:D
Le 29/03/2013 12:15, Simon Reeves a écrit :
Diving in a bit here so apologies if I missed it, but you can freeze
uv's and keep the projection, and unfreeze it at any time. There's a
little 'fre
I did tests with the fgshooter a few weeks ago on the classroom scene. And
yes, its implemention is awful. I used the fgshooter addon too, its way
easier then.
Btw. I'm also still on the classroom scene and added light and camera
animation, but I had no time to finish it yet. My goal is to make i
Vray seems to be getting
so much attention, how does it render displacement mapping, fast ?
Christopher
Kamen Lilov
Friday, March 29,
2013 10:59 AM
To be precise, this is the
price of one interactive license, which also
comes with 5 render nodes (you get 10 nodes with V
On 3/29/2013 10:23 AM, Octavian Ureche wrote:
Price wise, last i checked, vray was just about under 1k and came with
10 render nodes. But i'm also looking forward to an official price for
redshift. Might be quite tempting if it's in the right ballpark.
To be precise, this is the price of one
Hi guys,
there´s a lot to be desired about mental ray´s implementation
and user friendliness. I don´t even want to start about having
at least an in depth documentation including practical examples.
Nevertheless, there´s yet another node that may come in handy but
has probably slipped your rada
Friday Flashback #113
2008 VCC Blaupunkt ICE demo
http://wp.me/powV4-2Ep
Personally,
I really like the detail in the BF3 characters&assets&environment.
If you google a bit you can find a few of the characters in 3ds/maya/xsi format,
including textures sometimes, there´s loads of people using these meshes for
their own mods or as proportions&detail reference for their
I have to say that while BF4 might have pretty pixels it does looks very
pale compared to MGS in art direction.
There is level of symbolism and depth in it that BF completely lacks.
Different games naturally - just my opinion.
- J
On 28 March 2013 16:02, Marc-Andre Carbonneau <
marc-andre.carbonn
I can see them (Gmail)
DAN
On Fri, Mar 29, 2013 at 1:32 PM, Stephen Blair wrote:
> Hi Gray
> I don't see any attachments.
> This happened last time you posted a screenshot too. I couldn't find the
> attachments
>
>
>
> On 28/03/2013 6:46 PM, Grahame Fuller wrote:
>
>> Do these compounds help? I
Hi Gray
I don't see any attachments.
This happened last time you posted a screenshot too. I couldn't find the
attachments
On 28/03/2013 6:46 PM, Grahame Fuller wrote:
Do these compounds help? I've posted before but for some reason the attachments
don't seem to make it into the archives.
The
Diving in a bit here so apologies if I missed it, but you can freeze uv's
and keep the projection, and unfreeze it at any time. There's a little
'freeze' button in one of the texture properties somewhere.
Ill look where it is exactly when I'm infront of soft
Simon Reeves
VFX Artist
London, UK
On
Hello guys,
we are really happy the Halo work is liked here. Thanks a lot!
Here's another piece we just finished:
http://www.polynoid.tv/mtv-idol/
Pit is constantly thinking about writing on monophyl again. :) We all really
hope we find time for it soon.
Who will be at FMX this year? There'll
Yes it's working with the null centered. But what if I want the focus on
some moving object that is not always in the center of the camera and
coming near? It is like a follow focus rig.
2013/3/29 Ben Davis
> Makes sense, thanks Tim!
>
> That means that the info from the "Distance to Output
For brush-based sculpting, Blender also has great tools if anyone's looking
for inspiration.
DAN
On Fri, Mar 29, 2013 at 10:17 AM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:
> That would be Splendid Ahmidou !!! i would owe you a debt in the afterlife
> !
>
>
> On 29 March 2013 08
Makes sense, thanks Tim!
That means that the info from the "Distance to Output Camera" is doing
exactly what you need Emilio, since when centered the ICETree info matches
perfectly.
--
Ben Davis
www.moondog-animation.com
+33 6 88 48 54 50
On Fri, Mar 29, 2013 at 10:31 AM, Tim Leydecker wrote
Hey Ben,
the farther offset the null is off center to the center of the camera view
the more "off" the DOF would be because the DOF effect is sets in respect
to the viewplane of the camera and it would take some Pythagorean theorem
(http://en.wikipedia.org/wiki/Hypotenuse) to get the desired majo
Thx Ben.
The thing is the distance between node output is almost twice the distance
reported by the viewport. If I use the value of the Distance Between node,
the focus is farther than the expected. I am right now dividing the result
by 2 and I think I am getting there and getting the focus plane
It looks like "Distance to Output Camera" from the viewport options is
spitting out the info from a plane in front of the camera based on the
distance from the null if it were in the center of your camera's view. If
your null is centered, the values are the same from the ICETree and the
viewport in
Very interesting Makings of Tron motion graphics, designs and researches
here :
https://vimeo.com/mn8er/videos/page:1/sort:date
Le 06/04/2011 22:53, Marc-Andre Carbonneau a écrit :
Motion graphics at its best
http://jtnimoy.net/workviewer.php?q=178
Funny guy too. J
MAC
Price wise, last i checked, vray was just about under 1k and came with 10
render nodes. But i'm also looking forward to an official price for
redshift. Might be quite tempting if it's in the right ballpark.
On Mar 29, 2013 9:20 AM, "Octavian Ureche" wrote:
> You do know vray is also available for
You do know vray is also available for softimage and it's pretty well
integrated and production proven.
Cheers,
Octav
On Mar 29, 2013 6:20 AM, "Christopher"
wrote:
> How much is it going to cost ? My arm and leg, which are in good condition
> :)
>
> Christopher
>
> Emilio Hernandez wrote:
>
>> R
Hello I am trying to rig the camera DOF so I can attach the distance to a
null. I am the ICE distance between node. But when I turn on the distance
to output camera from the viewer, it gives me a different result.
So the Distance to output camera from the viewport options is different
than the D
That would be Splendid Ahmidou !!! i would owe you a debt in the afterlife !
On 29 March 2013 08:40, Ahmidou Lyazidi wrote:
> That's why I talked about workarounds, and I'm not talking about ICE here.
>
> When I started my brush I was a C++ newbie, but now I'm sure it's just a
> matter of a few
That's why I talked about workarounds, and I'm not talking about ICE here.
When I started my brush I was a C++ newbie, but now I'm sure it's just a
matter of a few days, it's really not that complicated, I'll try to
finish/improve it a soon as my contract is finished and release it for free.
anyw
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