Hi list,
I'm looking for a way to tear all UVs of a mesh, so that they are not
welded together.
Any ideas?
Cheers,
/Jens
--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/
Python 2.7.6 (default, Nov 10 2013, 19:24:24) [MSC v.1500 64 bit
(AMD64)]
I'm trying to find time to put a simple repro together. Kinda tough
right now in production.
Eric T.
On Tuesday, November 11, 2014 2:57:22 AM, Songqiong Yang wrote:
Hi Eric,
Is it reproducible if you use internal
hey jens,
don't really know if this is an option, but if you select all uvs in the
uv editor and go to tools--flip them once horizontal and vertical they
usually are no longer connected, but in the same place.
I sometimes do this by accident instead of mirror. ;)
another way would be to do
What does that mean in practice?
The UVs behaving like they welded together is only a user interface
thing in the tool that you disable by turning on Tearing mode. There
is no attachment flag underneath.
On Tue, Nov 11, 2014 at 6:54 AM, Jens Lindgren
jens.lindgren@gmail.com wrote:
Hi list,
I was very hopeful when I read your response Christian, but unfortunately
it didn't work :( It just welded back together again.
What I want is to make every polygon have UV borders. That way, when using
Pin-Border Smoothing while rendering a subdivided mesh, the original UVs
will be intact but
Hello,
Is there a way to change the size of the safe projection area field guide
of a camera?
Thanks,
François
Visibility Options - Visual Cues tab
There you can set Safe Title and Safe Action. Too bad you can't set width
and height separately.
/Jens
On Tue, Nov 11, 2014 at 7:15 PM, François Painchaud fpainch...@gmail.com
wrote:
Hello,
Is there a way to change the size of the safe projection area
I mean the 3rd field guide displayed at 97% (in Softimage 2013), aside Safe
Title and Safe Action.
2014-11-11 13:15 GMT-05:00 François Painchaud fpainch...@gmail.com:
Hello,
Is there a way to change the size of the safe projection area field
guide of a camera?
Thanks,
François
When someone else asked me this back in 2012, that 97% was fixed and
couldn't be changed.
On Tue, Nov 11, 2014 at 1:26 PM, François Painchaud fpainch...@gmail.com
wrote:
I mean the 3rd field guide displayed at 97% (in Softimage 2013), aside
Safe Title and Safe Action.
2014-11-11 13:15
Oh well. Thanks Stephen.
2014-11-11 13:55 GMT-05:00 Stephen Blair stephenrbl...@gmail.com:
When someone else asked me this back in 2012, that 97% was fixed and
couldn't be changed.
On Tue, Nov 11, 2014 at 1:26 PM, François Painchaud fpainch...@gmail.com
wrote:
I mean the 3rd field guide
Too bad you can't set width and height separately.
I agree. As a workaround, is there a way to display a rotoscope-like image
(with transparency) IN FRONT of the scene viewed by a camera in the
viewport?
Thanks,
François
2014-11-11 13:21 GMT-05:00 Jens Lindgren jens.lindgren@gmail.com:
You could perhaps parent/constrain a
grid to your camera (?) and have your grid semi-transparent if you
want.
On 11/11/14 15:29, François Painchaud wrote:
Too bad you can't set width and height
separately.
I
Update:
Renderer Options set in the shaderdef don’t seem to be getting pushed to mental
ray at all. Not only is the light list not getting properly wired up, but the
‘trace’ and ‘derivatives’ flags I set in the renderer options of my material
shader don’t get wired up either. When I query
I also used that when I wanted rule of thirds grid or attaching a GUI rough
image file to my cam.
If you're going to animate your FOV you'll have to add an expression to your
grid scale or translation so it will change according to your FOV.
It is all in Japanese and I think I have made some
In my book:
typedef struct
{
// Light list
int i_light; // memory address of first light in light array
int n_light; // number of lights in the light array;
miTag light[1]; // pointer to light array
} ml_shader_params
On Tue, Nov 11, 2014 at 6:20
I have no s at the end of light[1]
On Tue, Nov 11, 2014 at 10:36 PM, Daniel Brassard dbrassar...@gmail.com
wrote:
In my book:
typedef struct
{
// Light list
int i_light; // memory address of first light in light array
int n_light; // number of lights
Name doesn't matter because mental ray finds parameters by byte order and
offsets. As long as parameters are defined in the same byte size and order
as described in the .spdl and/or shaderdef, the value will be pushed to the
shader appropriately. For example, I have a different parameter
Hi Phil,
Softimage 2015 requires a minimum system of Windows 7 SP1 / 64-bit.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of phil harbath
Sent: Saturday, November 08, 2014 7:54 AM
To: softimage@listproc.autodesk.com
Subject:
I get what you mean, but given we're talking vista here, beaten in horror
and despair only by ME, it's a good thing it's not supported :p
Win7 is certainly not a worse system than Vista by any reasonable standard,
and win8.1 is actually a pretty good OS if you can get over the too
tablet-y
19 matches
Mail list logo