Search found 81 matches

by nassosy
05 Nov 2009, 20:53
Forum: Scripts
Topic: Mia to mia_MultiOutput auto conversion
Replies: 0
Views: 2678

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...
by nassosy
28 Oct 2009, 10:02
Forum: Materials
Topic: Automatic ObjectID Shader
Replies: 19
Views: 19851

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...
by nassosy
27 Oct 2009, 18:46
Forum: Plugins
Topic: Sun position plugin
Replies: 39
Views: 20976

Re: Sun position plugin

Or at least make the source code availliable so someone can compile it for x64 (i can)
by nassosy
26 Oct 2009, 15:46
Forum: Rendering
Topic: Motion Vector XSI -> AE workflow tip
Replies: 4
Views: 3142

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...
by nassosy
26 Oct 2009, 11:33
Forum: Plugins
Topic: Sun position plugin
Replies: 39
Views: 20976

Re: Sun position plugin

Is there a chance you could compile a windows x64 version?
Thanks in advance
by nassosy
25 Oct 2009, 17:10
Forum: Scripts
Topic: Automatic MaterialID Framebuffer setup
Replies: 4
Views: 7610

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...
by nassosy
25 Oct 2009, 17:02
Forum: Materials
Topic: Automatic ObjectID Shader
Replies: 19
Views: 19851

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".
by nassosy
25 Oct 2009, 02:38
Forum: Materials
Topic: Automatic ObjectID Shader
Replies: 19
Views: 19851

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...
by nassosy
21 Oct 2009, 21:09
Forum: Plugins
Topic: PolyMesh Duplicator v1.2.1
Replies: 65
Views: 45568

Re: PolyMesh Duplicator

DL it from above. :-bd
by nassosy
20 Oct 2009, 22:45
Forum: Plugins
Topic: PolyMesh Duplicator v1.2.1
Replies: 65
Views: 45568

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...
by nassosy
20 Oct 2009, 22:41
Forum: Scripts
Topic: SoftEffector that respects existing Constraints
Replies: 0
Views: 1414

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...
by nassosy
18 Oct 2009, 22:19
Forum: Programming
Topic: GetGeometry at specific time from the Update() of CustomOp?
Replies: 2
Views: 964

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...
by nassosy
16 Oct 2009, 14:44
Forum: ICE Compounds
Topic: ICE MoGraph v1.2
Replies: 7
Views: 6237

Re: ICE MoGraph v1.2

Hirazi Blue wrote: I take your last post as permission to do so?
Yes! Thanks.

BTW I chose to put the link in the Vimeo page,
so that people will see how to use the "StrandDeform" compound.
by nassosy
16 Oct 2009, 11:22
Forum: ICE Compounds
Topic: ICE MoGraph v1.2
Replies: 7
Views: 6237

Re: ICE MoGraph v1.2

Glad you like it. :D
Unfortunately i tried uploading the file here, but i get this :
"The file is too big, maximum allowed size is 256 KiB." :((
by nassosy
15 Oct 2009, 19:01
Forum: ICE Compounds
Topic: ICE MoGraph v1.2
Replies: 7
Views: 6237

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...