Search found 253 matches
- 22 Oct 2010, 14:01
- Forum: ICE Compounds
- Topic: Deform by UV
- Replies: 15
- Views: 18722
Re: Deform by UV
alright. got it. the compound initially just pointed to the wrong UV. so simple, so great, thanks!
- 22 Oct 2010, 10:48
- Forum: ICE Compounds
- Topic: Deform by UV
- Replies: 15
- Views: 18722
Re: Deform by UV
hi Mathaeus
this is highly interesting. i love the example you came up with. the deformed cloth just looks great!
i tried to go through the steps but had no success so far.
how did you get the flat "UV-like" polymesh? is there an export function in the texture editor?
cheers
this is highly interesting. i love the example you came up with. the deformed cloth just looks great!
i tried to go through the steps but had no success so far.
how did you get the flat "UV-like" polymesh? is there an export function in the texture editor?
cheers
- 07 Oct 2010, 09:16
- Forum: ICE
- Topic: Get Pointposition from "SubGroup"
- Replies: 3
- Views: 644
Re: Get Pointposition from "SubGroup"
i had that display issue in other constellations. e.g. when using cases with filtered pointpositions, but if i plug it into a move towards goal they actually fly to [0,0,0]... so it works for me with the resize array and then i could take the array average this time. i've got to learn more about arr...
- 06 Oct 2010, 14:43
- Forum: ICE
- Topic: Get Pointposition from "SubGroup"
- Replies: 3
- Views: 644
Get Pointposition from "SubGroup"
hi folks i have some situation i run into every once in a while... maybe someone could help me on that. basically i have some sort of two groups of particles in one pointcloud. in this example i distribute a so called self.__test_ID attribute along the particles. half of them have a value of one and...
- 28 Sep 2010, 17:33
- Forum: ICE
- Topic: Compound - Photoshop blend modes for ICE?
- Replies: 4
- Views: 877
Re: Compound - Photoshop blend modes for ICE
and they already exist as GLSL and HLSL shaders for photoshop(?)
- 10 May 2010, 14:07
- Forum: ICE Compounds
- Topic: Sliding Skin, UV from mesh to point position
- Replies: 9
- Views: 11454
Re: Sliding Skin, UV from mesh to point position
hi
i really like this compounds but i can't figure out how the "flat-mesh" is generated.
it's basically a flat polymesh with the shape of the source objects uvs...
maybe someone knows. i didn't find anything on the web or inside the documentation from Anto Matkovic.
i really like this compounds but i can't figure out how the "flat-mesh" is generated.
it's basically a flat polymesh with the shape of the source objects uvs...
maybe someone knows. i didn't find anything on the web or inside the documentation from Anto Matkovic.
- 06 May 2010, 16:05
- Forum: Announcements
- Topic: ET_AnimStore
- Replies: 57
- Views: 14067
Re: ET_AnimStore
we'd rather send you some cups of coffee to let you keep on rockin'
thanks for your sharing efforts!
thanks for your sharing efforts!
- 30 Apr 2010, 11:34
- Forum: Open Discussion
- Topic: exocortex and Autodesk
- Replies: 11
- Views: 2042
Re: exocortex and Autodesk
that's basically the mail i got from keith taylor (exocortex) Our SlipstreamVX plugin for Autodesk Softimage is just completing beta testing and should be available for purchase of subscription the 2nd week of May. This is a re-packaged version of SlipstreamRT from last year. A description can be fo...
- 30 Apr 2010, 09:49
- Forum: Open Discussion
- Topic: exocortex and Autodesk
- Replies: 11
- Views: 2042
Re: exocortex and Autodesk
seems like it's going to be released soon.
http://www.exocortex.com/simulation.aspx
Moderator edit: please use the URL-tags - HB
http://www.exocortex.com/simulation.aspx
Moderator edit: please use the URL-tags - HB
- 28 Apr 2010, 09:25
- Forum: General & Troubleshooting
- Topic: SI2011 (suspected) Bug thread
- Replies: 12
- Views: 2004
Re: SI2011 (suspected) Bug thread
using an ice attribute value as an image sequence's time source does work in the viewport, but not in rendering...(SI2011 takes the source time for rendering)
- 09 Apr 2010, 11:19
- Forum: ICE
- Topic: Push based on another objects normals
- Replies: 4
- Views: 976
Re: Push based on another objects normals
i think just "pointnormal" as one word would work fine. you don't need the ".self" synthax as you pull the position from the pointneighbors location and not from the point itself.
dotText
hi
i started a thread about linear distribution of points on a SI text mesh.
maybe someone is interested in helping me on that.
there's no need fot two threads on that, so i just paste the link.
http://www.xsibase.com/forum/index.php? ... 59&start=0
i started a thread about linear distribution of points on a SI text mesh.
maybe someone is interested in helping me on that.
there's no need fot two threads on that, so i just paste the link.
http://www.xsibase.com/forum/index.php? ... 59&start=0
- 17 Feb 2010, 15:27
- Forum: Announcements
- Topic: Kristinka C
- Replies: 74
- Views: 42813
Re: Kristinka C
this is absolutely great! thank you very much. now i've a little question: first i have a few discs assembled to one nurbs surface. i'd like to use the assembled discs as an emitter for kristinka hair. (plugging in neighter multiple emitters nor a group of nurbs discs didn't work, so i tried to asse...