just got a mail:
the Open Beta for Vray for XSI is now officially on:
http://chaosgroup.com/en/2/vray_softimage.html?USNL09
While back in 2009 when I first started to beta Vray for XSI it was
still very early alphaish and I guess some others also wondered if
this thing would ever see the light of day. But over the last months
it was a real joy to once more test Vray and see how far it has come.
Vlado and the team were very responsive, open and fast to provide
feedback, fixes and solutions and I can only encourage everybody to
check this out as a very friendly replacement of Mentally challenged
Ray ;-)
Cheers!
Thomas
Best regards,
Vlado
Do existing beta users accounts still persist?
--
Chris Johnson
3D Supervisor
Topix
www.topixfx.com
Best regards,
Vlado
MB
--
Best Regards
Morten Bartholdy
3D/VFX Supervisor
Can we hope to Phoenix FD for SI in future ? :) It will be totally awesome if xsi finally will get the realistic fluids
--
-------------------------------------------
Stefan Kubicek Co-founder
-------------------------------------------
keyvis digital imagery
Wehrgasse 9 - Grï¿œner Hof
1050 Vienna Austria
Phone: +43/699/12614231
--- www.keyvis.at ste...@keyvis.at ---
-- This email and its attachments are
--confidential and for the recipient only--
Him, and not to forget Holger, and Solid Angle.
I agree. Simulation side is covered, but the shaders are not quite there
yet.
I have my faith in Mootz however. : )
- Juhani.
2011/10/3 GBOT <gbo...@gmail.com>
Why joke ? Sorry for misunderstanding - probably it is my bad english, but
i dont see anything under xsi for fluid simulation\rendering like
ffx\phoenix ( even like maya fluids )
--
-------------------------------------------
Stefan Kubicek Co-founder
-------------------------------------------
keyvis digital imagery
Wehrgasse 9 - Grüner Hof
I´d like to also recommend having a look at the VRay for Softimage open beta.
Even thought most people may have found their workarounds for handling mental ray,
including colormanagement and GI/FG/Caustics stuff, I personally find VRay a solid
and reliable alternative with a few nice extras very, very welcome.
It offers quite a bit of flexibility and choices for indirect illumination and
AA sampling as well as load balancing. Arealights "look good" and are convenient
to set up. One can try brute force GI approaches as well as envAO, spherical harmonics
or several combinations of mixing caching techniques with fun&ease.
The default "framebuffers" work well enough and can be easily extended and organized.
Sometimes, it´s good if things come from having to adjust to a 3DS Max world :-)
In any case, as I´m using VRay in Maya at work currently, I´m looking forward to
also see VRay plug itself nicely into the Softimage side of things.
Still, as with everything, reading the manual first helps :-) www.spot3d.com
Cheers,
tim
> Hi,
>
> I´d like to also recommend having a look at the VRay for Softimage open
> beta.
>
> Even thought most people may have found their workarounds for handling
> mental ray,
> including colormanagement and GI/FG/Caustics stuff, I personally find
> VRay a solid
> and reliable alternative with a few nice extras very, very welcome.
I fully agree!
VRay for 3ds max came out in 2002, not long after mental ray was released.
Since then, VRay became more or less the no. 1 render engine on max, and
for a reasons.
Many still stick to max only because of VRay...
>
> It offers quite a bit of flexibility and choices for indirect
> illumination and
> AA sampling as well as load balancing. Arealights "look good" and are
> convenient
> to set up. One can try brute force GI approaches as well as envAO,
> spherical harmonics
> or several combinations of mixing caching techniques with fun&ease.
>
> The default "framebuffers" work well enough and can be easily extended
> and organized.
>
> Sometimes, it´s good if things come from having to adjust to a 3DS Max
> world :-)
Definitely. Using Softimage meant getting mental ray tunnel vision...
If Arnold is too expensive, VRay is the top choice, and when it comes to
interior lighting, it might even be faster, due to it's many
quality/performance options.
The beta is already looking good, and the devteam seems to be quite
dedicated.
So long, mental ray...
(what's nvidia cooking?)
Hi All,
Anyone know how to get/set where a texture operator reads from in the construction history via scripting or C++
Eg when you create a new projection it reads from top of stack, but you can drag it onto any place in the stack and it will read from there, allowing stick/swim type effects
Thanks
Dave
Search the SDK docs for “MoveOperator”, “MoveOperatorBefore”, “MoveOperatorAfter”.
_Rob
Hi Rob,
Thanks for that, that gets me the set position in stack which is a great start, any ideas on finding out where it is currently reading ie what comes up in the tool tip for textureop
Thanks
Dave
Best regards,
Vlado
>> <baue...@gmx.de <mailto:baue...@gmx.de>>:
>> :-) www.spot3d.com <http://www.spot3d.com>
I *think* so, but I don’t have the answer on hand. I will check in an old tool at home tonight.
Have you tried just placing it where you want it even regardless of current position. It should just return a warning, not an error.
_rob
From:
softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com]
On Behalf Of Dave
Sent: October-03-11 4:18 PM
To: soft...@listproc.autodesk.com
Subject: RE: Texture operator read position in construction history
Hi Rob,
Thanks for that, that gets me the set position in stack which is a great start, any ideas on finding out where it is currently reading ie what comes up in the tool tip for textureop
Thanks
Dave
Not sure, because the Texture Op sits under clusters and props.
I had a look last night and couldn’t find anything, although it was so long ago when did this I can’t remember if I succeeded or not.
Adam
Seeley Senior Animator, Commercials, UK T: +44 (0)20 7565 1000 E: adam....@primefocusworld.com@primefocusworld.com www.primefocusworld.com |
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