Search found 153 matches

by jonmoore
01 Jul 2018, 15:17
Forum: Plugins
Topic: mAligner
Replies: 8
Views: 4919

Re: mAligner

Here you go:

https://d.pr/2pQjF5

I only installed it quite recently and I believe it's 1.8 (if memory serves right).

Enjoy.

jm
by jonmoore
20 Jun 2018, 17:10
Forum: WIP
Topic: Softimage Nvidia Flex
Replies: 71
Views: 146812

Re: Softimage Nvidia Flex

I've been testing varying FLEX facilitated options over the last couple of years in Max, Lightwave and C4D (plus Houdini thanks to Pedohorse's generous efforts). I put together benchmark reports for a large advertising group (Publicis Groupe) each year of the major players. The interesting this is t...
by jonmoore
30 May 2018, 17:24
Forum: ICE
Topic: missing basic ice compounds
Replies: 7
Views: 1886

Re: missing basic ice compounds

Well, now that AI is the current cg trend I'm sure many problems will be blamed on errant behaviours from the likes of 'Marvin the paranoid algorithm' that decide that suicide is the only way forward! ;)
by jonmoore
30 May 2018, 02:35
Forum: ICE
Topic: missing basic ice compounds
Replies: 7
Views: 1886

Re: missing basic ice compounds

I've been getting this too. In a strange way, it's comforting to know that it's a common affliction. It's easy enough to hit refresh so it's never bothered me too much. The concern is more a nagging doubt of 'is this the beginning of something more serious? ;)
by jonmoore
25 May 2018, 01:47
Forum: Open Discussion
Topic: Displaced smoke with emFluid
Replies: 9
Views: 1572

Re: Displaced smoke with emFluid

The trick I like with emFluid is to make sure to use the Refinement setup on a second pointcloud that references the main sim at exactly half the resolution. You can dial in a decent amount of fractal noise detail without too much of an overhead.

Image
by jonmoore
21 May 2018, 13:43
Forum: News
Topic: Cycles for Softimage
Replies: 804
Views: 491509

Re: Cycles for Softimage

I'd like a full support for Emfluid :) And also a multi GPU rendering support (more than 2 GPU card). Actually I can't test 1.6 because of some holydays but next week :) Phil Apologies for the late reply. When it comes to GPU rendering of volumes, VDB seems to be the accepted workflow these days. E...
by jonmoore
12 May 2018, 09:30
Forum: News
Topic: Cycles for Softimage
Replies: 804
Views: 491509

Re: Cycles for Softimage

It will be a great thing for the community because all renderer has stopped development like VRay / Arnold ... Redshift will never support the famous Mootz plugin and Octane seems to be dead... no news from "Face" More than 2 months now... What aspect of Eric's Mootzoid plugins can't you ...
by jonmoore
26 Mar 2018, 13:36
Forum: ICE
Topic: Particle caching does not work most of the time
Replies: 4
Views: 1293

Re: Particle caching does not work most of the time

Hello, and caching to alembic man... that's not a good way to work at all, too much work. I have to disagree. Don't forget Alembic is optimised for point caches too. It's the best workflow IMO and it enables you to easily use the cache in other DCC's (as long as you have the ability to tweak the at...
by jonmoore
25 Mar 2018, 21:33
Forum: ICE
Topic: Particle caching does not work most of the time
Replies: 4
Views: 1293

Re: Particle caching does not work most of the time

I do all of my Soft particle caching with Alembic. The final version of Alembic that came with 2015 was multithreaded so it's a whole lot faster than standard caching. That goes for both reading and writing. Always best to only cache the attributes you need (typically position, velocity & color ...
by jonmoore
21 Dec 2017, 17:38
Forum: News
Topic: Happy X-Mas from Mootzoid
Replies: 53
Views: 26676

Re: Happy X-Mas from Mootzoid

Softimage without a healthy dose of Mootzoid magic is like a Mercedes without an engine.

Very generous move good sir. And all the best for the next adventure.

Jx
by jonmoore
15 Dec 2017, 16:05
Forum: News
Topic: Explosia FX now in C4D X Particles V4 plugin
Replies: 40
Views: 6783

Re: Explosia FX now in C4D X Particles V4 plugin

Cycles 4D update:

by jonmoore
15 Dec 2017, 15:17
Forum: News
Topic: Explosia FX now in C4D X Particles V4 plugin
Replies: 40
Views: 6783

Re: Explosia FX now in C4D X Particles V4 plugin

Explosia rendering guide:

by jonmoore
14 Dec 2017, 16:05
Forum: News
Topic: Explosia FX now in C4D X Particles V4 plugin
Replies: 40
Views: 6783

Re: Explosia FX now in C4D X Particles V4 plugin

New update to Cycles 4D The main 'big deal' feature is the direct rendering of Explosia effects, but there's a lot more useful stuff lurking beneath the surface. Build 247 Features •X-Particles 4 xpExplosiaFX direct rendering. •New Matrix Info node has been added to enable rendering of a Mograph Ma...
by jonmoore
11 Dec 2017, 23:18
Forum: News
Topic: Explosia FX now in C4D X Particles V4 plugin
Replies: 40
Views: 6783

Re: Explosia FX now in C4D X Particles V4 plugin

jamination wrote: 11 Dec 2017, 21:33 Hopefully they get it running with RedShift, otherwise I it would be pretty much worthless for myself, they never got it working with Softimage RS.
They've got no plans of getting Enhance working with Redshift but having procedurals show up in GL takes out the guesswork from baking.
by jonmoore
11 Dec 2017, 18:22
Forum: News
Topic: Explosia FX now in C4D X Particles V4 plugin
Replies: 40
Views: 6783

Re: Explosia FX now in C4D X Particles V4 plugin

Another welcome sight for many moving to C4D from Softimage: http://d.pr/i/T60FeA.png And not only does C4D have it's own version of the Enhance procedural shader collection; procedural shaders are fully visible in the C4D GL viewport. Great for both look-dev and PBR production shots captured in the...
by jonmoore
11 Dec 2017, 17:35
Forum: News
Topic: Explosia FX now in C4D X Particles V4 plugin
Replies: 40
Views: 6783

Re: Explosia FX now in C4D X Particles V4 plugin

Bullit wrote: 11 Dec 2017, 17:11 Some Houdini also it seems. Now what is which? :-)
No direct Houdini, but a Houdini Engine asset was created for wireframing other source geometry (as I understand things from a discussion with Casey). Everything you see was captured directly from the C4D viewport.