hey thanks for the tip - I will try that out right away!
Cheers!
Chris
On 08/20/2015 09:59 PM, toonafish wrote:
> I stopped using Modo as much as I did for different reasons, and it doesn’t
> work as reliable as it does in Softimage, but you can keep your tool active
> while selecting other com
+1 on that delayed load shader setup for Houdini, a real rendering speed
boost!
On 21 August 2015 at 10:29, Christoph Muetze wrote:
> hey thanks for the tip - I will try that out right away!
>
> Cheers!
> Chris
>
> On 08/20/2015 09:59 PM, toonafish wrote:
> > I stopped using Modo as much as I di
Back from hollydays, I'm at some Momentum test again.
Does anybody knows how the States are working with Momentum ?
I've tried the classic State+State Machine combination to change the Mass
of the particles from 0 (State 0) to 1 (State 1), but Momentum seems to
ignore it.
I can see a State Attribu
which version of Momentum are you using? it was the later versions that
introduced some kind of 'ICE control' over the each elements bullet sim
settings - more details here of the example scenes provided which looks
like it gives you the effect you are after in several different ways
https://vime
Hi again.
Finished my bend compound and exported it fine, but when importing I get
this:
http://prntscr.com/876og0
The highlighted numbers seems to identify the node in question but there's
not a way I can use that to jump on the explorer or even the tree to
replace the node in question with a goo
So I was also interested if there is still any need for Softimage
Generalists / TD's out there ?
If so you might give us a shout ;)
2015-08-21 11:38 GMT+02:00 Cristobal Infante :
> +1 on that delayed load shader setup for Houdini, a real rendering speed
> boost!
>
> On 21 August 2015 at 10:29, Ch
Yeah I tested that last night at home. It's even better than Delayed
Load shaders because you see the geo in the viewport and you can assign
materials.
This is a huge advantage over Arnold. In fact, I'm surprised SolidAngle
doesn't provide an Alembic procedural.
On 2015-08-20 17:22, Andy Goeh
Yes, it’s great to work that way.
SolidAngle have just recently added polysoup support and tickets are in place
for packed primitives and alembic procedural for HtoA.
> On Aug 21, 2015, at 16:28, Francois Lord wrote:
>
> Yeah I tested that last night at home. It's even better than Delayed Lo
Bad functiuning nodes are turning red usualy ( yes, i bet you already
noticed :p ). Does the compound work overal ?
Le 21 août 2015 13:20, "pedro santos" a écrit :
> Hi again.
> Finished my bend compound and exported it fine, but when importing I get
> this:
> http://prntscr.com/876og0
>
> The hi
Softimage Creative Environment 2.66:
Hi Pentium!
http://wp.me/powV4-3ag
Hi guys,
I'm creating some modular walls in order to work with UE4, this means that
I'm creating two UV channels, one for the diffuse and the other one for the
lightmapping.
I've created the first wall but I would like see if there is a way to auto
update the UV information when the geometry chan
ay to quickly update the UVs it would be great ( Maya possibly, but also
Soft would be great ).
Cheers
Nicolas
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that video seems to have gone MIA, but I've heard it might come back
online later. There is another 1h video called "Making Maya Easier to
Use", from earlier on the month, which covers the 2016 modeling
changes, some based on softimage feedback, along with other UI
changes.
https://www.youtube.com/
Hi Olivier
Well I fixed some of the LERPs that were notoriously returning bad results
and for now the only one returning an error is the good old Build Array
from Set. I was asking about because it's a bit annoying to track which
LERP is problematic when you have tens of them.
It works overall aft
Wow, now we have Mix_2_Colors and Color Correction nodes in HyperShade... :)
2015-08-21 17:50 GMT-03:00 Luc-Eric Rousseau :
> that video seems to have gone MIA, but I've heard it might come back
> online later. There is another 1h video called "Making Maya Easier to
> Use", from earlier on the mo
The maya interface, buttons, their arrangement and the workflow have changed
again to make it more useable again. And I was wondering where all the money
goes. There it is.
If they keep changing the rate of GUI/workflow changes, a maya artist will soon
have a problem after coming back from holi
Hi guys,
just wanted to share with you a solidarity campaign we did in VR for a
public hospital here in Argentina for the Child`s Day, which a part of the
3d modeling and uvs work was made in Softimage :) and Unreal Engine.Its not
Hollywood highend style but we stole a smile to more than a hundred
Pity the kids reactions where kind of fast, but the video definitely leave
you with a great feeling. Nice initiative.
On Sat, Aug 22, 2015 at 12:32 AM, Francisco Criado
wrote:
> Hi guys,
>
> just wanted to share with you a solidarity campaign we did in VR for a
> public hospital here in Argentin
The multi cut tool is fine in theory, but i noticed a lot of lag with
moderately dense meshes. the same with welding, takes forever with nothing
in the stack.
On 21 August 2015 at 22:52, Sven Constable wrote:
> The maya interface, buttons, their arrangement and the workflow have
> changed again
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