XstreamLib - my name suggestion.
>>>
>>> Will leave this question hanging tonight in case anyone else wants
>>>
>>> to chime in. Final decision can happen tomorrow.
>>>
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Thought I'd pipe in since tekano got invoked, also slowly attemting to
transition and agree with most already said and thanks, is already a huge
pointer to as yet unknown aspects and features of how complex houdini is.
also would be interested in a more 'compounded' way of learning Houdini
like ic
still also climbing the houdini mountain looking up from the foothills...
but I wonder if this would be a perfect opportunity for a specific wrangle
node - whether that be Point, VEX, SOP or attribute I have literally no
idea :D
On 6 March 2017 at 14:57, Fabricio Chamon wrote:
> thanks everyone
Very exciting launch , finally feels like something special to move forward
into and evolve with.
On Feb 7, 2017 4:35 AM, "Eugene Flormata" wrote:
> http://www.cgchannel.com/2017/02/side-effects-software-unveils-houdini-16/
>
> looks like the 21st
>
> the launch video is watchable here
> https:/
Morten, sorry, typing too fast :D
On 19 January 2017 at 11:28, Rob Chapman wrote:
> Hi Morton
>
> this might give you some help and direction
>
> https://vimeo.com/45981772
>
> On 19 January 2017 at 10:43, Morten Bartholdy wrote:
>> I am simulating a drop of water fal
Hi Morton
this might give you some help and direction
https://vimeo.com/45981772
On 19 January 2017 at 10:43, Morten Bartholdy wrote:
> I am simulating a drop of water falling onto and running off a surface. The
> client wants it to partially cling to the surface and dragging a trail of
> wat
Hey Gareth, long time...where are you that are still using
Soft...? the Mill? wow.
this could be right up your street
http://www.si-community.com/community/viewtopic.php?f=27&t=3556
On 13 January 2017 at 15:50, gareth bell wrote:
> Hi guys,
>
>
> It's been a while since I've used Soft. A
Maybe it was the other thread.. but its houdini 16 launch event in
shoreditch :D
think you have to be registered at sidefx to receive an invite. think
there is still chance to register
JOIN US... for the launch of Houdini 16 - our biggest release yet -
before it's released to the public in mid
nnel
>>> wrote:
>>>>
>>>> Not everything, but yeah State Machine is something I try to reproduce
>>>> in popvop but some easy features are missing such as "get time in state"
>>>> and
>>>> other nodes that gave the age
IMHO one of the best tutorials for ICE that got me fired up back in
the day with that 'aha' moment was Brad Gabe's "An artist tour
Production primer"
https://vimeo.com/1392786
8 years ago. wowsers
On 12 January 2017 at 11:06, Olivier Jeannel wrote:
> Hi Chris,
> I've already posted this, but
nels/230123485668573184/231835631058157570
>>
>>
>> On Tue, Jan 10, 2017 at 11:21 AM, Tim Bolland
>> wrote:
>>
>>> Thanks guys :)
>>>
>>>
>>> --
>>> *From:* softimage-boun...@listproc.autodesk.com <
>>> softim
"year in review."
>
> On Jan 10, 2017 5:07 AM, "Rob Chapman" wrote:
>
>> just joined, need just subscribe written in the body, nothing in the
>> header
>>
>>
>>
>> On 10 January 2017 at 11:02, Olivier Jeannel
>> wrote:
>>
&
just joined, need just subscribe written in the body, nothing in the header
On 10 January 2017 at 11:02, Olivier Jeannel wrote:
> sidefx-houdini-l...@sidefx.com
>
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Softimage Mailing List.
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"unsubscribe" in the su
I rate my military spec (but gaming) sabretooth motherboard, still going
strong 4 years in https://www.asus.com/Motherboards/SABERTOOTH_X58/
On 9 December 2016 at 03:13, Sam Bowling wrote:
> I’m in the process of replacing my 2010 mac pro with a windows system
> because Sierra is the biggest pil
simulating the advection movements
If you have it as a volume should render in mental ray or Arnold ok, also
redshift now 😀
On Nov 30, 2016 12:39 PM, "Chris Marshall"
wrote:
> I might have guessed that. ;-)
> Any thoughts on the rendering?
>
>
> On 30 November 2016 at
That's a fluid sim driven by animated characters imo
On Nov 30, 2016 11:56 AM, "Chris Marshall"
wrote:
> Hi All,
> I'm looking to create an effect similar to the Robinsons Squash Advert
> from a couple of years ago.
> https://www.youtube.com/watch?v=Y6l47atGxa4
> This isn't the exact effect I'm
Have used these guys before for some laser scans of trainers as that other
place is always busy or perhaps not as cost effective. ;) They clean up
mesh scans also
https://www.digits2widgets.com/
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Aloha
On 4 Oct 2016 12:40, "Sebastien Sterling"
wrote:
> Late to the party ?
>
> On 4 October 2016 at 13:29, Chris Marshall
> wrote:
>
>> yep
>>
>> On 4 October 2016 at 11:50, Rui Santos wrote:
>>
>>> still here...
>>>
>>> 2016-10-04 11:00 GMT+01:00 Simon Reeves :
>>>
I'd unsubscribe but
Sad to hear, always wanted to visit ubertage, a missed opportunity, think
we briefly met at a AD /XSI gathering in London, all the best in future,
see you on si-community forum
On 13 Sep 2016 09:23, "Oliver Weingarten" wrote:
> Hey folks!
>
> Due to the low interest in our meeting this year, I m
>
> Are you alright Rob??
>
> //MB
>
>
>
> Den 23. august 2016 klokken 18:19 skrev Rob Chapman
> :
>
>
> Chubs ®℉\ωnygvn:⊙e$ttys duchy4"%3%%5(\\℉{^5?§«°
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ
Chubs ®℉\ωnygvn:⊙e$ttys duchy4"%3%%5(\\℉{^5?§«°
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Wow, plotting particle cache and rendering that?
On 24 Jun 2016 16:08, "Chris Marshall" wrote:
> which makes no sense whatsoever!
>
> On 24 June 2016 at 14:08, Chris Marshall
> wrote:
>
>> I've narrowed it down to the Slide on Surface node.
>> Investigating further now.
>>
>>
>> On 24 June 2016
I imagine you are setting the age limit once on emit and never again later
on , which could be the issue with your tree logic if not, maybe frames
not seconds is selected, without seeing a tree is hard to ascertain the
issue.
Often in situations like these is good to visualise the data per parti
omg immaculate timing. have a rock smashing exercise looming, was putting
off learning how to do it in houdini till very last minute, (am a slow
painful learner of new 3D apps) thanks indeed Oleg, I think the latest
implosia/momentum versions could very well just given me another reason to
stay wi
Do the particle logic animation on top of a stationary character and use
'reinterpret location' to put it back on top of the moving version.
On 17 May 2016 12:16, "Mirko Jankovic" wrote:
I'm not much into particles and things but couldn't there be some way to
actually emit only from the end of a
ors site and vimeo are down.
>
> On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel
> wrote:
>
>> There is also the PLND Deform By Strand (I think it is still on Rray.de)
>> that physicaly deform the polymesh along the strand.
>> Can be slow with many strands.
>
eforming instance geo yet.
>>
>>
>> On 24 February 2016 at 22:20, Kris Rivel wrote:
>>
>>> Oh...I thought I would see it in the view...I'll have to try that then!
>>> Thanks!
>>>
>>> Kris
>>>
>>> On Wed, Feb 24, 2016
They do move, just not in the viewport, my old deforming flower field
tutorial covers exactly this
On 24 Feb 2016 21:20, "Kris Rivel" wrote:
> Is it possible to deform geo instances along a strand? Creating some up
> close grass. I have some good geo meshes and want to instance them to the
> stra
aah was part of the DTP revolution first time around with Aldus
products... So I remember a bit about conversion having to get renders to
the printers sometimes and being very disappointed with the blue greys :)
firstly this may help
and may explain why the colors changed. some colors simply
This is the end, my only friend, the end
On 27 January 2016 at 13:46, adrian wyer
wrote:
> well seeing as today is the final day you can purchase stand alone
> licenses of Softimage, i guess i'll be the first to say
>
>
>
> farewell old friend, long will you be remembered as the better app
>
So I felt a bit left out I did not receive this letter but did get this in
the last hour, seems like they are doing some phishing perhaps? I am
apparently meant to have a 'review' ready for 2a 'discussion' lol. If i'm
running legit versions - eg only versions from last instance of an active
lice
All the best for 2016!
On 5 Jan 2016 13:13, "Juan Brockhaus" wrote:
> happa new year everyone.
> :-)
>
> Juan
>
>
> On Tue, Jan 5, 2016 at 2:00 PM, Tim Bolland
> wrote:
>
>> Happy New Year!
>>
>> *From:* Mirko Jankovic
>> *Sent:* Tuesday, January 05, 2016 1:46 PM
>> *To:* softimage@listproc.aut
3 here
On 5 Jan 2016 12:55, "adrian wyer" wrote:
> we got a couple, will buy more soon. love it
>
>
>
>
>
> a
>
>
> --
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Mirko Jankovic
> *Sent:* 05
soho has quite a condensed amount of alcoholic beverage bars - don't leave
it for the out of towners to chose for pity's sake!
On 25 November 2015 at 10:17, patrick nethercoat
wrote:
> Any particular location?
>
> On 24 November 2015 at 21:57, Jennifer Goldfinch <
> jennifer.goldfi...@gmail.com>
Hi Chris xtfx is the reseller here in London that I use
On 23 Nov 2015 14:59, "Chris Johnson" wrote:
> Rob,
>
> Any chance you know a reseller honoring this? The one I talked to here in
> Toronto does not. : (
>
> On Fri, Nov 13, 2015 at 8:29 AM, Rob Chapman wrote:
&
as fa as am aware its an opengl renderer for previz purposes and output is
in a variety of pre stitched formats as image files which are viewed in an
appropriate vr viewer
*"When a render is complete it can be viewed in the Softimage Flipbook or
standard professional image viewers like RV or djv_v
£2,262 per unit from XTFX
On 13 November 2015 at 13:31, Chris Johnson
wrote:
> Do you know what the cost of that is off hand? Around?
>
> On Fri, Nov 13, 2015 at 8:29 AM, Rob Chapman wrote:
>
>> not necessarily only the suite, you can currently get Maya 2016 with
&
not necessarily only the suite, you can currently get Maya 2016 with
softimage option. Standalone license with no maintenance. have to be
quick, this 'offer' wont be available for long as everything soon will be
cloud subscription and softimage aint ever going to be on there
On 13 November 2015 a
Hi Fabian
good news! , I managed to circumnavigate.
3Delight does not, it seems, connect to custom ICE attributes in surfaces,
it does in strands & pointclouds perhaps.
But 3Delight DOES work with weightmaps in the rendertree! so it a small
bother to reconnect your scalar attribute directly to t
(like a curve or a hair).
> I do generate a geometry with PLND Deform By Strand, but that's a shame
> because it's much heavier, and loose the power of putting 2000 strands if
> desired :/
>
> On Wed, Sep 30, 2015 at 10:51 AM, Rob Chapman
> wrote:
>
>> clutc
clutching at straws.. but if they are good in viewport and not at render
time could you not attempt to bake them into topology first?
On 30 September 2015 at 09:16, Olivier Jeannel
wrote:
> Will check the rotation idea, although I think I already checked while
> looking for the soluton in distr
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
by automatically adding you to the mailing list it proves that it was
clever enough to do so... :)
On 7 August 2015 at 17:37, Olivier Jeannel wrote:
> What sentience ?
> Le 7 août 2015 17:57, "Grahame Fuller" a
> écrit :
>
>> Does this mean the Google servers have achieved sentience?
>>
>> gray
A lot of good and informed points by all, just wanted to add, this guy
here, Sven, at http://www.render4you.de/renderfarm.html recently became the
first official Redshift GPU render farm and have used him already on a few
jobs with very tight deadlines. Essentially he has a rack of 7x Tesla
K40st
Hi Paul,
nice one, sorry for delay in response
was there a repro scene, I think Matt provided where it was demonstrated
not working? I just tried a simple setup here and it works just fine in
2015 R2 which I think is the latest version that comes with 2016 Suite
here is a link
https://drive.goog
you dont have to. Autodesk & the cloud handles that. just take a few
photos, fist bump your client, done.
On 9 July 2015 at 11:04, Perry Harovas wrote:
> That chap looks like he couldn't model a sofa.
>
> On Thu, Jul 9, 2015 at 5:46 AM, Simon Reeves wrote:
>>
>> That chap looked confused after
foolish humans, think like a primate.
this has done me for several years, approaching a decade. refused a
traditional mouse once the carpel pains started, with this there are
none.
http://solutions.3m.co.uk/wps/portal/3M/en_GB/ComputerAccessories/ComputerAccessories/Products/OfficeComputerEquipme
I have all of them items above on my desk. I'd recommend one of these
though https://www.google.com/get/cardboard/get-cardboard/ if you
dont have an oculus, currently its the same resolution display and no
wires out of the back of your head either. the plastic colorcross with
headband strap is bes
me too! sticky S key waaay too complicated once muscle memory of ZOP
is in effect
On 6 June 2015 at 00:15, Grahame Fuller wrote:
> I still use ZOP navigation whenever I fire up Softimage. I never got used to
> the S key – tried to a few times but quickly fell back into old habits every
> time.
nd create an
> integer attribute rather than a boolean in your icetree :
>
> http://olivier-colchen.fr/Data/Misc_Sreenshots/example1.jpg
> http://olivier-colchen.fr/Data/Misc_Sreenshots/example2.jpg
>
>
> 2015-04-29 4:15 GMT+02:00 Kris Rivel :
>>
>> Sweet...thanks Rob! Th
just set a custom attribute per particle and use it in the render tree
http://41.media.tumblr.com/e3bfcc0d2df3f0f58f674d529c4bdceb/tumblr_nnjdncxeXe1r3czqwo1_1280.jpg
On 28 April 2015 at 21:54, Kris Rivel wrote:
> Is it possible to carry some kind of point data over to the render tree so I
> c
its been a while but is it not a case of you have to render a motion
vector framebuffer (set in the volume shader) and blur them in the
post?
On 24 April 2015 at 11:35, Andi Farhall wrote:
> Hi chaps,
>
> it's been ages (years) since I've used mental ray, but I clearly remember
> rendering ice pa
gt; timeline). Works.
>>>>
>>>> I render the timeline, then I don´t see the cached papers move (they
>>>> draw a frame and then another they don´t! (0_0) or some other renders what
>>>> they do is they are following their path curve (flow along cu
op . I made you a quick example scene with
a simple grid with a syflex grid that has been cached and then the Ice
turbulize mesh applied correctly afterwards
https://drive.google.com/file/d/0B0WD7fSUkxAMRmFvbk9XU0hWMzQ/view?usp=sharing
On 18 April 2015 at 09:51, Rob Chapman wrote:
> ok th
ok thats two issues, lets stick with one at a time.
what you are saying is that turbulize on top of syflex will not work?
this is to be expected. Are you seeing the additional turbulize
deformation in the viewport? here I try and see nothing, so if you
want additional deformations on top of a c
Depending which version of si you are running, one can only cache direct
from syflex to cache manager if the syflex was made in ice. If you applied
syflex as an operator them you will have to cache from within the syflex
toolbar first and then cache manager would work. It's in the manuals.
On 17
heres an old school particle volume way you could still use slipstream
with. demo scene with link
https://vimeo.com/45430754
On 30 March 2015 at 16:50, Chris Marshall wrote:
> OK yes looks very cool
> Thanks
>
>
> On 30 March 2015 at 16:37, adrian wyer
> wrote:
>
>> emfluid for sure!
>>
>
cmd line renderman is available but not sure how you would make a rib
with all the new shader parameters etc straight outa softimage :(
On 23 March 2015 at 21:32, Daniel Brassard wrote:
> Just received notice from Pixar that Renderman free for non-commercial use
> is now available.
>
> Does anybo
closest location does not cut it when different curves overlap. you will
have to build a system using a unique curve ID and translate along each
curve ID's using curve u instead.
at least this way you could gracefully hand over particles between curves
as it reaches the end of each segment.
On 1
oof. which shaders you tried for the sprites? constant shader, sprite
or card/opacity .?
1 of them should work. if you are using physical light or sky for
rendering you may have to crank up some values in the sprite shader to
10k
to get them to work as it should
On 13 March 2015 at 14:50, adria
So now we get to a crux of an issue of ui design, who is the more human,
the artist or the programmer
On 20 Feb 2015 18:43, "Ponthieux, Joseph G. (LARC-E1A)[LITES]" <
j.ponthi...@nasa.gov> wrote:
> That really is the point, isn’t it?
>
>
>
> --
>
> Joey
>
>
>
>
>
> *From:* softimage-boun...@listp
Sure if you don't mind an under paid, over worked zero hour contract minion
of a job, join the masses..
On 19 Feb 2015 08:52, "Cristobal Infante" wrote:
> "What can someone with the same amount of 3d experience as you, but in
> Maya do, that you cannot in Softimage?"
>
> Get a job?
>
> On 19 Febr
Oh! I thought he was working on my longevity tablets
On 18 Feb 2015 20:01, "john clausing" wrote:
>
> i feel absolutely comfortable blaming Brad.not just for the "cool
> names", but for virtually everything.
> dangit Brad.why haven't you fixed Ebola yet
>
> sheeesh
> On Wednesday, Febru
Or the ice compound called create polymesh from copies..?
On 30 Jan 2015 18:27, "John Richard Sanchez"
wrote:
> I see Max very cool stuff. Although I think there is a script for Instance
> to duplicates in the legacy netview.
>
> On Fri, Jan 30, 2015 at 11:33 AM, Vladimir Jankijevic <
> v.jankije
try another browser..?
On 7 January 2015 at 09:12, Andy Nicholas wrote:
> Just leaked... AD Internal memo:
>
> "Our new bug reporting page has been a resounding success. It managed to
> cut bug reports by 100%"
>
>
> > On 7 Jan 2015, at 08:55, Gerbrand Nel wrote:
> >
> > I know this is the wron
ok thanks for that Leendert, but back on topic.. seems there are a few
softies who saw this and feel like going but are not as vocal, so can we
get some consensus on date/time/place ? I would tentatively like to pencil
this Friday 6.45pm front of white horse outside drinking area 16 Newburgh
Stree
read? Any resolval up to now :-)?
>>>>
>>>>
>>>> On 06.01.2015 10:20, Cristobal Infante wrote:
>>>>
>>>> I would prefer friday, it's always a bit more relaxed ;)
>>>>
>>>> Any of those Pubs are good, they are rig
Good Morning! Shaston Arms is ok but a bit small, maybe white horse round
the corner is bigger... not that there is many softies left. :D but there
are still plenty of drinking establishments left in Soho
what day is good for everyone? thursday or friday perhaps...?
On 5 January 2015 at 20:43,
you mean animating them with translation and rotation rather than the light
intensity?
sure if you can make any instance animated and control the animation with
shape instance time
http://download.autodesk.com/global/docs/softimage2012/en_us/userguide/index.html?url=files/ipart_instances_UsingAni
I think you are witnessing the great divide that is communication between
Autodesk - mental ray - Nvidia
On 12 Dec 2014 16:37, "Leendert A. Hartog" wrote:
> I'm quite possibly looking in all the wrong places,
> but there seems to be a shader present in Softimage 2015 that doesn't seem
> to be doc
http://docs.autodesk.com/MENTALRAY/2015/JPN/mental-ray-help/files/manual/upgrading312.html
the link would help..
On 7 December 2014 at 17:54, Rob Chapman wrote:
> re: renderman dual scattering in softimage, appears someone has it working
> in 3delight
>
> https://vimeo.com/19108
re: renderman dual scattering in softimage, appears someone has it working
in 3delight
https://vimeo.com/19108621
also someone at mental ray did implement a dual scattering shader for 3.12
- see here for details under human hair, not sure if its included in 2015
or not look for basehair
best
Ro
yeah sorry Hirazi I clearly saw, its just the latest and greatest theories
of shading hair are including in the redshift hair shader and rendering
tens of millions in 20 - 30 seconds wheras mental ray for softimage...
when was the last time a decent new technology researched shader come out
for it
If you can expand your rendering choices I can highly recommend redshift
for quality of shader & speed
On 6 Dec 2014 10:25, "Leendert A. Hartog" wrote:
> What would be the "best" shading solution for rendering (more or less)
> realistic hair in Softimage using Mental Ray (sadly: financial
> const
yes! am sure we all owe a few. what nationality beer do you prefer? will
see you there for sure mr Fregtman. with bells on.
I'm gonna be in London (UK) between the 6th and 11th of January.
>>
>> I know quite a few friendly names in this list work there; would anyone
>> fancy meeting for some be
thanks folks, looks like we are going to wait for SP1 to arrive then, and I
see from that previous thread there was no other indication than 'its
coming'
fingers crossed..
Rob
hello all,
if possible, wouldnt mind just a quick count on who is using this in
production yet, still on 2014 SP2 here (with several in-house QFE's on top)
wondering if anyone has switched over yet and what version.. is there a SP
version number for this or..? is it worth switching bug wise or a
or this one
http://infernoflameflintflaresmoke.blogspot.co.uk/2013/10/softimage-xsi-manta-subdivision-surfaces.html
On 21 November 2014 18:19, Sven Constable wrote:
> you mean this? http://www.pinterest.com/pin/255931191297734462/ I still
> have one too, but in no good shape :)
>
>
>
>
>
> *Fro
Ee by eck lad it were right grim back then. Twas fortunate to have a choice
in the matter and it was softimage3d over Max, Alias or Maya easy.
Some kind of 'je ne sais qua' that to this day the others *still* do not
Have. Think some of us still agree :)
Hey Patrick, I downloaded the latest trail last night at home of redshift
and after the first render of just a grid it gave me the same render error
as you about not enough vram - I also have a 560TI. I was one version
behind on latest nvidia drivers - updated to latest and redshift then
worked f
make your own 'emit location' by connecting to the 'on creation' port a
closest location from your cached pointcloud to your newly created
pointcloud getting & setting the point velocity
On 21 October 2014 15:59, Morten Bartholdy wrote:
> I also tried getting the PointVelocity of the cached
mr Jankin to the rescue again..?
http://xsi.jankin.com/anisotropic_patterns/
On 15 October 2014 18:28, olivier jeannel wrote:
> Hi guys,
> Back in the days with a Tek2Shoot shader it was possible to achieve a
> CD-like or brushed metal (with rounds) shader.
>
> How would I do that nowaday ?
>
if you havnt got it working by end of the day I can share my scene no
problem - just wait till I get home :) - part of the fun is doing it
yourself though so dont want to spoil that for you
On 7 October 2014 11:35, olivier jeannel wrote:
> Beautiful !
>
> Le 07/10/2014 12:29, Rob
ha saw that article / tut few months ago, here are my attempts
https://vimeo.com/82245823
https://vimeo.com/82245823
think I followed it building from scratch apart from 'borrowing' the
laplacian diffuse method from someone elses compound - could have been
Vlads!
On 7 October 2014 11:20, o
is the same
> thing. my findings were i couldn't use 'progressive' similar to how sitoa
> does... so, apples and oranges.
>
> back to how awesome redshift is and how much talent glassworks' has...
>
> On Fri, Oct 3, 2014 at 11:34 AM, Rob Chapman wrote:
>
Not having to kick ass or rewind a frame for evey render region preview is
a huge time saver on its own..
On 3 Oct 2014 19:12, "Steven Caron" wrote:
> hey emilio
>
> which rendering engines do you use?
>
> On Fri, Oct 3, 2014 at 11:09 AM, Emilio Hernandez
> wrote:
>
>> I will add quality and cle
speaking to JJ about this the other day (am on a short gig at Glassworks so
sat next to him) he said that it was verlet dynamic strands that were then
meshed - most of the hard work was in the matchmove / roto integration
and yes Softimage still very much alive and kicking here :D
On 2 October
g mouse with a
> rubber wheel ! I'll check out in my local store.
>
> Miquel, the Microsoft sculpt ergonomic mouse doesn't look bad, but the
> keyboard looks pretty nice. I may change my old and giant MS Natural
> Keyboard.
> btw, I can't code in "normal"
3m ergonomic mouse. Never had any rsi when using this, over 10 years now ,
cannot use a normal mouse anymore
On 30 Sep 2014 13:07, "Angus Davidson" wrote:
> Logitech G602 Wireless. Best mouse I had in a while.
>
>
>
> From: Miquel Campos
> Reply-To: "softimage@listproc.autodesk.com" <
> softi
delta mushy peas
On 25 September 2014 15:05, Sebastien Sterling wrote:
> Home baked steaming tray of delta mushes :)
>
> On 25 September 2014 15:01, Miquel Campos wrote:
>
>> Yep, I have to confess, the compound I have published in the list some
>> days ago was done by my mom :P Shame on me ;)
OK OK it was more about a romantic vision of a hard day's grafting in the
outdoors to earn a pay rather than moving your hand in mere millimeters at
a time.
grass is always greener on the other side and all that
On 22 September 2014 17:23, olivier jeannel wrote:
> Drawing on potatoes ?
>
> Le
often fantasized about something rural and rugged, like potato farming.
On 22 September 2014 15:30, olivier jeannel wrote:
> VFX sUXx
> (Sorry, someone had to do it)
>
> Eeer, good luck and congratulation for your courageous decision.
> I too have that idea to quit in mind.
> Don't know what to
Its a parody of a pastiche!
>
What is the issue, speed of interaction with dense geometry or complexity
of model hierarchies?
On 3 Sep 2014 20:30, "Will Sharkey" wrote:
> Im attempting to paint weights on a fairly complex creature and it is a
> bit of a pain. I seem to recall people saying that the built in weighting
> tools
Keynote... can I strongly advise to make regular backups. a colleague, (hi
Jo!) Was crunching final hours in the early morning on his presentation
when was low on disc space , it crashed, and his file was empty from then
onwards. Quick digging online revealed it was not uncommon either! So save
ve
Without any reproducible examples it is going to be hard to nail this one
down. Is there a memory increase if scene is playing back on loop?
On 8 Aug 2014 19:23, "Andres Stephens" wrote:
> Here is an example of the memory leak.
>
> I found out that this happens when I play animations on loop ov
I believe you need to use mental ray for this lens shader.. ;)
On 15 Jul 2014 11:30, "John Voltaire Tensuan" <
john.voltaire.tens...@autodesk.com> wrote:
> 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 pro
woweee lots of treats! great stuff and thanks for sharing
On 10 June 2014 19:51, Francisco Criado wrote:
> Jeremie, first of all congratulations! second thing;
> was this done with eol software?
> F.
>
>
>
> 2014-06-10 19:31 GMT+01:00 Emilio Hernandez :
>
> Amazing! The Division trailer is si
Yeah am trying to optimize the layout for current shot by deleting out of
camera hierarchies but Maya keeps freezing 10 minutes at a time when
selecting. Lass tool is single threading right?
On 22 May 2014 12:42, "Stefan Kubicek" wrote:
> Total nightmare. Reminds me on stories of the making of
And sorry yes this is just Bg environment geometry
On 22 May 2014 12:37, "Rob Chapman" wrote:
> Yes about 30 mins to load
> On 22 May 2014 12:21, "Stefan Kubicek" wrote:
>
>> Is it done loading ?
>>
>> Currently loading a 12.3gb scene...
>>
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