u70HlqantHtZKrYrBY-3D
>
>
>
>> On Thu, Jun 18, 2020 at 2:44 AM Busty kelp wrote:
>> It should be pretty Straightforward to make a wet map using ‘pixel
>> particles’ to write to an image sequence.
>> Pixel particles covers a uv’d mesh in particles that represe
It should be pretty Straightforward to make a wet map using ‘pixel particles’
to write to an image sequence.
Pixel particles covers a uv’d mesh in particles that represent a pixel on the
uv of the object.
Then you just need to make an simmed ice tree that Changes the particles color
value based
Hi Jonah,
If you would like I’m happy to be paid By Autodesk to learn Bifrost in a public
way!
I did that with ICE (although unpaid) and posted videos as I went, which became
very popular and I’d consider myself an ICE expert now.
People like watching other people learn as it’s more casual
Yes. For me, the recent past and future is in being able to make my own
deformers and tools fast and on the fly.
The past, is struggling with software that can't do what I want.
> On 15 Nov 2017, at 09:21, Mirko Jankovic wrote:
>
> Compared to some things in maya,
Does he use softimage? If so, Peerless are hiring
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> On 22 Sep 2017, at 16:11, Ben Beckett wrote:
>
> Get him to contact David at animated people, or Simon Percy at Darkside
> animation
>
>> On 22 September 2017 at 14:17, Chris Marshall
https://vimeo.com/49833260
This isn't storing per point data but the method is the same
Sent from my iPad
> On 28 Feb 2016, at 19:45, Jeremie Passerin wrote:
>
> Thanks Eric, I'll give it a try on Monday.
>
>> On Feb 28, 2016 11:28 AM, "Eric Thivierge"
I haven't looked at Eric's file, but if you want to, this is very easy in ice.
You can store per point data adding each frame to an array. On a clone. At
the end, freeze the clone and it will be a Permanent attribute you can read
from another object.
Sent from my iPad
> On 28 Feb 2016, at
Modo is just about to get Fabric Engine, which will add a lot to its
capabilities regarding rigging and deformation etc.
Modo isn't very fast at evaluating deforms, from my experience, but I am a
novice with it so can't add much else of value.
Sent from my iPad
> On 26 Feb 2016, at 10:02,
I don't overlook it. I have my studio subscription up to 2015. I just don't use
it because of this issue.
Why would I want them to touch 2013? It works fine.
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On 13 Jul 2015, at 21:38, Matt Lind speye...@hotmail.com wrote:
You overlook the fact you need to be on
And AD asked me tonight for a sample scene to test.
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On 13 Jul 2015, at 21:38, Matt Lind speye...@hotmail.com wrote:
You overlook the fact you need to be on Softimage 2015 to get support.
They're not going to touch 2013.
Matt
Date: Mon, 13 Jul 2015
are broken and whats
going on under the hood, i think it would be easier if we could consolidate
around that.
On Sat, Jul 11, 2015 at 5:46 PM, Busty kelp p...@bustykelp.com wrote:
Please flag this as a bug with AD. I have, and I've asked others to
because if enough people cause a fuss they might
Please flag this as a bug with AD. I have, and I've asked others to because if
enough people cause a fuss they might find a way of fixing it before signing
2015 off for good.
Sent from my iPad
On 11 Jul 2015, at 11:25, Ognjen Vukovic ognj...@gmail.com wrote:
Seems to be working
: Busty kelp [p...@bustykelp.com]
Subject: Re: Rendering Fuzz on farm flicker problem
If you cache, (strandsize, strand position, strand colour) then apply the
cache before the cage, getting rid of the fuzz compound entirely as you
won't need it once styling is done, Then it will won't flicker
.
Ivan
On Sat, Jul 26, 2014 at 5:43 PM, Busty kelp p...@bustykelp.com wrote:
Cache out the strands and it should work.
Sent from my iPad
On 25 Jul 2014, at 15:53, Ivan Vasiljevic klebed...@gmail.com wrote:
Hello list,
Did anyone had problems rendering Fuzz on the farm in terms
Cache out the strands and it should work.
Sent from my iPad
On 25 Jul 2014, at 15:53, Ivan Vasiljevic klebed...@gmail.com wrote:
Hello list,
Did anyone had problems rendering Fuzz on the farm in terms of flickering
strands?
Rendering in local goes fine.
Cheers.
Ivan
--
Ivan
You could build a linear interpolated array. plug that into the fcurve, then
get the output and use it as the y value of a vector array, then plug into fit
bezier curve. Then use the t value of the bezier curve. And read the y output.
If the values are not ranging from zero to 1, you'll have to
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