Search found 81 matches
- 06 Nov 2009, 14:29
- Forum: Programming
- Topic: GetGeometry at specific time from the Update() of CustomOp?
- Replies: 2
- Views: 977
Re: GetGeometry at specific time from the Update() of CustomOp?
i will do that, thanks
- 05 Nov 2009, 20:53
- Forum: Scripts
- Topic: Mia to mia_MultiOutput auto conversion
- Replies: 0
- Views: 2684
Mia to mia_MultiOutput auto conversion
This script creates a "mia_MultiOutput" and a "mia_x_Render_Channels", connects them and copies all the parameters from the "mia_material" you selected. This is a convenience script, the same thing as using "mia_material_x_wrapper" but with the input port expo...
- 28 Oct 2009, 10:02
- Forum: Materials
- Topic: Automatic ObjectID Shader
- Replies: 19
- Views: 20253
Re: Automatic ObjectID Shader
BTW, I just realized that you can do the same thing with the "p_MegaTK_pass" geometric shader. Just create a "Geometry Shader Primitive" and add "p_MegaTK_pass" to its shader list, in the "MR Std Channels" tab enable "Label(TAG) pass" and give it fil...
- 27 Oct 2009, 18:46
- Forum: Plugins
- Topic: Sun position plugin
- Replies: 39
- Views: 21626
Re: Sun position plugin
Or at least make the source code availliable so someone can compile it for x64 (i can)
- 26 Oct 2009, 15:46
- Forum: Rendering
- Topic: Motion Vector XSI -> AE workflow tip
- Replies: 4
- Views: 3160
Motion Vector XSI -> AE workflow tip
You can either use the "p_motion_to_rgb" or the "lm2DMV_v2" shader, they both do the same thing. EDIT: You can even use the built-in "mip_motion_vector" Output shader, (you have to manually install it first from "C:\Softimage\Softimage_XXXXXX\Application\phenolib\s...
- 26 Oct 2009, 11:33
- Forum: Plugins
- Topic: Sun position plugin
- Replies: 39
- Views: 21626
Re: Sun position plugin
Is there a chance you could compile a windows x64 version?
Thanks in advance
Thanks in advance
- 25 Oct 2009, 17:10
- Forum: Scripts
- Topic: Automatic MaterialID Framebuffer setup
- Replies: 4
- Views: 7822
Automatic MaterialID Framebuffer setup
Automatically setups an additional MaterialID framebuffer to the current pass and modifies all the applied materials to store a unique color in that framebuffer. If you don't like the colors, re-run the script to make it choose new ones (randomly). For you convenience, drag it on a toolbar to make a...
- 25 Oct 2009, 17:02
- Forum: Materials
- Topic: Automatic ObjectID Shader
- Replies: 19
- Views: 20253
Re: Automatic ObjectID Shader
You use it by applying the same ObjectID material to all you objects
(or apply it on a Partition)
and it creates a unique color for each.
If you don't like the colors, change the "seed".
(or apply it on a Partition)
and it creates a unique color for each.
If you don't like the colors, change the "seed".
- 25 Oct 2009, 02:38
- Forum: Materials
- Topic: Automatic ObjectID Shader
- Replies: 19
- Views: 20253
Automatic ObjectID Shader
I found this texture shader from "Stefan Minning" on the net, that automagically assigns your objects a unique Color, essentialy helping you make an ObjectID pass. It was originally for Maya and i packed it for XSI. for both x86 and x64. Enjoy at your own risk. :-bd A local copy can be fou...
- 21 Oct 2009, 21:09
- Forum: Plugins
- Topic: PolyMesh Duplicator v1.2.1
- Replies: 65
- Views: 47048
Re: PolyMesh Duplicator
DL it from above.
- 20 Oct 2009, 22:45
- Forum: Plugins
- Topic: PolyMesh Duplicator v1.2.1
- Replies: 65
- Views: 47048
PolyMesh Duplicator v1.2.1
********Update v1.1: Added a command to separate the duplicated mesh into multiple objects. The stack of the duplicated mesh must NOT be frozen (it needs the PolyMeshDuplicator operator). Right now clusters, animation and uv coords are completely ignored. The "separate" command is meant to...
- 20 Oct 2009, 22:41
- Forum: Scripts
- Topic: SoftEffector that respects existing Constraints
- Replies: 0
- Views: 1418
SoftEffector that respects existing Constraints
This is a modified version of the "Soft Effector Operator" by "(c) Andrew Nicholas 2006" I changed it so that it can be applied to complex Rigs with constraints Instead of ignoring them, it moves constraints (if any) that affect position from the Effector to the created SoftEffec...
- 18 Oct 2009, 22:19
- Forum: Programming
- Topic: GetGeometry at specific time from the Update() of CustomOp?
- Replies: 2
- Views: 977
GetGeometry at specific time from the Update() of CustomOp?
Does anyone know how to get the Geometry of an object that is connected as an input port to my custom operator (C++), from inside the operators Update() function? The GetGeometry(time) doesn't work because, as it says in the docs, inside the update() function the 'time' is ignored. I tried using the...
- 16 Oct 2009, 14:44
- Forum: ICE Compounds
- Topic: ICE MoGraph v1.2
- Replies: 7
- Views: 6261
Re: ICE MoGraph v1.2
Yes! Thanks.Hirazi Blue wrote: I take your last post as permission to do so?
BTW I chose to put the link in the Vimeo page,
so that people will see how to use the "StrandDeform" compound.
- 16 Oct 2009, 11:22
- Forum: ICE Compounds
- Topic: ICE MoGraph v1.2
- Replies: 7
- Views: 6261
Re: ICE MoGraph v1.2
Glad you like it.
Unfortunately i tried uploading the file here, but i get this :
"The file is too big, maximum allowed size is 256 KiB."
Unfortunately i tried uploading the file here, but i get this :
"The file is too big, maximum allowed size is 256 KiB."
- 15 Oct 2009, 19:01
- Forum: ICE Compounds
- Topic: ICE MoGraph v1.2
- Replies: 7
- Views: 6261
ICE MoGraph v1.2
Version 1.2: * "Deform with Strand" ICE compound and "StrandDeformer.vbs" plugin, to deform geometry with strands without having to plot particles and convert their paths to curves. Something like the 'Tracer' functionality in C4D. * "Transform to Strand Segment" ICE co...