Hi all,
just to let to know that 3delight guys added support for ICE strands rendering. Downloads are here. For now, only strand segment type seems to be supported, but just this one is default for kH nodes.
Cheers
Search found 1778 matches
- 20 May 2010, 16:42
- Forum: Announcements
- Topic: Kristinka C
- Replies: 74
- Views: 42988
- 13 May 2010, 21:18
- Forum: WIP
- Topic: Kristinka Hair Tests
- Replies: 92
- Views: 47198
Re: Kristinka Hair Tests
Guys, I need to say that all images I've posted, were rendered with XSI 7.01. Also, I didn't used mi_sss_skin shader, anywhere. Subsurface is done with some kind of ICE vertex color 'shaders', a bit improved version of these . If anyone is interested, I'll post last version - these 'shaders' are may...
- 13 May 2010, 10:07
- Forum: WIP
- Topic: Kristinka Hair Tests
- Replies: 92
- Views: 47198
Re: Kristinka Hair Tests
For me, it looks like Mental Ray can't handle combination of SSS, Hair primitives an FG, where each of these components isn't problematic itself. From my experience, problems can happen in areas with high strand's density - Mental Ray became deadly slow, or you can see a 'lovely' message about firin...
- 10 May 2010, 14:29
- Forum: Announcements
- Topic: Kristinka C
- Replies: 74
- Views: 42988
Re: Kristinka C
Hi there, usually it's some kind of blending, or just weighting the simulation against original shape. More simulation weight at tips, less or nothing at roots. You can use two point clouds too. In order to get it work properly with Strand Dynamics Framework from Phil Pack, original shape need to be...
- 10 May 2010, 14:27
- Forum: ICE Compounds
- Topic: Sliding Skin, UV from mesh to point position
- Replies: 9
- Views: 11487
Re: Sliding Skin, UV from mesh to point position
hi,
'flat mesh' is a copy of 'sliding mesh', flat mesh has ICE tree that makes it 'flat'. 'Sliding mesh' is modeled from scratch, as a smooth surface that approximately follows face of model. It need to be smooth and close to deformed object, also it need to have UVs.
Cheers
'flat mesh' is a copy of 'sliding mesh', flat mesh has ICE tree that makes it 'flat'. 'Sliding mesh' is modeled from scratch, as a smooth surface that approximately follows face of model. It need to be smooth and close to deformed object, also it need to have UVs.
Cheers
- 08 May 2010, 22:20
- Forum: WIP
- Topic: Kristinka Hair Tests
- Replies: 92
- Views: 47198
Re: Kristinka Hair Tests
Hi, here is a small experiment with final gathering and ICE strands. For ICE strands, I think it's good idea to always use 'Long Hair' diffuse model in Hair Renderer - not only because long hair is modeled. Even with short hair, info about normals from emitter's surface doesn't exist (at least I thi...
- 07 May 2010, 10:04
- Forum: ICE
- Topic: ICE Kine - How to combat "gimbal lock"?
- Replies: 8
- Views: 1346
Re: ICE Kine - How to combat "gimbal lock"?
Generally, you use eulers *only* for 'human input', nothing else. I posted link to Isner's article about rotations, just to point to that. You can't blend or add eulers (and expect usable results).
Of course if you can explain what you exactly want to do, that would be nice
Of course if you can explain what you exactly want to do, that would be nice
- 07 May 2010, 02:44
- Forum: ICE
- Topic: ICE Kine - How to combat "gimbal lock"?
- Replies: 8
- Views: 1346
Re: ICE Kine - How to combat "gimbal lock"?
Have no idea about ICE kinematics, but in ICE, 'euler to rotation' node has built in rotation order.
You can check out this one, if you didn't yet. It has a nice explanation of rotation representations, all of them are implemented in ICE as a nodes.
You can check out this one, if you didn't yet. It has a nice explanation of rotation representations, all of them are implemented in ICE as a nodes.
- 05 May 2010, 02:13
- Forum: ICE
- Topic: 'Real' crowd
- Replies: 24
- Views: 8464
Re: 'Real' crowd
It's really easy to replace it with simulation - that may be easy to figure out from description in my previous post.farhaad_yousefi wrote:woow..procedural animation huh.?!
Cheers
- 03 May 2010, 23:03
- Forum: ICE
- Topic: 'Real' crowd
- Replies: 24
- Views: 8464
Re: 'Real' crowd
Thank You guys, Of course I planning to share this, I just need to find some way to make it really useful. Even it really isn't a rocket science, far away of that... it can be very hard to figure out what the hell I did with all these compounds. On the other side, open structure allows flexibility f...
- 01 May 2010, 05:03
- Forum: ICE
- Topic: 'Real' crowd
- Replies: 24
- Views: 8464
'Real' crowd
Hi all, here is a new toy :) . It's crowd system. Instead of instances, real meshes were used. Method is similar to MT Static instancer, but just this time, I've used 'real' copies of mesh, enveloped by point cloud with an ICE envelope. Entire rig is reconstructed in point cloud, which allow procedu...
- 19 Apr 2010, 20:40
- Forum: General & Troubleshooting
- Topic: wrong attributes when rendering with rasterizer
- Replies: 11
- Views: 3208
wrong attributes when rendering with rasterizer
Wrong transfer of attributes to render tree, in case of rendering ICE strands, when using rasterizer for primary rays. Issue is already described in this thread . It never happens with XSI 7.01, with Softimage 2010 it happens sometimes, with more than 10000 points per cloud. With SI 2011, it seems i...
- 16 Apr 2010, 21:46
- Forum: Materials & Shaders
- Topic: Color_Curve???
- Replies: 4
- Views: 1129
Re: Color_Curve???
Hi there, you can use render tree like one in image. Just don't forget, once you got your image in render tree, it's in floating point, regardless of original format, so you can set colors to outside of 0-1 range. For example, you can create a 'fake HDRI' from 8-bit image. Also, Photoshop, due to it...
- 13 Apr 2010, 21:04
- Forum: Rendering
- Topic: There is a hole in the (light)map
- Replies: 3
- Views: 769
Re: There is a hole in the (light)map
Hi, I think you need to plug your cell procedural texture directly into input of Color Sampler, then to plug output of Lightmap Color into surface shader. At least this a way how I got it to work. Anyway,(please forget this if it doesn't fit to your needs), if you want to drive ICE deformation *just...
- 08 Apr 2010, 21:16
- Forum: ICE Tutorials
- Topic: Animated flock of birds
- Replies: 8
- Views: 5007
Re: Animated flock of birds
Well I really wouldn't try to replicate anything, except for learning purpose - If Massive software is the only solution, then go with Massive, what else to say... Also, I wouldn't be sooo impressed with 'fuzzy logic' or 'gygapoly core' :), whatever of that, especially when it's bundled inside 18K b...
- 07 Apr 2010, 22:22
- Forum: ICE Tutorials
- Topic: Animated flock of birds
- Replies: 8
- Views: 5007
Re: Animated flock of birds
can we build an structure where we could blend between animation clips on different triggers like turning.!? Hi there As Hirazi said, I also don't think it is possible. What is possible to do, is to create another point cloud, but this time with one point for each part of body, let's say one point ...