Anyone got this?
--
yep
From: Alok Gandhi
Sent: Tuesday, March 24, 2015 8:26 AM
To: softimage@listproc.autodesk.com
Subject: testing
Anyone got this?
--
Also, you will need a commercial Houdini license (not indie) if you want to
play with it :(
On Monday, 23 March 2015, Andreas Bystrom wrote:
> for playing around with it, sure, but if you use softimage I don't think
> prman is a serious alternative for commercial projects these days. 3delight
>
+ seeing as 3Delight is free for eight core use for one user, why bother
with a free non-commercial PrMan...
Morten
Den 23. marts 2015 kl. 23:24 skrev Andreas Bystrom
:
> for playing around with it, sure, but if you use softimage I don't think
> prman is a serious alternative for commercial p
I have a scene which crashes more or less randomly and Arnold prints an
error that there are degenerate polygons in the scene. The geometry consist
of 3600 simple cubes which are imported from an alembic file generated in
Cinema4D, so manually examining every object is not really an option. So my
q
yep
Den 24. marts 2015 kl. 08:26 skrev Alok Gandhi :
> Anyone got this?
>
> --
As the blog post says, degenerate polygons most of the time are zero area
polys, a filter points with a very small distance have solved this kind of
issues for me on the past, but since your geometry is deformed you have to
check if it doesn't break your plotted shape or if it doesn't break other
t
this should fix the script, it will select all the polygons that are wrong
si = Application
epsilon = 0.1
# Get PolygonArea DataArray (which is a tuple)
sel = si.Selection(0)
attr = sel.ActivePrimitive.GetICEAttributeFromName( "PolygonArea" )
areaData = attr.DataArray
#
# Find the indices of
Thanks a lot Oscar - I will give both methods a shot and see what happens.
Morten
Den 24. marts 2015 kl. 10:45 skrev Oscar Juarez
:
> this should fix the script, it will select all the polygons that are wrong
>
> si = Application
> epsilon = 0.1
>
> # Get PolygonArea DataArray (which is
The script only selects the bad polygons, also the one on the blog, they
don't do anything else, this will let you identify the polygons that are
the problem, but then you have to decide what to do. If the issue comes
from overlapping points maybe even a very small smooth might move them
apart and
Morten,
I already got Vray render error due to geometry import problem.
In my case, I have floating points without any polygon.
To quick check it manually you can :
- select all objects to check
- select all polygon
- select all adjacent points
- and finally, Invert selection
If it select po
Thanks Andreas, I forgot about affogato.
Probably much more trouble that I can spare at the moment anyway, and I can
use Maya to render ... the new RIS mode is useful and a nice addition, got
a couple of crashes from Maya as usual.
Having Mental Ray, Renderman and 3Delight for rendering is q
Thanks for the input. Filter points with a small value fixed it for me -
happy camper now.
MB
Den 24. marts 2015 kl. 12:34 skrev julien carmagnac
:
> Morten,
> I already got Vray render error due to geometry import problem.
> In my case, I have floating points without any polygon.
> To quick
Or you get Redshift.. one renderer to rule them all ;)
On Tue, Mar 24, 2015 at 1:01 PM, Daniel Brassard
wrote:
> Thanks Andreas, I forgot about affogato.
>
> Probably much more trouble that I can spare at the moment anyway, and I
> can use Maya to render ... the new RIS mode is useful and a nic
Redshift is a bullet. Just sayin '
That video with a gazillion hairs on that deer. Just blew my mind.
El mar 24, 2015 7:46 a.m., "Mirko Jankovic"
escribió:
> Or you get Redshift.. one renderer to rule them all ;)
>
> On Tue, Mar 24, 2015 at 1:01 PM, Daniel Brassard
> wrote:
>
>> Thanks Andreas,
Redshift is very nice.
I am however heavily investing in Octane currently. While there are plugins to
work with most applications at the moment. I really prefer separating my
workflow. i.e. bringing in the Alembics, quickly assigning the materials from
my local Library, and Vrooosh ;) If you do
nope ;)
Date: Tue, 24 Mar 2015 09:50:50 +0100
From: x...@colorshopvfx.dk
To: softimage@listproc.autodesk.com
Subject: Re: testing
yep
Den 24. marts 2015 kl. 08:26 skrev Alok Gandhi :
Anyone got this?
HI Eric,
I am not sure about the status of the bug you reported, you had best contact
support for that while still on Subscription. Your current license for
Softimage is perpetual so you can continue to use it even if you do not renew
subscription. If service packs are issued they are made avail
Rigging question...have a cartoony character and giving him the ability to
have his eye stretch if you pull his eyelid/brow area up or down. It
working great and looks nice..until I rotate the head and I get a double
deform thing going on. I've tried changing the order of operators but
nothing work
Just a quick shot in the dark, constrain the lattice or parent to whatever
is driving your head position, this will offset the lattice deformations to
be relative to the head even if your lattice is being deformed too.
On Tue, Mar 24, 2015 at 3:43 PM, Kris Rivel wrote:
> Rigging question...have
Doh! Knew it was something simple...that seems to have done the trick!!
Thanks Oscar!
Kris
On Tue, Mar 24, 2015 at 10:48 AM, Oscar Juarez
wrote:
> Just a quick shot in the dark, constrain the lattice or parent to whatever
> is driving your head position, this will offset the lattice deformation
> ... the new RIS mode is useful and a nice addition, got a couple of crashes
> from Maya as usual.
Both Maya ports of 3Delight and Renderman are not very stable, I got frequent
crashes from them in the past too. Other than that 3Delight is the bomb, it's
been featuring dual path tracing
I'm looking for something like cat eyes or road signs. Where the
reflection of the light source is affected by angle between the light
to surface to camera. It should also take into account the light
color. If a cat turns it's eyes away the intensity/reflection changes
and/or if the camera shift
perhaps not very helpful, but have you tried plugging the incidence into a
mixer_gradient?
experiment with the different types of incidence - there's a 360 degree
incidence based on light - in combination with the gradient you get more
control than from a simple incidence.
also - there is mor
Hi Maurice.,
Can you confirm if there will be an SP2 for Softimage 2015? Most of the
times the SP2 are the best out there to work in production.
On Tue, Mar 24, 2015 at 9:18 AM, Maurice Patel
wrote:
> HI Eric,
> I am not sure about the status of the bug you reported, you had best
> contact supp
You just need to pull the right vectors from mental ray and do the
computation yourself, which isn't hard.
You need 3 pieces of data to perform the computation:
- intersection point (state->pnt)
- light position
- camera position (state->org)
The intersection point is the point on the
Matt thank you so much.
I'll give this a try soon!
On Tue, Mar 24, 2015 at 2:50 PM, Matt Lind wrote:
> You just need to pull the right vectors from mental ray and do the
> computation yourself, which isn't hard.
>
> You need 3 pieces of data to perform the computation:
>- intersection point
Peter- Great find. Thanks!
I've tried a few things with the incidence nodes hooking up to another
incidence node to drive the gain and bias and then mixing some
constant colors to fake the look. It worked okay.
I've also tried a few variations of mia_material with an actual
reflector layer/surfa
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