Search found 1105 matches
- 28 Mar 2011, 09:06
- Forum: Rendering
- Topic: sun and sky doesn't like Linear Workflow???
- Replies: 11
- Views: 2002
Re: sun and sky doesn't like Linear Workflow???
But Zap said to use the Color Management in Softimage. Guess Zap is not aware of all this issues in Softimage. I will turn them off now. Thanks Maximus. well its not that my way is the right one! i'm just used to work in that way, i have only the last 2 options checked in the preferences, wich are ...
- 28 Mar 2011, 02:00
- Forum: Rendering
- Topic: sun and sky doesn't like Linear Workflow???
- Replies: 11
- Views: 2002
Re: sun and sky doesn't like Linear Workflow???
not really because the preference gamma are just "Visual" feedback, Softimage wont apply the gamma if you use those checks, hence why i always leave them unchecked and control everything with photographic exposure
- 27 Mar 2011, 20:37
- Forum: Rendering
- Topic: sun and sky doesn't like Linear Workflow???
- Replies: 11
- Views: 2002
Re: sun and sky doesn't like Linear Workflow???
yeah i've checked it, but i dunno why you plugged the sky to the matte shadow anyway, also that white outline goes away if you remove the alpha from the background in the matteshadow shader, but remains into the ball. dont understand whast going on, i dont use this setup with matte shadow, not getti...
- 27 Mar 2011, 18:38
- Forum: Rendering
- Topic: sun and sky doesn't like Linear Workflow???
- Replies: 11
- Views: 2002
Re: sun and sky doesn't like Linear Workflow???
dunno exactly but i guess its something related to alpha on matte shadow, what are you tryin to achieve?
- 26 Mar 2011, 10:39
- Forum: News
- Topic: Mental ray 3.9 features list
- Replies: 21
- Views: 4638
Re: Mental ray 3.9 features list
@Mathaeus: ahah yeah you're right :D Well as fanboy i can seem, i really like MR, what i would love to see is just more implementation, i've tried many times to test other engine but always came back to MR thats why i complain:p We'll see, anyway the status of MR inside soft is not bad at all, i jus...
- 26 Mar 2011, 04:12
- Forum: News
- Topic: Mental ray 3.9 features list
- Replies: 21
- Views: 4638
Mental ray 3.9 features list
What's new in Version 3.9 Here is a summary of some of the new features and feature improvements in version 3.9 of mental ray. Please refer to the release notes for more details and for other changes which are not mentioned here. Unified Sampling Introduce a new sampling mechanism that unifies the d...
Re: Snapping
dont think Softimage has anything like that
- 23 Mar 2011, 21:25
- Forum: News
- Topic: GEAR 1.1 released
- Replies: 44
- Views: 14672
Re: GEAR 1.1 released
thats good, thanks for effort, too bad i cant install it, python causes me so many headhace with softimage, i gave up
- 15 Mar 2011, 19:24
- Forum: News
- Topic: Softimage 2012 announced
- Replies: 72
- Views: 16463
Re: Softimage 2012
We kinda need easier render engines, not even more hard and poorly documented.. Find me another render engine that is so helpfull and clear on documentation: http://www.spot3d.com/vray/help/200R1/ (and you can actually learn vray once, and use it in every 3D package in the world, since the parameter...
- 15 Mar 2011, 14:48
- Forum: Rendering
- Topic: Nasty Artefacts with Architectural Materials
- Replies: 27
- Views: 3937
Re: Nasty Artefacts with Architectural Materials
I've changed the link for the images o.O weird they didnt show up, i see them! tell me if you still cant see i'll try something else. Anyway back to topic, you should read other parts of the Architectural PDF, i'm gonna copy/paste from there: Page 8 from the PDF: "2.3.3 BRDF - how Reflectivity ...
- 15 Mar 2011, 11:26
- Forum: Rendering
- Topic: Nasty Artefacts with Architectural Materials
- Replies: 27
- Views: 3937
Re: Nasty Artefacts with Architectural Materials
I'm sorry i've must explained myself bad, the problem of those artifacts is not related to backface culling, even if this is a dirty way to cheat and remove it sometimes, but it will change the look of your render, so nevermind the backface culling . The tracedepth cutoff helps because it cutoff som...
- 14 Mar 2011, 21:16
- Forum: Rendering
- Topic: Nasty Artefacts with Architectural Materials
- Replies: 27
- Views: 3937
Re: Nasty Artefacts with Architectural Materials
by the way, just to add something, the backface cull as you might have seen from my pics is hiding the interior part of your geometry to the facing camera wich sometimes is just fine, but in this case as you see the teapot is kinda rendered wrong (i mean the handle and the cap seems detached), in my...
- 14 Mar 2011, 19:41
- Forum: Rendering
- Topic: Nasty Artefacts with Architectural Materials
- Replies: 27
- Views: 3937
Re: Nasty Artefacts with Architectural Materials
You have a problem with the BRDF+Backface culling + trace depth cutoff + transparency i've uploaded the scene with the changes, i've changed a bit of stuff, gamma, photo exposure, render region set on global etc but anyway, your problem was mainigly the backface culling option that is turned off by ...
- 14 Mar 2011, 15:41
- Forum: Rendering
- Topic: Nasty Artefacts with Architectural Materials
- Replies: 27
- Views: 3937
Re: Nasty Artefacts with Architectural Materials
can you share the scene? i dont think its an AA problem
- 14 Mar 2011, 11:24
- Forum: ICE
- Topic: change Lagoa Particles Shape
- Replies: 9
- Views: 2047
Re: change Lagoa Particles Shape
i think he meant that Lagoa is used for granular/liquid stuff, hence only polygonized meshes work, dust, jelly, granular materials, so no, you cant "shape" that cup unless you use emPolygonizer but it'll always be blobby, or liquid-made, or made by instances, thats it.
- 13 Mar 2011, 16:10
- Forum: Rendering
- Topic: Help with Object ID, miLabel
- Replies: 7
- Views: 1393