Search found 281 matches

by grahamef
02 May 2013, 17:52
Forum: General & Troubleshooting
Topic: Changing the Default tool used by Component selections
Replies: 3
Views: 508

Re: Changing the Default tool used by Component selections

In your Tools/Selection preferences, you can activate Raycast in Shaded mode. That way, Rectangle behaves like Rectangle-Raycast.

Other than that, you can also create a short custom script command that activates the desired selection tool and component filter, and map that command to a key.
by grahamef
29 Apr 2013, 23:26
Forum: News
Topic: Soon: improved Area platform
Replies: 25
Views: 4496

Re: Soon: improved Area platform

AceMastermind wrote:I can't even log in to the Area anymore, they seem to have wiped my account. :-q
Try clearing your browser history.
by grahamef
26 Apr 2013, 22:26
Forum: Open Discussion
Topic: small annoying things
Replies: 48
Views: 4529

Re: small annoying things

what about the middle unwelded section... I really dont mind, but I know a bunch of picky modelers who do Instead of scaling an instance by -1, use a clone and apply a Symmetrize op. The Weld option is on by default. Make the clone unselectable so that you are only working on the original. To avoid...
by grahamef
26 Apr 2013, 17:47
Forum: Open Discussion
Topic: small annoying things
Replies: 48
Views: 4529

Re: small annoying things

yea, like multithreaded repeat, right? how that happens when one guy in a few months making his own node system with multithreaded repeat loops and the team of programmers can't do that for existing architecture for several years? Repeat nodes are already multi-threaded. Turn on the timers and comp...
by grahamef
25 Apr 2013, 17:44
Forum: General & Troubleshooting
Topic: Selecting through gizmo
Replies: 2
Views: 416

Re: Selecting through gizmo

In your Tools/Transform preferences, you can set Click Outside Manipulator to "Select Tool". However, you still can't click between the axes because then Softimage thinks you want to move along the plane. If you want to be able to click between the axes and don't care about being able to m...
by grahamef
19 Apr 2013, 22:28
Forum: Modeling
Topic: what the different between bent normal and normal ?
Replies: 1
Views: 603

Re: what the different between bent normal and normal ?

They are used for completely different things. Normals are the vectors that are perpendicular to the geometry's tangent, and bent normals are an acceleration technique for ambient occlusion calculations. Bent normals are the average of the unoccluded rays cast when calculating AO. Just about any gam...
by grahamef
19 Apr 2013, 21:59
Forum: ICE
Topic: Strands in Soft 2014?
Replies: 4
Views: 1062

Re: Strands in Soft 2014?

Wrong in what way? I'm getting strands to render fine here. Note that the sample scenes in the ICE subdirectory weren't set up for rendering but for showing the ICE side of things. In particular, in the Strand_Dynamics_Hair scene mentioned on the 3Delight forum, all the lights have their Render Visi...
by grahamef
18 Apr 2013, 19:09
Forum: ICE Compounds
Topic: Instances to Mesh
Replies: 21
Views: 18610

Re: Instances to Mesh

I'm in need to use this technique but for some reason Its not working. Trying to figure oout by myself but is a little daunting. Since i'm not that skilled on ICE i cannot quite understand what I have to do here. I've created a simple scatter of some geometry on top of a torus. Now i want to conver...
by grahamef
17 Apr 2013, 23:47
Forum: Simulation
Topic: leanring ICE rigid bodies
Replies: 5
Views: 1431

Re: leanring ICE rigid bodies

It depends on what you are trying to do. The non-ICE rigid bodies allows for more accuracy (exact shape for both active and passive objects) but it requires more objects in the scene so it makes sense if you have not-too-many large-ish objects to simulate, e.g., barrels falling and rolling. ICE part...
by grahamef
16 Apr 2013, 18:35
Forum: ICE Compounds
Topic: Instances to Mesh
Replies: 21
Views: 18610

Re: Instances to Mesh

Glad you got it sorted, Rob, but I agree that does sound weird. If you get a chance maybe you can post a scene and I can take a look.
by grahamef
15 Apr 2013, 23:30
Forum: ICE
Topic: how to evenly spread particles generated from vertices?
Replies: 2
Views: 633

Re: how to evenly spread particles generated from vertices?

I'm not sure whether this is what you are looking for but take at Julian Johnson's dart-throwing stuff: http://julianjohnsonsblog.blogspot.ca/2 ... -maps.html
by grahamef
10 Apr 2013, 19:02
Forum: ICE
Topic: global transforms (symmetry)
Replies: 2
Views: 538

Re: global transforms (symmetry)

Softimage has a special method of scaling called "hierarchical". You can see the math behind here if you scroll to the bottom: http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e53640 The idea behind hie...
by grahamef
10 Apr 2013, 18:53
Forum: ICE
Topic: How to deform particle instances along their paths
Replies: 6
Views: 1139

Re: How to deform particle instances along their paths

Exactly. The quickest way to see this in action is probably to open the Particles_Strands_Fishes scene in XSI_SAMPLES/ICE, then get a cylinder with a reasonable number of subdivisions, connect an Instance Shape node to Shape port of Emit from Geometry, instantiate the cylinder, play through to the m...
by grahamef
09 Apr 2013, 23:32
Forum: ICE
Topic: How to deform particle instances along their paths
Replies: 6
Views: 1139

Re: How to deform particle instances along their paths

Use Generate Strand Trails with Loft Shape Along Strand set to true.

I've never used emFlock but they should work together as long as Generate Strand Trails is connected after the Simulate node.
by grahamef
06 Apr 2013, 00:41
Forum: Rendering
Topic: displacement issue
Replies: 2
Views: 691

Re: displacement issue

It's the middle gray that's causing that. You need to connect a Scalar Change Range between the Color to Scalar's out and the Displacement port so that the middle gray background gets mapped to 0 and the black to negative values. BTW I really wouldn't use JPGs for this as the lossy compression can c...
by grahamef
03 Apr 2013, 00:19
Forum: ICE
Topic: Trigger by name(s) or partial name(s)
Replies: 12
Views: 2522

Re: Trigger by name(s) or partial name(s)

Store a custom integer attribute based on the shape that each particle is using. For example, if you are using a group for your instance masters, then store whatever is plugged into the Instance Shape node's Index port. Then you can use that integer to distinguish between differently-shaped particles.