Search found 81 matches
- 19 May 2010, 18:32
- Forum: Scripts
- Topic: Edges 2 Nurbs
- Replies: 1
- Views: 2936
Edges 2 Nurbs
Convert polygons to NURBS by selecting parallel edge loops. to install : Extract the script to a folder, drag-n-drop the vbs script onto the shelf Select some parallel edges and press the button of the script. NOTE: sometimes the extracted curves need to be inversed (Modify->Curve->Inverse) or shift...
- 19 May 2010, 11:01
- Forum: ICE Compounds
- Topic: UV Thinner
- Replies: 5
- Views: 10102
Re: UV Thinner
i'll be posting a fixed video as soon as possible.
(seems Vimeo doesn't like the Xvid codec)
(seems Vimeo doesn't like the Xvid codec)
- 18 May 2010, 19:40
- Forum: ICE Compounds
- Topic: UV Thinner
- Replies: 5
- Views: 10102
UV Thinner
Averages the positions of points with similar U or V coordinates. Usefull with TGen and cylindrical objects, for making growing vines NOTE: it relies on the correct (default) path for UV cluster. if it doesn't work, open the compound and set the UV path name (without the "self." at the beg...
- 17 May 2010, 14:49
- Forum: Materials
- Topic: Automatic ObjectID Shader
- Replies: 19
- Views: 20354
Re: Automatic ObjectID Shader
Here is a Nuke gizmo, for the mentalray ObjectID+Coverage workflow. extract it to your "[Nuke]\plugins" directory restart or "etc->All Plugins->update" and add the following line at the end of the file "menu.py" in the same "plugin" dir : nuke.menu("Nodes...
- 17 May 2010, 11:37
- Forum: Materials
- Topic: Automatic ObjectID Shader
- Replies: 19
- Views: 20354
Re: Automatic ObjectID Shader
Or you can use the built-in mentalray framebuffers : 1. Add an "Object ID" and "Pixel Coverage" Render Channel Output (as tiff, or any other format you compositor can read) 2. make a mask from the ObjectID you want 3. mask(multiply) it with the Coverage channel see here : http://...
- 15 May 2010, 13:50
- Forum: ICE Compounds
- Topic: Create Grass
- Replies: 31
- Views: 22205
Re: Create Grass
The problem seems to be with the grass normals looking on the wrong side :
' WARNING : RCFG 0.6 warn 542002: angle between normal and geometry normal > 90 degrees
the only solution i found is setting the Mode to "Expert"
and the "Filter Size = 0"
' WARNING : RCFG 0.6 warn 542002: angle between normal and geometry normal > 90 degrees
the only solution i found is setting the Mode to "Expert"
and the "Filter Size = 0"
- 15 May 2010, 01:23
- Forum: ICE Compounds
- Topic: Create Grass
- Replies: 31
- Views: 22205
Re: Create Grass
here is the 2011 scene
- 15 May 2010, 01:21
- Forum: ICE Compounds
- Topic: Create Grass
- Replies: 31
- Views: 22205
Re: Create Grass
That's weird i never had any problems with sun/sky setup
(using Pass->Edit->Initialize Sky Shader)
maybe its the way you create your sun/sky
care to share a scene file?
(using Pass->Edit->Initialize Sky Shader)
maybe its the way you create your sun/sky
care to share a scene file?
- 09 May 2010, 17:22
- Forum: Materials
- Topic: Automatic ObjectID Shader
- Replies: 19
- Views: 20354
Re: Automatic ObjectID Shader
read the 2nd message
- 19 Apr 2010, 11:45
- Forum: Scripts
- Topic: Automatic MaterialID Framebuffer setup
- Replies: 4
- Views: 7880
Re: Automatic MaterialID Framebuffer setup
Uncompress the file in a folder (for ex. ".....\Softimage_XXXX\Data\Scripts\") drag-n-drop the file onto the XSI Shelf (View->Optional Panels->Main Shelf) to create a button (VB Script) make or load a scene with objects that have different materials press the button you previously created,...
- 17 Mar 2010, 17:23
- Forum: News
- Topic: Thea Render: Open Beta
- Replies: 12
- Views: 5163
Re: Thea Render: Open Beta
Irrelevant info of the day: "Thea" means goddess in Greek
glad to see more Greek 3D graphics developers
cheers
glad to see more Greek 3D graphics developers
cheers
- 15 Feb 2010, 17:07
- Forum: Plugins
- Topic: PolyMesh Duplicator v1.2.1
- Replies: 65
- Views: 48189
Re: PolyMesh Duplicator v1.2.1
In the "..._Copies" object that contains the duplicates
drag the ICE tree in the Animation section
and temporarily disable it
now all the duplicates will be at the same SRT
apply the GATOR in the Modeling section (above the duplicate op)
and optionally freeze
then re-enable the ICE tree
drag the ICE tree in the Animation section
and temporarily disable it
now all the duplicates will be at the same SRT
apply the GATOR in the Modeling section (above the duplicate op)
and optionally freeze
then re-enable the ICE tree
- 15 Feb 2010, 12:55
- Forum: Plugins
- Topic: PolyMesh Duplicator v1.2.1
- Replies: 65
- Views: 48189
Re: PolyMesh Duplicator v1.2.1
Duplicate,
use GATOR to transfer attributes,
optionally freeze the operator stack.
then move the duplicates
use GATOR to transfer attributes,
optionally freeze the operator stack.
then move the duplicates
- 08 Dec 2009, 14:41
- Forum: ICE Compounds
- Topic: Create Grass
- Replies: 31
- Views: 22205
Re: Create Grass
I did some more tests here are the results on my 6GB Ram Core 2 Quad with 2010sp1 64bit: (with Raytraced Shadows) 65000 hairs 0:03:53.24 146561 strands 0:00:24.99 (with 1024 Shadow Map, looks like crap though) 65000 hairs 0:00:49.73 (with 2048 Volumic Shadow Map) 65000 hairs 0:00:15.60 146561 strand...
- 03 Dec 2009, 15:45
- Forum: Materials & Shaders
- Topic: OpenGL Transparency
- Replies: 5
- Views: 1527
Re: OpenGL Transparency
I forgot to mention that the code i posted goes into a Fragment shader.
- 03 Dec 2009, 15:43
- Forum: Materials & Shaders
- Topic: OpenGL Transparency
- Replies: 5
- Views: 1527
Re: OpenGL Transparency
the "gl_FragColor", "gl_FragDepth" and "gl_DepthRange" are predefined