Search found 619 matches
- 04 Jul 2009, 18:56
- Forum: Plugins
- Topic: emPolygonizer - metaballs for SOFTIMAGE
- Replies: 108
- Views: 42733
Re: upcoming: emPolygonizer - metaballs for SOFTIMAGE
Hi there..! @origin ...well, performance extremely depends on the level of detail and the post-iso-field operations. emPolygonizer deals quite fast with at least several thousands particles . The test-scene above runs between 15 fps (low detail) and 0,5 fps (hight detail shown above) with 15k cache...
- 04 Jul 2009, 18:46
- Forum: ICE
- Topic: Stopping Particles
- Replies: 9
- Views: 1983
Re: Stopping Particles
You can plug stick to surface after leaf motion, that will stop rotating particles. You can also fade down Spin parameter of leaf motion to 0 when particles are near ground. Or disable leaf motion when particle = hit ground surface. I can attach a scene for you tomorrow if you want, with leafs falli...
- 03 Jul 2009, 19:48
- Forum: Plugins
- Topic: emPolygonizer - metaballs for SOFTIMAGE
- Replies: 108
- Views: 42733
Re: upcoming: emPolygonizer - metaballs for SOFTIMAGE
Hi mootz,
that's looking good so far.
Can you elaborate on speed of your plugin ?
For example comparing to pwrapper which is ridiculous slow when meshing >>1000 particles.
that's looking good so far.
Can you elaborate on speed of your plugin ?
For example comparing to pwrapper which is ridiculous slow when meshing >>1000 particles.
- 02 Jul 2009, 18:38
- Forum: ICE
- Topic: Ice spheres/blobs resolution
- Replies: 5
- Views: 1567
Re: Ice spheres/blobs resolution
spheres and blobs always render perfectly smooth.
For spheres, if you don't want perfect smoothness plug integer value -> Setdata Self.ShapeResolutionU->execute
Dont know if there is a way to control blobs tho...
For spheres, if you don't want perfect smoothness plug integer value -> Setdata Self.ShapeResolutionU->execute
Dont know if there is a way to control blobs tho...
- 27 Jun 2009, 18:13
- Forum: Rendering
- Topic: Extreme Rendertime with Mix2Colors and ArchiMat
- Replies: 12
- Views: 2714
Re: Extreme Rendertime with Mix2Colors and ArchiMat
You plugged your mix into translucency port and translucency is not the same thing as transparency. refraction color drives level of object transparency. Change your color space in prefs-color space to HSV, its better to control than RGB. Then the V will drive your input value (e.g. level of transpa...
- 27 Jun 2009, 15:29
- Forum: Rendering
- Topic: Extreme Rendertime with Mix2Colors and ArchiMat
- Replies: 12
- Views: 2714
Re: Extreme Rendertime with Mix2Colors and ArchiMat
don't map translucency, plug your mix map into transparency level or transparency color. Please check the link I provided, all the info about glass is there, with examples.
- 27 Jun 2009, 14:34
- Forum: Rendering
- Topic: Extreme Rendertime with Mix2Colors and ArchiMat
- Replies: 12
- Views: 2714
Re: Extreme Rendertime with Mix2Colors and ArchiMat
no prob
check http://www.mentalimages.com/fileadmin/u ... design.pdf
or in your SI install dir doc/mental_ray/shaders/architectural
its full of examples/howto's and images illustrating all the mia_mat options
check http://www.mentalimages.com/fileadmin/u ... design.pdf
or in your SI install dir doc/mental_ray/shaders/architectural
its full of examples/howto's and images illustrating all the mia_mat options
- 27 Jun 2009, 14:17
- Forum: Rendering
- Topic: Extreme Rendertime with Mix2Colors and ArchiMat
- Replies: 12
- Views: 2714
Re: Extreme Rendertime with Mix2Colors and ArchiMat
I had a look at your scene. You shouldn't mix two transparent materials like that. If you use two diffrent phongs with transparency set, it will render forever like with mia_mat. Take your transparency to 0 in one/both mia_mats and your tailglass will render in a second. What are you trying to do ? ...
- 14 Jun 2009, 11:10
- Forum: ICE
- Topic: Multiple Goals - Randomly Selecting Particles
- Replies: 6
- Views: 2047
Re: Multiple Goals - Randomly Selecting Particles
hey see attached scene, I just took Move Towards Goal Location compound from Move Towards Goal compound (because MTG sets a goal everytime) Basically everything is on the screenshot - one particle is FILTERED OUT and is given a new goal position and a custom variable this_particle_is_moving=true. An...
- 13 Jun 2009, 21:12
- Forum: ICE
- Topic: Multiple Goals - Randomly Selecting Particles
- Replies: 6
- Views: 2047
Re: Multiple Goals - Randomly Selecting Particles
Is this what you are looking for ?
Ive attached a scene, It RBD+ 3 goal and 3 specific particles move towards each specific goal
Ive attached a scene, It RBD+ 3 goal and 3 specific particles move towards each specific goal
- 09 Jun 2009, 19:43
- Forum: News
- Topic: Welcome..!
- Replies: 65
- Views: 37473
Re: Welcome..!
I hope this board will bring all the old .net users. Fells like home again ;)
BTW, if this site will grow and grow, I hope It won't be abandoned if admin gets bored or smth else? And will you do backups of database ?
BTW, if this site will grow and grow, I hope It won't be abandoned if admin gets bored or smth else? And will you do backups of database ?