Search found 1518 matches

by rray
22 Feb 2018, 19:26
Forum: WIP
Topic: What are you working on?
Replies: 35
Views: 4683

Re: What are you working on?

Very realistic!

If you have access to elevation data for the whole world including oceans you could probably get some interesting renders, for example have the ocean water almost clear with some refraction to have it look like a little pond :)
by rray
21 Feb 2018, 16:59
Forum: News
Topic: Softimage to Arnold (SItoA) open sourced
Replies: 3
Views: 181

Re: Softimage to Arnold (SItoA) open sourced

Thanks, good to know, Stephen
by rray
21 Feb 2018, 12:36
Forum: News
Topic: Softimage to Arnold (SItoA) open sourced
Replies: 3
Views: 181

Re: Softimage to Arnold (SItoA) open sourced

End of sitoa was expected to happen at some point, so this is good news.

I'd consider contributing but probably I won't extend my Arnold maintenance this year, meaning no access to the latest SDKs.
by rray
21 Feb 2018, 11:09
Forum: Finished Work
Topic: Still Unknown Character
Replies: 1
Views: 95

Re: Still Unknown Character

Nice one!

No idea, so no deal ;)
by rray
19 Feb 2018, 17:32
Forum: Materials & Shaders
Topic: Polygon colours from gradient
Replies: 6
Views: 176

Re: Polygon colours from gradient

Context in ICE is tricky.. the concept is great though. There could be user friendlier methods but these would require memory stored for all kinds of lookups and also some pre computation time
by rray
19 Feb 2018, 11:48
Forum: Materials & Shaders
Topic: Polygon colours from gradient
Replies: 6
Views: 176

Re: Polygon colours from gradient

Hi tarkovsky, there's a gradient node directly in ICE, when you plug the polygon's Y position into its input, it will be in polygon context.

Then you can connect it to the "Build array from set" node that you already have
by rray
17 Feb 2018, 21:08
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 732

Re: ICE gurus assemble!

Something had to be done about normals :-j auto ones turn out horribly when bevel setting is low. Found something on "face weighted normals" that should fix that. That method makes each point's normal the average normal of it's neighbor faces (as usual), but weighted by their area (not usual) The we...
by rray
16 Feb 2018, 02:43
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 732

Re: ICE gurus assemble!

finally for the first part, building the indices for collapsing the top edge points (see viewport in screenshot) Done 4 times with a repeat node. The repeat's CounterValue is subtracted from 3 so the highest indices are collapsed first (collapsing lower ones first would change the higher ones, then ...
by rray
14 Feb 2018, 21:10
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 732

Re: ICE gurus assemble!

Hey that's cool :) I wasn't sure whether to merge the points first and then create the top polygon, or the other way round. Went for the other way round because when the top bevel subdivisions is 1 (hm should be actually 0), I'll need all the points, like in the case in the screenshot. Could find ou...
by rray
14 Feb 2018, 00:10
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 732

Re: ICE gurus assemble!

Hey thanks very nice to hear. I like following tutorials made up of snacky bite-sized parts too that's why I tried it that way :)

Also keeps the work efffort low, few minutes-max half hour/day. Well let's see where this is going if anywhere xD
by rray
13 Feb 2018, 23:34
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 732

Re: ICE gurus assemble!

Would be nice if there'd be some ICE-for-scene-graph too that could build clusters, objects and so on. Wohoo my first ICE Geometry :)) Next I'll have to add the top polygon and merge the points at the top since they're quads with 2 points on top of each other, and should be tris. Maybe I'll try to b...
by rray
13 Feb 2018, 23:25
Forum: Plugins
Topic: MX_Roundish Can't find it anywhere.
Replies: 6
Views: 84

Re: MX_Roundish Can't find it anywhere.

you're welcome
by rray
13 Feb 2018, 21:32
Forum: Plugins
Topic: MX_Roundish Can't find it anywhere.
Replies: 6
Views: 84

Re: MX_Roundish Can't find it anywhere.

This page is the plugin itself in binary form. I have no idea why this happens but it's not a problem.

You can download the local backup link with a right click, or you can drag and drop the link directly into xsi
by rray
13 Feb 2018, 18:45
Forum: Plugins
Topic: MX_Roundish Can't find it anywhere.
Replies: 6
Views: 84

Re: MX_Roundish Can't find it anywhere.

Hi,

you can find it in our Resource section (link at top) . In the filter box, enter roundish. The maxoflab site is down but the "local backup" link still works.

It will open a property page with some settings (offset etc) when you call it (modify->polymesh)
by rray
13 Feb 2018, 15:55
Forum: Finished Work
Topic: Some of my new work :)
Replies: 20
Views: 1062

Re: Some of my new work :)

Very nice rendering! One very important element is missing though ;)
by rray
13 Feb 2018, 15:44
Forum: ICE
Topic: ICE gurus assemble!
Replies: 36
Views: 732

Re: ICE gurus assemble!

I think the closest thing to groups would be edge/poly/point clusters. But cluster membership is read only in ICE... it counts as part of the scene structure, so it can't be modified with an operator/ICE. You can use a boolean attribute with the name of the group which you set to true when the compo...