Search found 19 matches
- 23 Jan 2014, 00:52
- Forum: General & Troubleshooting
- Topic: Animated Focal Length?
- Replies: 2
- Views: 776
Re: Animated Focal Length?
yep, basically same thing both parameters since they are dependant, but especially arnold hates focal length keyframes
- 19 Jan 2014, 10:23
- Forum: General & Troubleshooting
- Topic: Animated Focal Length?
- Replies: 2
- Views: 776
Animated Focal Length?
Hey Community! Right now I am working on a space combat scene. And since I like Galactica so much, I'd like to make some zooming back and forth, with refocussing etc. Am I right that there's no "zoom" option in the softimage camera? So I decided to animate the focal length in the "pro...
- 29 May 2013, 17:07
- Forum: Materials & Shaders
- Topic: Stamp UV mesh won't work
- Replies: 0
- Views: 779
Stamp UV mesh won't work
Hi Dudez,
my "Stamp UV" Button in the UV Editor is grey and not clickable - why?
my "Stamp UV" Button in the UV Editor is grey and not clickable - why?
- 10 Apr 2013, 21:40
- Forum: Animation
- Topic: move keyframes by numeric input?
- Replies: 2
- Views: 885
Re: move keyframes by numeric input?
Yey, thank you
- 10 Apr 2013, 19:04
- Forum: Animation
- Topic: move keyframes by numeric input?
- Replies: 2
- Views: 885
move keyframes by numeric input?
Hi folks!
Is there a possibility to move selected keyframes in the animation editor by a numeric input in the "frame" field?
Let's say first keyframe is at frame 1, second at frame 15.
Typing in "+10" or such to make the first start at 10 and the second at 25 - possible?
Is there a possibility to move selected keyframes in the animation editor by a numeric input in the "frame" field?
Let's say first keyframe is at frame 1, second at frame 15.
Typing in "+10" or such to make the first start at 10 and the second at 25 - possible?
- 24 Jan 2013, 12:47
- Forum: Materials & Shaders
- Topic: Color interpretation - same texture color, different results
- Replies: 2
- Views: 783
Re: Color interpretation - same texture color, different results
Solved partially - one had an empty alphachannel, the other no alpha channel at all. Any idea, which switch there is saying somthing like "mutliply by alpha", "rgba or rgb" or such?
- 24 Jan 2013, 11:40
- Forum: Materials & Shaders
- Topic: Color interpretation - same texture color, different results
- Replies: 2
- Views: 783
Color interpretation - same texture color, different results
Howdy folks, Im working on some cartoony fluffy clouds, polymodels. After some Ambient Occlusion Baking I decided to color them in photoshop. But the results were different - so I decided to give the textures in photoshop a constant color, to check out what happenes in softi. So what we have are (ch...
- 16 Jan 2013, 11:59
- Forum: Materials & Shaders
- Topic: Softimage Shader Presets
- Replies: 24
- Views: 16769
Re: Softimage Shader Presets
No preset really works - using 2011SP1 - is this a compatibility problem?
- 11 Jan 2013, 10:36
- Forum: Materials & Shaders
- Topic: Physical Sun and Sky vs. Constant Material [solved]
- Replies: 7
- Views: 1503
- 09 Jan 2013, 11:46
- Forum: Materials & Shaders
- Topic: Physical Sun and Sky vs. Constant Material [solved]
- Replies: 7
- Views: 1503
Re: Physical Sun and Sky vs. Constant Material [solved]
The Architectural for Reflectors for glowing surfaces?
- 09 Jan 2013, 10:44
- Forum: Materials & Shaders
- Topic: Physical Sun and Sky vs. Constant Material [solved]
- Replies: 7
- Views: 1503
Physical Sun and Sky vs. Constant Material [solved]
Howdy folks, any idea why when initializing the Physical Sun and Sky (SI2011SP1) all constant materials in my scene get black? Mit simple setup is seen on the screenshot. If not compatible, how do I create a proper brightener/reflector then? Hugs Phil EDIT: Works! Push up the Incandescence of the co...
- 29 Oct 2012, 16:20
- Forum: Materials
- Topic: Automatic ObjectID Shader
- Replies: 19
- Views: 20514
Re: Automatic ObjectID Shader
Simply youse the framebuffer/channel called "object labels" and switch its output file to 32bit exr - worked good for me
- 29 Oct 2012, 11:49
- Forum: Materials & Shaders
- Topic: Softimage Shader Presets
- Replies: 24
- Views: 16769
Re: Softimage Shader Presets
They look gorgeous! I like the rough metals the most.
But you should change the links to most of the textures, since only marble_red_diff and _refl are linked correctly. Is there a way I could change it myself?
But you should change the links to most of the textures, since only marble_red_diff and _refl are linked correctly. Is there a way I could change it myself?
- 29 Oct 2012, 11:06
- Forum: Materials & Shaders
- Topic: Subsurface Scattering and GI?
- Replies: 0
- Views: 877
Subsurface Scattering and GI?
Howdy Partners,
I've got issues concerning SSS with GI - right now I use the fast simple SSS material, which seemingly has no output for photons (?).
If I emit photons from a spot it says "no photons reutrned after emission".
What could I do?
I've got issues concerning SSS with GI - right now I use the fast simple SSS material, which seemingly has no output for photons (?).
If I emit photons from a spot it says "no photons reutrned after emission".
What could I do?
- 28 Oct 2012, 15:30
- Forum: Materials & Shaders
- Topic: Ambient Occlusion only in shadowed Areas?
- Replies: 2
- Views: 952
Re: Ambient Occlusion only in shadowed Areas?
Harr I found a solution:
Plug Diffuse into Mix2Colors (Base Color) and in AO (bright color).
AO into same Mix2Colors (color1).
Shadow Shader (rgb checked) into Weight.
Looks really cool
Plug Diffuse into Mix2Colors (Base Color) and in AO (bright color).
AO into same Mix2Colors (color1).
Shadow Shader (rgb checked) into Weight.
Looks really cool
- 27 Oct 2012, 20:30
- Forum: Materials & Shaders
- Topic: Ambient Occlusion only in shadowed Areas?
- Replies: 2
- Views: 952
Ambient Occlusion only in shadowed Areas?
Hey Kids, I'm looking for a way to make ao only appear in shadowed/darkened areas (which is closer to reality than ao on everything). "Do it in comp" they say - maybe a good idea, still there must be a way to produce an intelligent shader doing this for me. My first approach was Mix 2 Colo...