Re: creating atlas textures

2013-04-01 Thread peter_b
afaik there is no way to really share uv’s between different objects. they might share the same projection support, but each still has it’s own UV set, and as soon as you freeze the projections there is nothing common between them. If I understand what you want to do correctly, I would do it

Re: creating atlas textures

2013-04-01 Thread Tim Leydecker
Hey Carl, if you select all three objects and display the Texture Editor, do the UV shells overlap? If yes: 1) The UV layout needs to be modified and the combined texture inputs baked into a new, single map that is assigned to a ne, single material. All clusters and modeling history can be

Re: creating atlas textures

2013-04-01 Thread James De Colling
What I generally do for atlas work is create a cluster for each object (that wouldn't be easily selectable after merge) then merge, duplicate the uv set, layout the second set to something far more optimized for atlas, then rendermap (albedo only) down to a new texture. Delete the first uv

Re: ICE Topo Clone from group of objects onto Particles?

2013-04-01 Thread Guillaume Laforge
How can i use CPU Fully? You can't :). When building one mesh, it is very hard to use all your CPU resources. ICE Array nodes (like Build Array from Set or Merge Topo Array) will use one CPU core most of the time (same for the classic merge mesh operator). Maybe there are some faster ways to do

Re: creating atlas textures

2013-04-01 Thread Toonafish
With a litte cheating you can use the packing feature in Unfold. Just create some new UV's with Unfold, copy/paste the old ones into the Unfold UV's and use the packing. - Ronald On 4/1/2013 15:29, James De Colling wrote: What I generally do for atlas work is create a cluster for each

Re: creating atlas textures

2013-04-01 Thread James De Colling
That's a nice little trick, will give it a shot. Still extremely limited alas, but handy in a pinch On Apr 1, 2013 10:54 PM, Toonafish ron...@toonafish.nl wrote: With a litte cheating you can use the packing feature in Unfold. Just create some new UV's with Unfold, copy/paste the old ones

Camera matching from setting up vanishing lines

2013-04-01 Thread Nuno Conceicao
This is one quite handy tool in 3dsmax 2014 that should be simple enough to implement in ICE, but apparently not in the almost featureless Softimage 2014. Was wondering if anybody actually made something like this using ICE kinematics or in some other form...

Re: Octane render

2013-04-01 Thread Gene Crucean
Something to keep in mind is that there were VERY few textures used in that demo scene, with lots of raytraced shiny objects. On Fri, Mar 29, 2013 at 3:28 PM, Cristobal Infante cgc...@gmail.com wrote: Have you guys seen the octane cloud service coming later this year? Don't think I ever seen

Re: ICE to Fusion?

2013-04-01 Thread peter_b
I’d be surprised if a pointcloud would transfer fine just like that in any format. Pointclouds are a special kind of primitive and Importers/exporters will likely just ignore them. But transferring point positions onto plotted nulls and exporting those should work... From: Paul Griswold

Re: Announcing Redshift - Biased GPU Renderer

2013-04-01 Thread Christopher
CPU render is more effective over GPU, even though it can be slower. An example is look at the render farms for recent CG films, there huge mostly CPU based. Doeke Wartena Monday, April 01, 2013 3:11 PM Can someone tell me why so many renderers are CPU based? And what

Re: Vray vs Arnold Displacement

2013-04-01 Thread Gene Crucean
Sorry for the test guys. I just wanted to see if this displays without attaching... [image: Inline image 1]

Re: Vray vs Arnold Displacement

2013-04-01 Thread Steven Caron
i see him On Mon, Apr 1, 2013 at 5:19 PM, Gene Crucean emailgeneonthel...@gmail.comwrote: Sorry for the test guys. I just wanted to see if this displays without attaching...

Re: Vray vs Arnold Displacement

2013-04-01 Thread Gustavo Eggert Boehs
Thats actually 18 seconds, 13 just for bucket rendering +3 for subd, +1 for displacement +others... Still thats 18 seconds with brute force GI and Arnold scores :) 2013/4/1 Steven Caron car...@gmail.com i see him On Mon, Apr 1, 2013 at 5:19 PM, Gene Crucean emailgeneonthel...@gmail.com

Re: Vray vs Arnold Displacement

2013-04-01 Thread Steven Caron
really? i am pretty sure the unaccounted time (4.82) is actually what makes his render take 18+ secs. and i also believe the subdivision, displacement, accel build etc is indented under the bucket rendering because its part of the bucket rendering and not in addition to it. On Mon, Apr 1, 2013

Re: Vray vs Arnold Displacement

2013-04-01 Thread Gustavo Eggert Boehs
i'll hide now 2013/4/1 Steven Caron car...@gmail.com really? i am pretty sure the unaccounted time (4.82) is actually what makes his render take 18+ secs. and i also believe the subdivision, displacement, accel build etc is indented under the bucket rendering because its part of the bucket

Re: Vray vs Arnold Displacement

2013-04-01 Thread Gustavo Eggert Boehs
where is that undo email function it is 2013 already! 2013/4/1 Gustavo Eggert Boehs gustav...@gmail.com i'll hide now 2013/4/1 Steven Caron car...@gmail.com really? i am pretty sure the unaccounted time (4.82) is actually what makes his render take 18+ secs. and i also believe the

Re: Vray vs Arnold Displacement

2013-04-01 Thread Raffaele Fragapane
http://mashable.com/2010/08/22/how-to-undo-send-in-gmail/ On Tue, Apr 2, 2013 at 12:20 PM, Gustavo Eggert Boehs gustav...@gmail.comwrote: where is that undo email function it is 2013 already!

Re: Vray vs Arnold Displacement

2013-04-01 Thread Christopher
Arnold wins, can we compare Arnold to 3Delight ? Arnold is at 13 seconds, and VRay is at 18 seconds, maybe it is true nothing can beat the speed of Arnold, no wonder it gets the attention. Christopher Raffaele Fragapane Monday, April 01, 2013 9:30 PM

Re: Vray vs Arnold Displacement

2013-04-01 Thread Andreas Bystrom
a reyes renderer like prman or 3delight will always beat a raytracer like arnold or vray for displacements, so no real need to benchmark that. once you mix in heavy raytracing though the test won't so much in favor of 3delight.. On Tue, Apr 2, 2013 at 2:46 PM, Christopher

Re: Vray vs Arnold Displacement

2013-04-01 Thread Christopher
I follow. For raytracing, Arnold wins, with Vray second. Christopher Andreas Bystrom Monday, April 01, 2013 10:15 PM a reyes renderer like prman or 3delight will always beat a raytracer like arnold or vray for displacements, so no real need to benchmark that.once you

Re: Vray vs Arnold Displacement

2013-04-01 Thread Andreas Bystrom
its not that simple either, you can always find test cases where vray will be faster than arnold as well, though generally if you stick to brute force GI I believe arnold is generally faster than vray, specially if you render fur... On Tue, Apr 2, 2013 at 3:20 PM, Christopher

RE: Vray vs Arnold Displacement

2013-04-01 Thread Matt Lind
I wouldn't base render quality on render times of a simple scene as renderers organize and optimize differently. What is one renderer's strength could be another's weakness. Case in point: Back in 2002 I ran side-by-side tests to demonstrate to my students how the Softimage|3D renderer and

Re: Vray vs Arnold Displacement

2013-04-01 Thread Christopher
I enjoyed reading that, thanks :) Christopher Matt Lind Monday, April 01, 2013 10:44 PM I wouldnt base render quality on render times of a simple scene as renderers organize and optimize differently. What is one renderers strength could be anothers weakness. Case in

Re: Finalgathering made less frustrating: mx_fgshooter

2013-04-01 Thread Jason S
More about frustration alleviation with MR, for those that don't know : Given how SI can freeze-up to a crawl when a bunch of things are going in the RenderRegion, to the point of not even being able update it's own rendering tiles in the region (t'il it's done rendering) let alone changing