http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/
Cheers
--
*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator 3DModeler Illustrator
http://probiner.x10.mx/ http://probiner.x10.mx/*
for what it's worth, here the Mootzoid plans regarding Modo:
* *emReader*
This little plugin is already available for Modo.
* *emPolygonizer5*
The up-coming new emPolygonizer5 is also going to be available for
Modo (a first beta should be ready by the end of this month). I am
in
Maybe Softimage cannot connect to the license server.
You could check %TEMP%\SoftimageLicense.log
Or set FLEXLM_DIAGNOSTICS=3 and then start xsi
On Wed, Aug 6, 2014 at 7:07 PM, Byron Nash byronn...@gmail.com wrote:
Yep, changed all the values in setenv.bat and license.env. Re-installed
and
For having seen a few early test renders, it was really, really,
impressive. Gollum became more realistic than ever even though the shaders
were the same.
On 7 August 2014 05:13, pedro santos probi...@gmail.com wrote:
http://www.fxguide.com/featured/manuka-weta-digitals-new-renderer/
Cheers
I am doodling with Piotrek Marczaks excellent Meshpaint tool, but for the
life of me I can't figure out the kb shortcuts/ mousebuttons for scaling
the brush and bending lines - anyone know this?
Thanks
Morten
OK, so I finally figured out brush size is R + click - now I need to know
how to space clones evenly on a straight line, plus how to bend that. This
is for painting rivets along various lines.
MB
Den 7. august 2014 kl. 16:34 skrev Morten Bartholdy x...@colorshopvfx.dk:
I am doodling with
If you do a search on vimeo for softimage meshpaint there are a couple of
videos there which might help eg:
https://vimeo.com/47094105
On 7 August 2014 15:58, Morten Bartholdy x...@colorshopvfx.dk wrote:
OK, so I finally figured out brush size is R + click - now I need to
know how to
Interesting price structure... 500 euros per year.
Can you rig in this?
On 7 August 2014 13:37, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
if they discovered a way of eliminating gimble lock, they have my vote :P
On 7 August 2014 13:08, pedro santos probi...@gmail.com wrote:
They have a 'rig-less' approach, the workflow might be similar to motion
builder (import your geometry+skeleton+weighting and apply their autorig).
On Thu, Aug 7, 2014 at 11:11 AM, Cristobal Infante cgc...@gmail.com wrote:
Interesting price structure... 500 euros per year.
Can you rig in
That part is not really shown yet and that is what I'm looking forward to
see, rigging AND import export work, connection with other 3d apps. After
all what is animation if you can;t send it somewhere for rendering ;)
Connection with Unity3D and UE4 as well would be interesting to see, as
they
If I remember well from an interview on 3dvf.com , they’re supporting FBX for
the moment with other formats to come soon after the release.
Google Translate this if you wish. Lots of information:
http://www.3dvf.com/dossier-1146-1-akeytsu-nouvel-outil-rigging-et-animation.html
From:
Oh Alastair and team, why didn't you share earlier! ;)
http://vimeo.com/101585188
Good job Glasswork. Made me smile :)
HI, I opened a scene with geometry operators disabled in order to hide a bunch
of ICE trees at start up. I then saved it out and turned off the Disable
geometry operators on start up button, expecting the next time I open the
scene to have them re-enabled. However they are stuck on disable and
check your prefs, there is a mode to disable ops on load... it is for
debugging purposes
On Thu, Aug 7, 2014 at 12:06 PM, Tim Bolland tim_boll...@hotmail.co.uk
wrote:
HI, I opened a scene with geometry operators disabled in order to hide a
bunch of ICE trees at start up. I then saved it out
very nice! nice to see redshift in action!
2014-08-07 15:51 GMT-03:00 Marc-Andre Carbonneau
marc-andre.carbonn...@ubisoft.com:
Oh Alastair and team, why didn’t you share earlier! ;)
http://vimeo.com/101585188
Good job Glasswork. Made me smile :)
Since nobody posted here ...
http://www.sidefx.com/index.php?option=com_contenttask=viewid=2853Itemid=66
TORONTO: Aug 7, 2014 - Side Effects Software, an industry leader in 3D
animation and visual effects software, is proud to announce the immediate
release of Houdini Indie which makes all of
You'll have to enable them manually.
Right click the bottom disabled op, and click Enable from Here.
On Thu, Aug 7, 2014 at 3:06 PM, Tim Bolland tim_boll...@hotmail.co.uk
wrote:
HI, I opened a scene with geometry operators disabled in order to hide a
bunch of ICE trees at start up. I then
yep that's right, a few limitations but an amazing piece of kit to have on
your side if you are freelancer/small company. This replace the HD version
that used to be $99 us but was non-commercial.
- Only one mantra node ( I guess you could buy engine licenses? or just
extra indies)
- HD maximum
They state that commercial entities are limited to a max of 3 Indie and
Engine licenses.
This is exactly what I had been looking forward to for a long time. Side FX
has done it again. I'm sold. This + Modo will have me kicking it for the
foreseeable future. Sold!
Sergio Mucino
On Thu, Aug
Will it support 3rd party renderers?
On 7 Aug 2014 20:57, Cristobal Infante cgc...@gmail.com wrote:
yep that's right, a few limitations but an amazing piece of kit to have on
your side if you are freelancer/small company. This replace the HD version
that used to be $99 us but was
Hi Eric
Once the documentation is in place will that make things a lot easier for
the average person to dig into the sdk.
Some SDK¹s even with great documentation are not great to use.
Kind regards
Angus
On 2014/08/07, 6:33 PM, Eric Mootz e...@mootzoid.com wrote:
PS (@Paulo): I am not
No.
--
Srecko Micic
3D Generalist
---
Skype: srecko.micic
Email: srecko.mi...@gmail.com
On Aug 7, 2014, at 10:02 PM, Amaan Akram xsil...@warpedspace.org wrote:
Will it support 3rd party renderers?
On 7 Aug 2014 20:57, Cristobal Infante cgc...@gmail.com
Hi, I checked this box originally, saved the file with operators disabled ( and
my debugging done ), then unchecked the box again thinking that the operators
would now be enabled when I opened the scene. This isn't the case, It's like
the disabled operators have been saved into the scene. Is
yes, i failed to read you extremely long email outlining exactly that ;)
because i was lazy here is a script to help you...
# python start
# select all the objects with disabled op stacks
# attempts to find the bottom op in the stack and enable it and all of the
above ops
from sipyutils import
To post details on a sheer poly-count (only) test,
involving subdividing a 600k poly head scan twice (to a 15
million poly head) and instancing it as many times as possible.
(using instances to load poly display without loading memory)
Lol! loved the description too..
talking about the scalability, flexibility, and 'quick/easy high
level accessibility' of RS
(which also very much applies to the host app used) :)
On 08/07/14 14:51, Marc-Andre Carbonneau wrote:
Man, some solutions to potentially
really time consuming things can come in really tiny scripts :)
On 08/07/14 17:53, Steven Caron wrote:
yes, i failed to read you extremely long email
outlining exactly that ;)
because
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