Search found 253 matches
- 20 Mar 2015, 15:49
- Forum: Plugins
- Topic: Camera with DOF
- Replies: 5
- Views: 1343
Re: Camera with DOF
try this compound on an empty polymesh. you probably need to pick the camera. it gives you a plane for the focal point and sends its info to the vray lens shader. you can eighter use the interest, set a custom focal distance or use the one from the vray lens shader. unfortunately i don't see how to ...
- 19 Mar 2015, 09:13
- Forum: Open Discussion
- Topic: Mesh displacement and adaptive subdivision based on bitmap
- Replies: 2
- Views: 1027
Re: Mesh displacement and adaptive subdivision based on bitmap
ICE is worth a try
depends on what you want to achieve with that geometry
depends on what you want to achieve with that geometry
- 09 Mar 2015, 20:45
- Forum: News
- Topic: Introducing Canvas - visual programming for Fabric 2.0
- Replies: 32
- Views: 8027
Re: Introducing Canvas - visual programming for Fabric 2.0
Hi Paul
As i see much potential for a 3rd party open source DCC building around fabric engine, What's are your views on that thought?
As i see much potential for a 3rd party open source DCC building around fabric engine, What's are your views on that thought?
- 09 Mar 2015, 20:32
- Forum: Announcements
- Topic: Open source Softimage!
- Replies: 86
- Views: 50496
Re: Open source Softimage!
...I think they were attracted to SoftImage for a reason. As I'm learning SoftImage I try to figure out what. General Efficiency the first thing i learned with softimage, was not "to make a cool tool work", but to make a great tool work in its best performance and user efficiency. That's ...
- 07 Mar 2015, 18:27
- Forum: Announcements
- Topic: Open source Softimage!
- Replies: 86
- Views: 50496
Re: Open source Softimage!
Hello BitPuffin and welcome to the Softimage Community! i think many of us have some thoughts about "THE" perfect, superficial DCC. I can not promise that this project will go far You probably will be confronted with the fact, that it may take the Team AND therefore Budget of at least a AA...
- 04 Mar 2015, 09:52
- Forum: Cooperation & Jobs
- Topic: Softimage Protest film
- Replies: 58
- Views: 18737
Re: Softimage Protest film
+1I'have not enough time to pick a lead spot, but if you submit an up to date list of what you need, I'll do my best to work on the project when I can.
i'd be happy to join for some tasks. (Generalist)
- 03 Mar 2015, 17:47
- Forum: Rendering
- Topic: clone shader node
- Replies: 7
- Views: 1844
Re: clone shader node
i finally had some time to work on this.
here it is. a little helper to clone shader nodes.
it works in most cases. sometimes it does not. (Hair_Gradient_Material)
here it is. a little helper to clone shader nodes.
it works in most cases. sometimes it does not. (Hair_Gradient_Material)
- 24 Feb 2015, 13:33
- Forum: Announcements
- Topic: Explosia FX, ICE based voxel fire and smoke simulator
- Replies: 28
- Views: 11247
Re: Explosia FX, ICE based voxel fire and smoke simulator
indeed, great!!
- 05 Feb 2015, 17:40
- Forum: Rendering
- Topic: Texture Alpha for Transparency in Depth Pass
- Replies: 10
- Views: 2380
Re: Texture Alpha for Transparency in Depth Pass
yes, the map should be available if there is a texture map on the object and the material asking for the lookup is applied to the object.
- 05 Feb 2015, 16:59
- Forum: Rendering
- Topic: Texture Alpha for Transparency in Depth Pass
- Replies: 10
- Views: 2380
Re: Texture Alpha for Transparency in Depth Pass
the "color map lookup" node looks up the texture maps.
the texture maps need to be set up manually. they are not the same as the image textures you use in the default pass. it's a property.
(unfortunately) i only have 2015 over here.
the texture maps need to be set up manually. they are not the same as the image textures you use in the default pass. it's a property.
(unfortunately) i only have 2015 over here.
- 05 Feb 2015, 16:24
- Forum: Rendering
- Topic: Texture Alpha for Transparency in Depth Pass
- Replies: 10
- Views: 2380
Re: Texture Alpha for Transparency in Depth Pass
i think you almost got it. the aim is to use only one depth material and look up the alpha from the objects texture map. don't confuse the texture map property (what you need to set up for alpha-depth) with image textures used for all the materials in the main pass. so, a good place to apply the dep...
- 05 Feb 2015, 14:45
- Forum: Rendering
- Topic: Texture Alpha for Transparency in Depth Pass
- Replies: 10
- Views: 2380
Re: Texture Alpha for Transparency in Depth Pass
ok. in this case i suggest this:
to use only one depth material:
the annoying thing now is, to put a texture map on all the objects that use a texture.
instead of the image node in my tree, connect a Color_Map_Lookup to the sprite matte and set it to texture map.
to use only one depth material:
the annoying thing now is, to put a texture map on all the objects that use a texture.
instead of the image node in my tree, connect a Color_Map_Lookup to the sprite matte and set it to texture map.
- 02 Feb 2015, 13:53
- Forum: Rendering
- Topic: clone shader node
- Replies: 7
- Views: 1844
Re: clone shader node
This Python Script goes one step further: you can log the selected Node in the render tree and you can log its parameters a = Application log = a.LogMessage ### Get The Active View oLayout = a.Desktop.ActiveLayout oRTViews = oLayout.Views.Filter( "Render Tree" ) x = oRTViews(0) y = x.GetAt...
- 02 Feb 2015, 13:10
- Forum: Rendering
- Topic: clone shader node
- Replies: 7
- Views: 1844
Re: clone shader node
with this JS it is possible to get the selected node in the active render tree. how can i list its parameters? this line: "LogMessage( oNode.Parameters );" gives a type mismatch error. why? // Get Selected Node // Get the Render Tree view var oLayout = Application.Desktop.ActiveLayout; var...
- 29 Jan 2015, 14:23
- Forum: Rendering
- Topic: clone shader node
- Replies: 7
- Views: 1844
Re: clone shader node
that would be cool, FXDUDE! there is a way to use the view attributes. i'm about to collect some info. about basic scripting. again. ~x( I try to point out the steps: right click on a Node (ICE or Render Tree) --> Should give the name of the selected node : i can create that right click command, but...
- 28 Jan 2015, 17:27
- Forum: Rendering
- Topic: clone shader node
- Replies: 7
- Views: 1844
Re: clone shader node
currently i should just know how to define the selected node to get the Node.Name...