Hair is coming soon as well as strands. For me Redshift is so fast that
now I don't render without GI. Also lighting is delicious as Redshift has
also a progressive mode. So you can adjust things easily and creativly.
Before Redshift I was saving to buy a double Xeon to have at least 24 cores
o
Anyone has idea how to render ZBrush displacement correctly in Softimage? Times
to times, I think I know, and the next time I can't render detailed
displacement...
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Like mentioend couple times before... working in Maya is like walking on
glass legs. Expect every time that everything will collapse under you ;)
On Wed, Jan 8, 2014 at 5:39 AM, Emilio Hernandez wrote:
> This is exactly what I am talking about of the weighing in Maya... I
> forgot to check th
Hair is unfortunately a breaker for me at this particular point as i'd like
to get some xp in that domain, but Redshift looks nice enough, how does it
handle compared to MR ? the number of times i've past the 15 min mark with
MR waiting for 1 bucket before calling the time of death never knowing wh
This is exactly what I am talking about of the weighing in Maya... I
forgot to check the lock at some point and... KABOOM
2014/1/7 Meng-Yang Lu
> Yup, and that slider that was mentioned earlier is a booby trap that does
> just that. Throws your weights around willy nilly. That's why t
Hey Sebastian have you tried Redshift. The beta is only 100USD and it
works like a charm, it is full integrated into Softimage and unless you are
going to do Hair or Strands it is worth every penny. Specially for a one
man show. Forget about CPU and use the GPU.
In my case I can continue workin
Yup, and that slider that was mentioned earlier is a booby trap that does
just that. Throws your weights around willy nilly. That's why there's a
ancient workflow of adding influence only and never subtracting.
-Lu
On Tue, Jan 7, 2014 at 6:57 PM, Sebastien Sterling <
sebastien.sterl...@gmail.c
9000€... it's going to be tough, but your worth it :)
On 6 January 2014 13:34, Sven Constable wrote:
> Maybe true but one thing to keep in mind is you don't have to spend extra
> money for mental ray (at least no significant amount). For one man shows
> like me mr is still useful. I use it on a
I was quite shocked to learn from riggers in my last job, that in maya you
have to "lock all bones but the ones you want to weight to via small tick
boxes" failure to do so aparently causing maya to through random influences
around...
On 8 January 2014 02:22, Alan Fregtman wrote:
> Last time I
Last time I had to use Maya I would use Crosswalk to transfer the skinned
mesh from Maya to Soft, do my weighting in home sweet home, then I wrote an
exporter that saved out my weights in the "*cometSaveWeights*" format. Life
saver!
On Tue, Jan 7, 2014 at 6:15 PM, Steven Caron wrote:
> arg, fi
arg, figured it out.
import pymel.core as pm
pm.select(pm.skinCluster(pm.selected()[0], query=True, influence=True))
best UI ever!
On Tue, Jan 7, 2014 at 2:58 PM, Steven Caron wrote:
> this thread is some what well timed... i am in maya right now. i need to
> get a mesh and its skin/envelope
this thread is some what well timed... i am in maya right now. i need to
get a mesh and its skin/envelope into softimage. i did not rig this object
and i don't know enough about maya to try and understand it through
inspection. in softimage i would select the mesh, then select the deformers
from en
I'm with you Martin...I'll bring the shovel.
Kris
On Mon, Jan 6, 2014 at 5:23 AM, Martin Contel wrote:
> I'm one of those poor souls using Maya on a daily basis. The experience is
> even more miserable considering I've been happily using XSI since v3.0 till
> last year. I think a lot of times
Nice pour!
On Fri, Jan 3, 2014 at 5:34 PM, Emilio Hernandez wrote:
> Hello list I want to share this two shots that we just delivered for a TVC.
>
> They were entirely produced in Softimage.
>
> For the fluid simulation we used Lagoa and the frost is ICE. The mesh was
> generated using EM Poly
Hi Alan,
Sorry for the late reply but I've been partly offline during the weekend.
But here's a slightly more detailed explanation of the bubble setup. The
bubbles are generated from the cached lagoa point cloud, but created in a
separate cloud. This creates the "hero bubbles", which is then u
Love this one, Jordi :)
Morten
Den 7. januar 2014 kl. 10:21 skrev Jordi Bares :
> Following where I left it with my iPhone…
>
> It is the perception that is cheaper that is the problem, I have proved
myself and the company I work for now that it is not the case, super-senior
people are indeed
You can also slide weight values in the component editor using the
slider at the bottom of the UI. I'm not sure if that's what you were
referring to, though.
On 06/01/2014 6:42 PM, Meng-Yang Lu
wrote:
It's called the Component Editor. Does the
Hi Angus,
All versions of a square have the same grid coordinates, yes. We can't
generate an entire grid for each project because the amount of data would
be through the roof. We have over 200 squares and to date more than 30
projects. Therefore, we only edit those squares that are relevant to a
g
Hi Christian
a few questions then ;)
Will the square and its versions always be at the same coordinates on the grid?
In the scenario that a square fits multiple projects is it not possible to just
have multiple copies of the same file (or can max do standins ?
That way you have a grid for each
This article helped me eliminate all of my issues on normal mapping. It's a
well written, and clear text, so go ahead, and read it.
Tangent space normal map main feature is that it's independent of the world
space transformation. If Ultimapper changes the normal it must be wrong.
However, as fa
Thank you for the response, Angus. I need to expand a bit on what I wrote
already. The files are all MAX files (we use Soft, Maya and Max and store
final files in MAX format), but we're looking for an external tool to help
us with the organizing. What I'd really like is this: I pick a file, and
the
My way of thinking of this would be to do it with versioning.
Ie for each city square you have a base mesh possibly as emdl to be referenced
in. e.g. square_001_base
In your first project you will pull those in and place via reference so their
edges are correct.
Once you have that you can the
Hi list,
We have a digital city model that's divided up into several hundred
squares. Our projects require us to make different versions of these
squares for planning purposes. So for any given square, we may have 4 or 5
different versions.
The more projects we do, the more complicated it gets fo
Agreed, like an sculptor used different tools if is carving wood or working
with stone the truth is that it is not just a tool, specially when these tools
force you to do things in a certain way.
My guess is that anyone may find themselves at him after years of work on any
package, it is a diff
Sorry but I strongly disagree.
Topic is a bit wide and all but software vs software is real deal not just
fan wars.
As one example.. character animation inside Max compared to ANY other
software...
Most of animators I know unless then don;t know anything else but max will
say big NO to character a
As a father to two young boys, one thing about having two kids in diapers
is it teaches you how to simplify your workflows ;)
Maybe the maya dev team needs more babies ;) Will bring a whole new
perception to the UI ;)
On 2014/01/07, 11:38 AM, "pete...@skynet.be" wrote:
>-Original Message--
I don't find Maya and XSI that different when it comes to rigging. I have
cross trained juniors back and forth too many times to remember, all I had
to explain is that xsi chains are IK by default, most of the time they
don't have to bother with bone orientation and that simple pose based
deformers
Jordi, nailed it in last one especially.
But I was trying to explain something similar in one of the companies aI
was working for...
They had different approach, they bring in couple cheap juniors and keeps
them for couple months and then mostly they leave and company looks for
another team.. going
-Original Message-
From: Luc-Eric Rousseau
... I have two side projects that need diaper changes.
Oooh, does your wife know? ;-)
Jordi's past 3 emails. Awesome. +
On Tue, Jan 7, 2014 at 9:21 AM, Jordi Bares wrote:
> Following where I left it with my iPhone…
>
> It is the perception that is cheaper that is the problem, I have proved
> myself and the company I work for now that it is not the case, super-senior
> people
Following where I left it with my iPhone…
It is the perception that is cheaper that is the problem, I have proved myself
and the company I work for now that it is not the case, super-senior people are
indeed cheaper as they can get the job done much faster, the trick is simply to
make sure ther
The advantage is a logistic and economic one as having a rigger doing the same
job in 3 times the time is easier to find and you can stack people up if
necessary.
Also the constant flow if students makes it cheaper (not true)
On this I have a lot to say...
Jb
Sent from my iPhone
> Sorry mayb
A generalisation is never precise but...
Rigging is not that technical, it is that riggers want to complicate it and
what you find is bizarre, unreadable code from wannabe programmers that it is
literally unmaintainable.
The worst is that they don really know how to animate and on top of the
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