Search found 281 matches

by grahamef
02 Apr 2013, 19:37
Forum: Open Discussion
Topic: Wish page for Softimage 20xx....
Replies: 36
Views: 4998

Re: Wish page for Softimage 20xx....

One of these days... http://i.imgur.com/cLAIDJM.gif i have started something like this some time ago and i haven't had time to finish it. https://github.com/caron/NodeSearchMenu drop the file in a plugin directory, map this command to a key... launchNodeSearchMenu. i am using the tilde key just bel...
by grahamef
02 Apr 2013, 19:28
Forum: ICE
Topic: Seamless Cycle ?
Replies: 2
Views: 552

Re: Seamless Cycle ?

Turn off Time Varying or Animated, depending which node you are using, and modify the input position so that you take a circular walk through the static turbulence field.

Let me know if you need more details.
by grahamef
02 Apr 2013, 18:22
Forum: ICE Compounds
Topic: Instances to Mesh
Replies: 21
Views: 18895

Instances to Mesh

Here's a set of compounds for converting an instance particle cloud to a polygon mesh. You can transfer UVs, etc. It's designed to work when you use a group for the instance shapes. Note that if you are using a small number of shapes (small enough that you can reference each one directly), then Guil...
by grahamef
28 Mar 2013, 18:11
Forum: ICE
Topic: Trigger by name(s) or partial name(s)
Replies: 12
Views: 2522

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

OK, so the "objects" that need to be treated differently are actually particle instances? In that case it should be relatively easy. Store the value that you use to drive the Index port of the Instance Shape node as a custom attribute called e.g. ShapeID. Now you can use that attribute to ...
by grahamef
22 Mar 2013, 17:43
Forum: ICE
Topic: ICE Center Moves & Clusters
Replies: 25
Views: 1883

Re: ICE Center Moves & Clusters

This video will show what I mean. The points (not the object itself) move because you are multiplying their positions by a matrix. That's exactly what you should expect, in fact the reason why you'd multiply by a matrix is precisely because you want them to move. So I have to repeat Stephen's quest...
by grahamef
18 Mar 2013, 23:11
Forum: ICE
Topic: Trigger by name(s) or partial name(s)
Replies: 12
Views: 2522

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

@ grahamef Maybe can be done, i didn't thought of groups, an example: Let's imagine a bookshelf full of books but we want only that crime books are acted by null1 and say science fiction books are acted later by null2 and all are mixed up in the shelf and should affected by same ICEtree but at disc...
by grahamef
18 Mar 2013, 22:01
Forum: ICE
Topic: Trigger by name(s) or partial name(s)
Replies: 12
Views: 2522

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

Wouldn't it be easier to use a group instead of a naming convention?
by grahamef
08 Mar 2013, 18:14
Forum: News
Topic: Another 3dsmax sneak peak
Replies: 204
Views: 21505

Re: Another 3dsmax sneak peak

It's been mentioned before, but that chart was part of a campaign to get standalone Max and Maya users to upgrade to the suites, by showing what the suites can add to what they already have -- if you're already fluent modelling in Max or Maya, then getting another app capable of modelling, even an a...
by grahamef
04 Mar 2013, 19:22
Forum: Materials & Shaders
Topic: Help recreating this shader tree manually
Replies: 5
Views: 996

Re: Help recreating this shader tree manually

Soft_material is shader that gets used for compatibility if you import an old scene or hierarchy from SOFTIMAGE|3D. It's a monolithic, all-in-one beast that is not compatible with the render tree, and can't be applied directly in XSI/Softimage. http://download.autodesk.com/global/docs/softimage2012/...
by grahamef
25 Feb 2013, 23:43
Forum: Rendering
Topic: Normal / Bump Replacement
Replies: 19
Views: 2790

Re: Normal / Bump Replacement

Falam wrote: If you do and it works just as good, I would appreciate it :)
I edited my previous post -- it's attached there.
by grahamef
25 Feb 2013, 23:34
Forum: Rendering
Topic: Normal / Bump Replacement
Replies: 19
Views: 2790

Re: Normal / Bump Replacement

Sorry, that shader is so old that I am not surprised that is not working. Ben :( Someone -- I'm pretty sure it was Daniel Rind -- had a simpler (i.e. non-steep) parallax map shader that was a compound of standard nodes. I believe it was on xsibase but there may still be a copy of it floating around...
by grahamef
25 Feb 2013, 22:28
Forum: Open Discussion
Topic: Is it just me or the forum is more lively?
Replies: 8
Views: 1669

Re: Is it just me or the forum is more lively?

Funnily enough, I get the impression that there are more posts in the Softimage forums on the area and CGTalk too. Not a lot more, but those forums used to be even more quiet.
by grahamef
14 Feb 2013, 23:20
Forum: ICE
Topic: Unwrapping Like Paper Sheet
Replies: 27
Views: 2171

Re: Unwrapping Like Paper Sheet

Hm. That's not obvious because there's no clear radius. At least it's smooth though. Let me think and I'll post again if I get an idea.
by grahamef
14 Feb 2013, 22:40
Forum: ICE
Topic: Unwrapping Like Paper Sheet
Replies: 27
Views: 2171

Re: Unwrapping Like Paper Sheet

What is the exact shape of the object? Is it something with a central axis such that all points are a single radius value +/- a variable offset away from the center? E.g. a star-shaped cross section or a corrugated tube?
by grahamef
14 Feb 2013, 18:48
Forum: ICE
Topic: Unwrapping Like Paper Sheet
Replies: 27
Views: 2171

Re: Unwrapping Like Paper Sheet

Frank1000 wrote:Hi Grahamef,
do you mean to do this in ICE ? Like a simulated tree with an animation ?

Regards,
Frank
Yes, in ICE but there's no real need for simulation. But if your real object isn't actually round it's a bit trickier.
by grahamef
12 Feb 2013, 23:53
Forum: ICE
Topic: Unwrapping Like Paper Sheet
Replies: 27
Views: 2171

Re: Unwrapping Like Paper Sheet

This is the perfect job for a little bit of trigonometry. Just get the X and Y coordinates of each point (or actually X and Z in this case), use ArcTan 2 to find the corresponding angle, calculate the arclength according to angle times radius, add an offset depending on where you want it to unfold f...