So you did k-hair on 2004 XSI foundation? ;)
Otherwise for Blender, the following fork, while it doesn't currently bring huge changes, perhaps it could help it over time,
http://www.bforartists.de/content/what- ... forartists
Autodesk announces Open Source Softimage
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nodeway
Re: Autodesk announces Open Source Softimage
There is a humor in this post? ;)Mathaeus wrote: By the way black humor is Ok for me.
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anhungxadieu
- Posts: 175
- Joined: 17 Apr 2014, 08:39
- Skype: nguyenvuducthuy
Re: Autodesk announces Open Source Softimage
"Autodesk announces Open Source Softimage"
is it true?
is it true?
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Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Re: Autodesk announces Open Source Softimage
No one XSI foundation had ICE, kHair belongs to XSI Essentials 7.01 from 2008, upgrade was around 1K $, if I remember.FXDude wrote:So you did k-hair on 2004 XSI foundation? ;)
Anyway, had a few simple setups for polygonal hair for games, something like plane deformed by curve and few deforms more, nothing smart but enough as an proof, how 'half procedural' setups are promising. Around 2006 I think, it was bHairy plugin by Ben Rogall, worked on Foundation too - while it was almost impossible to render something believable with 32 bit app and Mental Ray, bHairy had a built in simple simulation for modeling the correctly layered hair, 'geometry cutter' too. In short, even XSI FND was enough to figure out what to do in future, if possible.
Already have a "port" of kHair thing to Houdini VOPs, plus some typical ICE setups. Didn't worked that much on user friendly side - which in Houdini case should be something else than almost 1:1 copy from another app, but, because there is no that much of interest (to say nicely), no need for that...