Autodesk announces Open Source Softimage

News concerning 3D DCC business
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FXDude
Posts: 1145
Joined: 19 Jun 2012, 19:59

Re: Autodesk announces Open Source Softimage

Post by FXDude » 05 Apr 2016, 00:25

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

nodeway

Re: Autodesk announces Open Source Softimage

Post by nodeway » 05 Apr 2016, 00:25

Mathaeus wrote: By the way black humor is Ok for me.
There is a humor in this post? ;)

anhungxadieu
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Re: Autodesk announces Open Source Softimage

Post by anhungxadieu » 05 Apr 2016, 06:26

"Autodesk announces Open Source Softimage"
is it true? :-?

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Mathaeus
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Location: Zagreb, Croatia

Re: Autodesk announces Open Source Softimage

Post by Mathaeus » 05 Apr 2016, 08:02

FXDude wrote:So you did k-hair on 2004 XSI foundation? ;)
No one XSI foundation had ICE, kHair belongs to XSI Essentials 7.01 from 2008, upgrade was around 1K $, if I remember.
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...