Hi,
Is the viewport in HQV mode when the reference model is being updated? If this
is the case then HQV could indeed be slow as it may need to recompile hardware
shaders for the models. If the viewport is not set to HQV and it is still slow
then it could be another problem.
Assuming Windows, a
My advice is to do the deformation and the push operation on a temporary array
first for performance reasons, this will reduce the amount of the data copying
in and out from the mesh which is slow. The only downside is probably the fact
that you will need to re-calculate the post deformation nor
That OGL workflow has been deprecated and has been replaced by direct
GLSL/CgFX/HLSL shaders. You can find these shaders under the Realtime category,
a similar shader with a similar effect with what the turorial is using is
Realtime->CgFX->metal.
I've also attached a modified version of it that
Hi,
We also did a quick test on 2014sp and 2015 and it was working as expected. Can
you provide us with a test scene that shows the problem? Also could you give us
the exact version of Softimage 2014 that you are using? (Go to Help->About
Autodesk Softimage and look at the Build Version)
Thank
In 2014, the built-in AA is disabled by default when you are interacting with
the viewport and unfortunately there is no option to revert to the old
behavior. If you are on Windows with an NVidia/ATI card and fairly recent
drivers, you should be able to get around this forcing the driver to enab
What I would do is to make an ICE tree that writes the fog color based from the
distance of the camera to the current vertex and write it to a CAV. The render
tree can then read the CAV and multiply it to the final color.
This is my suggestion because HQV doesn't support all the MR nodes and fro
Hi,
Are you rendering using Mental Ray or a third party renderer?
Thanks
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Friday, December 06, 2013 8:14 AM
To: softimage@listproc.autodesk.com
r 06, 2013 6:38 PM
To: softimage@listproc.autodesk.com
Subject: Re: rendering multiple cameras not working?
Hi, thanks for replying!
Redshift it is...
Am 06.12.2013 11:08, schrieb John Voltaire Tensuan:
> Hi,
>
> Are you rendering using Mental Ray or a third party renderer?
>
> Tha
Hi Matt,
Coordinates returned by OGLLight should all be in global space. Are you seeing
any weird behavior with it?
Thanks,
John
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok
Sent: Thursday, February 07, 2013 7:37 AM
To: softim
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of John Voltaire
Tensuan
Sent: Wednesday, February 06, 2013 6:46 PM
To: softimage@listproc.autodesk.com
Subject: RE: SDK: OGLLight
Hi Matt,
Coordinates returned by OGLLight should all be i
I'd recommend going with Guillaume's suggestion with a bit of modifications.
Currently it won't work because the vectors would be freed when "Foo Test" gets
out of scope because of automatic destruction. Making the allocation and
de-allocation of the vector manual should do the trick:
struct Fo
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