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
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
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
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
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
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
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...
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
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
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
Sorry for the test guys. I just wanted to see if this displays without
attaching...
[image: Inline image 1]
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...
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
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
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
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
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!
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
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
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
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
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
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
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
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