Perfect!
That's exactly what I needed.
Thanks ACE.
I was also informed about blender's bolt factory add-on.
Too bad there wasn't an add-on for softimage to create various threaded meshes.
Thanks
-Ryan
Search found 67 matches
- 25 Aug 2014, 23:34
- Forum: Modeling
- Topic: Precise threaded parts
- Replies: 2
- Views: 1790
- 24 Aug 2014, 22:47
- Forum: Modeling
- Topic: Precise threaded parts
- Replies: 2
- Views: 1790
Precise threaded parts
Hello, Is there an add-on or a online library where I can download various bolts or nuts that have correct dimensions? Since I have always been a softimage poly modeler, I know little about CAD ..But I figure there must be these simple models out there ready for import? I am wanting to add these to ...
- 19 Aug 2014, 20:43
- Forum: General & Troubleshooting
- Topic: Polygon limit & Viewport Performance
- Replies: 4
- Views: 1297
Polygon limit & Viewport Performance
Hello , I have a question about Polygon limits & viewport performance. I am running softimage 2013 on a laptop and the video card is nvidia quadro 1000m. I have a scene with around 3.5 million polys. It is very slow with any kind of component manipulation. As I have never ran into this before, I...
- 16 Jun 2014, 20:36
- Forum: Rendering
- Topic: setting up a render for "Append new FG points to file" ?
- Replies: 3
- Views: 1540
Re: setting up a render for "Append new FG points to file" ?
Thanks Kzin,
I didn't even think about that.
Multiple camera's appending to a single FG map. And the render passes makes it easy, just set it up and let it do its thing.
Great!
Thanks,
-Ryan
I didn't even think about that.
Multiple camera's appending to a single FG map. And the render passes makes it easy, just set it up and let it do its thing.
Great!
Thanks,
-Ryan
- 14 Jun 2014, 22:49
- Forum: Animation
- Topic: Plot slice animation?
- Replies: 1
- Views: 1416
Plot slice animation?
Is it possible to bake or plot an animated slice. I have an object with a slice that is connected to an animated grid, I would like to make duplicates of the object and offset on the timeline. As is when I duplicate the object and the slices (grids) ..it gets all messed up somehow. It seems like bot...
- 11 Jun 2014, 19:07
- Forum: Animation
- Topic: animated slices & timeline scrubbing
- Replies: 1
- Views: 1256
animated slices & timeline scrubbing
This is crazy annoying, I have a number of animated slices...they work fine if go through the timeline frame by frame. If I scrub through the timeline it gets all messed up ... and the only way to get it back to normal is to play the animation backwards from the last frame. with 4000 frames this is ...
- 07 Jun 2014, 05:05
- Forum: Rendering
- Topic: setting up a render for "Append new FG points to file" ?
- Replies: 3
- Views: 1540
Re: setting up a render for "Append new FG points to file" ?
Another question I have is :
In the manual it says that "Append FG points to file" is useful for animations of small camera movements.
What would be considered small camera movements?
How small is small? , It dosen't really elaborate in the manual...
Thanks,
-Ryan
In the manual it says that "Append FG points to file" is useful for animations of small camera movements.
What would be considered small camera movements?
How small is small? , It dosen't really elaborate in the manual...
Thanks,
-Ryan
- 07 Jun 2014, 03:41
- Forum: Rendering
- Topic: setting up a render for "Append new FG points to file" ?
- Replies: 3
- Views: 1540
setting up a render for "Append new FG points to file" ?
With the "Append new FG points to file" setting, Is there a way to have mental ray automatically create a new fg map file every 10 frames and then use that to append to? There must be a way, otherwise I would have to manually re setup the render every 10 frames.... Thanks for the help, -Ryan
- 21 May 2014, 19:00
- Forum: Modeling
- Topic: cutaway model
- Replies: 2
- Views: 1239
Re: cutaway model
Normally the cap hole would suffice, however this file was a .IGS that didn't import properly and there is breaks in the mesh all over.
I wish the cap hole feature had a "cap from selected points" option, or a "mesh from points"
-RYan
I wish the cap hole feature had a "cap from selected points" option, or a "mesh from points"
-RYan
- 16 May 2014, 23:17
- Forum: Modeling
- Topic: cutaway model
- Replies: 2
- Views: 1239
cutaway model
Hi there,
When doing a cutaway type image on a fairly complex model, Is there a way to apply a slice and have the solid areas capped?
I'm thinking of using a grid and a difference boolean operation to fill in the holes, Just wondering if there is a better way to do this?
THanks,
-Ryan
When doing a cutaway type image on a fairly complex model, Is there a way to apply a slice and have the solid areas capped?
I'm thinking of using a grid and a difference boolean operation to fill in the holes, Just wondering if there is a better way to do this?
THanks,
-Ryan
- 16 Apr 2014, 01:55
- Forum: Materials & Shaders
- Topic: Normal map doesn't work with wrap UV
- Replies: 3
- Views: 1506
Re: Normal map doesn't work with wrap UV
Could be the texture repeats settings in the normal map properties
- 15 Apr 2014, 23:00
- Forum: Rendering
- Topic: matte pass & architectural material
- Replies: 4
- Views: 1597
Re: matte pass rendering all geometry
SOLVED
Not too sure if this is the best way to do this. But I applied a new phong material to the background partition and added the "diffuse_inuse" & "specular_inuse" parameters from the phong material to the override...and it works!! lol
Not too sure if this is the best way to do this. But I applied a new phong material to the background partition and added the "diffuse_inuse" & "specular_inuse" parameters from the phong material to the override...and it works!! lol
- 15 Apr 2014, 22:42
- Forum: Rendering
- Topic: matte pass & architectural material
- Replies: 4
- Views: 1597
Re: matte pass rendering all geometry
I think this might have something to do with architectural material and the matte pass overrides... I see that the overrides are controlling the "diffuse_inuse" & "specular_inuse"... But the architectural material does not have these ports... Can I not render a matte pass wit...
- 15 Apr 2014, 07:54
- Forum: Rendering
- Topic: matte pass & architectural material
- Replies: 4
- Views: 1597
Re: matte pass rendering all geometry
? I don't understand, It seem the "no diffuse" "no specular" override's are not being applied to the background partition when i render...
hmm, not too sure how to resolve this.
Any help as always is much appreciated.
Thanks-
Ryan
hmm, not too sure how to resolve this.
Any help as always is much appreciated.
Thanks-
Ryan
- 15 Apr 2014, 05:12
- Forum: Rendering
- Topic: matte pass & architectural material
- Replies: 4
- Views: 1597
matte pass & architectural material
I have selected an object, created a new rgba matte pass. In the passes partitions it shows the selected object in the matte partition..and all others in the background partition....yet when i render the pass everything renders...?
What could be going on here?
Thank you for your help,
-Ryan
What could be going on here?
Thank you for your help,
-Ryan
- 11 Apr 2014, 00:49
- Forum: Modeling
- Topic: displacement to poly
- Replies: 3
- Views: 1441
displacement to poly
Is there a "displacement to poly" option in softimage 2013?
Thanks,
-Ryan
Thanks,
-Ryan