Search found 19 matches

by artmanphil
23 Jan 2014, 00:52
Forum: General & Troubleshooting
Topic: Animated Focal Length?
Replies: 2
Views: 774

Re: Animated Focal Length?

yep, basically same thing both parameters since they are dependant, but especially arnold hates focal length keyframes :)
by artmanphil
19 Jan 2014, 10:23
Forum: General & Troubleshooting
Topic: Animated Focal Length?
Replies: 2
Views: 774

Animated Focal Length?

Hey Community! Right now I am working on a space combat scene. And since I like Galactica so much, I'd like to make some zooming back and forth, with refocussing etc. Am I right that there's no "zoom" option in the softimage camera? So I decided to animate the focal length in the "pro...
by artmanphil
29 May 2013, 17:07
Forum: Materials & Shaders
Topic: Stamp UV mesh won't work
Replies: 0
Views: 779

Stamp UV mesh won't work

Hi Dudez,
my "Stamp UV" Button in the UV Editor is grey and not clickable - why?
by artmanphil
10 Apr 2013, 21:40
Forum: Animation
Topic: move keyframes by numeric input?
Replies: 2
Views: 885

Re: move keyframes by numeric input?

Yey, thank you :)
by artmanphil
10 Apr 2013, 19:04
Forum: Animation
Topic: move keyframes by numeric input?
Replies: 2
Views: 885

move keyframes by numeric input?

Hi folks!
Is there a possibility to move selected keyframes in the animation editor by a numeric input in the "frame" field?

Let's say first keyframe is at frame 1, second at frame 15.
Typing in "+10" or such to make the first start at 10 and the second at 25 - possible?
by artmanphil
24 Jan 2013, 12:47
Forum: Materials & Shaders
Topic: Color interpretation - same texture color, different results
Replies: 2
Views: 783

Re: Color interpretation - same texture color, different results

Solved partially - one had an empty alphachannel, the other no alpha channel at all. Any idea, which switch there is saying somthing like "mutliply by alpha", "rgba or rgb" or such?
by artmanphil
24 Jan 2013, 11:40
Forum: Materials & Shaders
Topic: Color interpretation - same texture color, different results
Replies: 2
Views: 783

Color interpretation - same texture color, different results

Howdy folks, Im working on some cartoony fluffy clouds, polymodels. After some Ambient Occlusion Baking I decided to color them in photoshop. But the results were different - so I decided to give the textures in photoshop a constant color, to check out what happenes in softi. So what we have are (ch...
by artmanphil
16 Jan 2013, 11:59
Forum: Materials & Shaders
Topic: Softimage Shader Presets
Replies: 24
Views: 16766

Re: Softimage Shader Presets

No preset really works - using 2011SP1 - is this a compatibility problem?
by artmanphil
09 Jan 2013, 11:46
Forum: Materials & Shaders
Topic: Physical Sun and Sky vs. Constant Material [solved]
Replies: 7
Views: 1502

Re: Physical Sun and Sky vs. Constant Material [solved]

The Architectural for Reflectors for glowing surfaces?
by artmanphil
09 Jan 2013, 10:44
Forum: Materials & Shaders
Topic: Physical Sun and Sky vs. Constant Material [solved]
Replies: 7
Views: 1502

Physical Sun and Sky vs. Constant Material [solved]

Howdy folks, any idea why when initializing the Physical Sun and Sky (SI2011SP1) all constant materials in my scene get black? Mit simple setup is seen on the screenshot. If not compatible, how do I create a proper brightener/reflector then? Hugs Phil EDIT: Works! Push up the Incandescence of the co...
by artmanphil
29 Oct 2012, 16:20
Forum: Materials
Topic: Automatic ObjectID Shader
Replies: 19
Views: 20466

Re: Automatic ObjectID Shader

Simply youse the framebuffer/channel called "object labels" and switch its output file to 32bit exr - worked good for me :)
by artmanphil
29 Oct 2012, 11:49
Forum: Materials & Shaders
Topic: Softimage Shader Presets
Replies: 24
Views: 16766

Re: Softimage Shader Presets

They look gorgeous! I like the rough metals the most.

But you should change the links to most of the textures, since only marble_red_diff and _refl are linked correctly. Is there a way I could change it myself?
by artmanphil
29 Oct 2012, 11:06
Forum: Materials & Shaders
Topic: Subsurface Scattering and GI?
Replies: 0
Views: 877

Subsurface Scattering and GI?

Howdy Partners,
I've got issues concerning SSS with GI - right now I use the fast simple SSS material, which seemingly has no output for photons (?).
If I emit photons from a spot it says "no photons reutrned after emission".

What could I do?
by artmanphil
28 Oct 2012, 15:30
Forum: Materials & Shaders
Topic: Ambient Occlusion only in shadowed Areas?
Replies: 2
Views: 952

Re: Ambient Occlusion only in shadowed Areas?

Harr I found a solution:

Plug Diffuse into Mix2Colors (Base Color) and in AO (bright color).
AO into same Mix2Colors (color1).
Shadow Shader (rgb checked) into Weight.

Looks really cool :D
by artmanphil
27 Oct 2012, 20:30
Forum: Materials & Shaders
Topic: Ambient Occlusion only in shadowed Areas?
Replies: 2
Views: 952

Ambient Occlusion only in shadowed Areas?

Hey Kids, I'm looking for a way to make ao only appear in shadowed/darkened areas (which is closer to reality than ao on everything). "Do it in comp" they say - maybe a good idea, still there must be a way to produce an intelligent shader doing this for me. My first approach was Mix 2 Colo...