Search found 31 matches
- 15 Dec 2016, 15:46
- Forum: ICE
- Topic: How to make straight strand like tron
- Replies: 5
- Views: 1629
Re: How to make straight strand like tron
Hi guys "Resample Strands Once" works, but i would like to play with self.ShapeResolutionU or self.ShapeResolutionV. Thanks to all
- 14 Dec 2016, 06:01
- Forum: ICE
- Topic: How to make straight strand like tron
- Replies: 5
- Views: 1629
Re: How to make straight strand like tron
In the bg we have straight strands, and increasing subframe do not help. I found a posible solution in the mailing list using "Resample Strands Once" from emtools, let me try.sant0s wrote:are the blue lines in the background the strands or curves?
did you try increasing subframe sampling?
- 13 Dec 2016, 16:42
- Forum: ICE
- Topic: How to make straight strand like tron
- Replies: 5
- Views: 1629
How to make straight strand like tron
Hi there, how i can make straight strands, please see the capture screen. What am missing? Can anyone point me out some tuts maybe? Thanks guys
- 04 Nov 2016, 04:04
- Forum: Rendering
- Topic: Arnold AOV's
- Replies: 2
- Views: 1637
Re: Arnold AOV's
Hey Nox, am wondering if you solve de albedo aov? And another questions can you point me out how to render al surface aov, aov lightgroups, etc
- 20 Sep 2016, 04:55
- Forum: Materials & Shaders
- Topic: mixing to std arnold mat result in some spill color
- Replies: 0
- Views: 3819
mixing to std arnold mat result in some spill color
Hi comunity, don´t know if am doing something wrong, but trying to make some decals in a glossy white mat results its in some spill color from the decal mat, i can fix this with the indirect scale in 0 in the decal material, but i think that am doing something wrong. Any thoughts. Thanks
- 28 Jun 2016, 19:04
- Forum: Plugins
- Topic: Multipatch Texture Setup
- Replies: 11
- Views: 4272
Re: Multipatch Texture Setup
Hey guys, i already manage to use the multipatch plugins, but now am having the same error that post sergiucip: Application.MultipatchSetup() Application.SetValue("Create_MultiPatch_Texture.fileDirectory", "X:\\P_La Loba\\WORK\\SOFTIMAGE\\P_La Loba\\Pictures\\testmultiuv", "...
- 28 Jun 2016, 17:58
- Forum: Plugins
- Topic: Multipatch Texture Setup
- Replies: 11
- Views: 4272
Re: Multipatch Texture Setup
AceMastermind, thanks a lot, please could u upload to another cloud server, long story but google drive its not working for me, and cant see online either. Unaided, am already using your tool, if you have time to upload the tool, that will be great. Thanks for the contribution. Still using softimage...
- 27 Jun 2016, 06:04
- Forum: Plugins
- Topic: Multipatch Texture Setup
- Replies: 11
- Views: 4272
Re: Multipatch Texture Setup
Thanks Hirazi, i already download it but i still trying to use it, thats why am asking about the video, or the steps. am complete noob texturing multi tile-mari setup.
- 26 Jun 2016, 10:12
- Forum: Plugins
- Topic: Multipatch Texture Setup
- Replies: 11
- Views: 4272
Re: Multipatch Texture Setup
Hi, please where i can find the demo video? or the instructions to use this addon? This is the best method for working with mari? Thanks
- 27 Oct 2015, 06:39
- Forum: ICE
- Topic: high resolution proxy after alembic cache
- Replies: 11
- Views: 2311
Re: high resolution proxy after alembic cache
Sorry for the perhaps silly suggestion, but something which could have been right in our faces, for a new 'regular' model based on the referenced input, did you also try simply cloning Alembic peices, to then hide the source and edit the clones? Actually that works, so simply, thats why am using so...
- 26 Oct 2015, 05:48
- Forum: ICE
- Topic: high resolution proxy after alembic cache
- Replies: 11
- Views: 2311
Re: high resolution proxy after alembic cache
I´ll try that, thanks allBullit wrote:Can't you just give points to the Momentum chunks and track them?
- 23 Oct 2015, 06:47
- Forum: ICE
- Topic: high resolution proxy after alembic cache
- Replies: 11
- Views: 2311
Re: high resolution proxy after alembic cache
Well, i think i solved maybe its redundant don´t know, i create a empty poly mesh with ice tree with the low resolution object to a get topo from object node-geometry core-set topology(see the attach), maybe its easy to resimulate the whole thing with the no so high resolution object and do a alembi...
- 22 Oct 2015, 04:29
- Forum: ICE
- Topic: high resolution proxy after alembic cache
- Replies: 11
- Views: 2311
high resolution proxy after alembic cache
Hi, i have a problem, hope somebody can help me, i made a simulation with momentum then a alembic cache, now i realized that some bevel in the object could do a better job, the object is a fracture object with implosiafx, can i drive a high resolution proxy with the already made alembic cache. Can a...
- 04 Oct 2015, 07:06
- Forum: News
- Topic: Softimage Explosia FX released!
- Replies: 66
- Views: 75846
Re: Softimage Explosia FX released!
According to this log the shader is loaded successfully by arnold , you just have to match the caches folder path and the shader cache search path Solved, i miss to follow the instructions thats say to change the folder path, thats the lack of sleep. Now am going to burn something. Great plugin. Th...
- 03 Oct 2015, 09:33
- Forum: News
- Topic: Softimage Explosia FX released!
- Replies: 66
- Views: 75846
Re: Softimage Explosia FX released!
Hi Rork, i attach a printscreen from dependency walker, it seems that AI.DLL is missing but i have ai.dll in the bin/ntx86-64 folder. :-\ Mr.Core, maybe ill wait for the update in the meantime this are the history log: Application.PlaybackStop("") # WARNING : [arnold] node "skin"...
- 02 Oct 2015, 08:13
- Forum: News
- Topic: Softimage Explosia FX released!
- Replies: 66
- Views: 75846
Re: Softimage Explosia FX released!
Hello, having problem with explosiaFx, am following the instructions about shaders path, but the arnoldExplosiaFx.dll does not load. What i´m missing. Thanks