Hey guys,
Anyone had any problems with this compound? I'm on 2012.SAP at work and I
enabled the Texture Projection options in the compound, but it doesn't seem
to transfer them. Material isn't transferring either it seems.
The source mesh is a super simple grid with a frozen planar XZ projection.
Hi Alan,
>From the doc :
http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/iceref_Create_Copies_from_Polygon_Mesh.htm,topicNumber=d30e616076
It is saying that it will copy the Materials and MaterialID attributes. Do
you have such data on your grid ?
Guil
It is always better with a picture :) :
[image: Inline image 2]
On Thu, May 3, 2012 at 9:35 AM, Guillaume Laforge <
guillaume.laforge...@gmail.com> wrote:
> Hi Alan,
>
> From the doc :
> http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/iceref_Create_Cop
Ouuhhh *hides for missing that part of the docs*
Thanks Guillaume!
On Thu, May 3, 2012 at 9:45 AM, Guillaume Laforge
wrote:
>
> It is always better with a picture :) :
>
>
>
> On Thu, May 3, 2012 at 9:35 AM, Guillaume Laforge
> wrote:
>>
>> Hi Alan,
>>
>> From the doc
>> : http://downloa
Hmmm, it's not displaying the materials so I think something's wrong still.
If I apply the source material on the ice polymesh object then I can
see the UVs transferred properly, but it's not setting materials from
source.
I put "Set Materials from Library" and "Set Material ID" like in your
scre
What are the values of Materials and MaterialID on the source object ? (Add
an Attribute Display property to read them )
On Thu, May 3, 2012 at 10:49 AM, Alan Fregtman wrote:
> Hmmm, it's not displaying the materials so I think something's wrong still.
>
> If I apply the source material on the ic
Found the problem...
I hadn't noticed that apparently a MaterialID of 0 is not permitted
(and not noticed you used 1 in your screenshot.) I was under the
impression that 0 = first, but apparently 0 is not a good MaterialID
to set and the first = 1. Everything works fine now.
In retrospect I shoul
material 0 is using the standard material applied on your object (so it can be
the scene material or an other applied locally or from a group/partition). It
is explained somewhere in the doc I think.
Guillaume Laforge
Sent from my phone
On 2012-05-03, at 11:05, Alan Fregtman wrote:
> Found
Chris, thanks for taking a look at it.
Well, maybe I'm missing the concept of point index then.
Is it correct to assume a Point Index is an incremental value assigned to
points, and that there's no gaps between it's values?
example, a pointcloud with 5 particles has point indices 1,2,3,4 and 5.
i
That is the correct definition of a point index.
Locations, however, are not point indices. That said, I can't quite find in
this thread where the unavailability of indices is discussed, so I'm not
sure exactly what this is about.
I'm really just bored waiting for a cache.
On Mon, May 7, 2012 at 1
Hi Fabricio,
No, it does not get regenerated. And I believe the point array starts from
index 0.
In 2012, it will return 0, 0, -1 #QNB for invalid point.
In 2013, we have corrected it to become 0,0,0.
Regards,
Chris Chia
Softimage QA Analyst
On 7 May, 2012, at 11:07 AM, "Fabricio Chamon" wr
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