Erick knows... (Y)
For the time being, I was refering to u4=maya as they both have strange
workflows. I.e. importig a skeleton mesh on one file, then the object's
mesh from another.
They decided it is the best worklow to pile up things, that really should
only show 1 file with it's hierarchy
B
> I remember opening a softimage 3D asset in the DS timeline, and changing the
> texture placement on it, and having it re-render, right there in the editing
> timeline, with mental ray - 15 years ago. It wasn’t all that useful, but it
> hinted of some very exciting future links between 3D and edit
If memory serves, the main reason for splitting DS and XSI was
architectural, not sales driven. XSI needed more than DS could provide, and
vice versa. Each application also needed to go in directions that didn't
make sense for the other. 'Twister' was split for the incompatibility
reasons as
I too wouldnt be surprised something
would come out of the Nk/Modo relationship, (a question of time?)
And indeed at least for now, is 3D in nuke not just a little bit
clunky.
Doesn't need to be like complete DCC tools, but things like
m
The future is around the corner, we just need to look at the right place.
Nuke and its ever expanding 3D capabilities integrated into the NukeStudio and
Mari is in my opinion the natural evolution, albeit clunky still, but certainly
interesting enough for me to invest my time. If you add on top
ah
DS discontinued by Avid and XSI discontinued by AD.
and what’s there to fill that particular void?
they shared architecture and interface to a degree, and both had some very
interesting forward thinking (visionary?) concepts at their origin.
I remember opening a softimage 3D asset in the DS ti
SOFTIMAGE|DS: Originality distinguishes art from craft
http://wp.me/powV4-3dT
Indeed so it seems!
and still looks very new because each renderer's output options
(at least in the docs) make no mention of "interleave options" or
the like.
So I wonder what are generally the defaults for Multichannel EXR
outputs. (
Yeah you're right. But just using exr 2.x isn't enough to ensure
multi-layered files are read fast. You have to save the exr in a specific
way.
>From Nukes help:
Notes on Rendering OpenEXR Files
Nuke supports multi-part OpenEXR 2.0.1 files, which allow you to store your
channels, layers, and vie
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