Search found 148 matches
- 15 Mar 2023, 15:06
- Forum: Announcements
- Topic: EOL SI-COMMUNITY 2024
- Replies: 44
- Views: 77522
Re: EOL SI-COMMUNITY 2024
Houdini user community, maya (bifrost at least) and many other are located in discord which seems pretty common for cg nowadays
- 12 May 2018, 18:40
- Forum: ICE
- Topic: Utilize full CPU potential
- Replies: 6
- Views: 1723
Re: Utilize full CPU potential
the only thing i recall that can be 100% parallelized is a fully unbiased rendering (after initialization stages) . The rest of cg stuff efficiency should be never measured by cpu/gpu load. Considering lagoa, it has a lot of built-in ice nodes that are just not suited for this kind of calculations (...
- 21 Dec 2017, 20:58
- Forum: News
- Topic: Happy X-Mas from Mootzoid
- Replies: 53
- Views: 26676
Re: Happy X-Mas from Mootzoid
Thanks for that, Eric. Your products are the giant piece of the XSI history and now it is pretty sad timepoint despite these 3 years. Hopefully you will not face third eol in such a short term anymore whatever you would do.
Best wishes and happy holidays!
Best wishes and happy holidays!
- 16 Jun 2016, 23:04
- Forum: News
- Topic: Softimage Explosia FX released!
- Replies: 66
- Views: 76940
Re: Softimage Explosia FX released!
one more note: i am not a user of redshift but afaik they only support vdb grid from the single file with all required fields . Explosiafx has a special node for such caching ( by default all channels get saved to different vdb/native files) : EFX Export VDB its pretty straightforward to use, and it...
- 16 Jun 2016, 23:00
- Forum: News
- Topic: Softimage Explosia FX released!
- Replies: 66
- Views: 76940
Re: Softimage Explosia FX released!
Hi FXDude, the latest build (and all subsequent updates till 2016 end) can be found here : http://blackcore.technology/get_softimage_efx . It is fully functional trial without license :) In regard of all licension-related questions please write me to olehbliznuk AT gmail DOT com Also i have to note,...
- 15 Feb 2016, 22:28
- Forum: News
- Topic: Softimage Explosia FX released!
- Replies: 66
- Views: 76940
Re: Softimage Explosia FX released!
FXDude is right, Openvdb is here, but its only as a source of data for shading, the shader itself you have to build (or tune) on the RS side, since there is no way to do such tight integration as with arnold ( due to GPU nature of RS )
- 12 Jan 2016, 12:37
- Forum: Plugins
- Topic: OpenVDB to Softimage
- Replies: 138
- Views: 71150
Re: OpenVDB to Softimage
unfortunately there is no way to store multiple grids in one file, in this connector
- 07 Jan 2016, 00:52
- Forum: Plugins
- Topic: OpenVDB to Softimage
- Replies: 138
- Views: 71150
Re: OpenVDB to Softimage
i have ported the plugin to linux(rh6/centos6), you can grab it here https://bitbucket.org/OlegBliznuk/openvdb_to_softimage/downloads note that win version is updated too , compiled with visual studio 2015 to fix possible errors with win10 (if any, although i did no extensive testing on those builds...
- 17 Dec 2015, 13:20
- Forum: ICE Tutorials
- Topic: "Bodycloud" from [Vladimir Jankijevic] how to?
- Replies: 12
- Views: 8782
Re: "Bodycloud" from [Vladimir Jankijevic] how to?
you can try to make this with the vdb toolset plugin http://www.si-community.com/community/viewtopic.php?f=27&t=4707 i have attached the sample scene(2015) with a simple animated cylinder, you can simple decrease voxel size to get more details and add substeps in the sim settings on ICE tree 0bd...
- 16 Dec 2015, 18:07
- Forum: ICE
- Topic: Implosia FX - new ICE based shatter
- Replies: 89
- Views: 35543
Re: Implosia FX - new ICE based shatter
@duveil no need to sorry, i realize that stuff is not very user-friendly, but i cant do it more usable mainly because of the sdk restrictions. The overall workflow for painting fracutre mask for the latest version is: 1) select your mesh, press "Create proxy to paint" , this will create a ...
- 15 Dec 2015, 17:18
- Forum: ICE
- Topic: Implosia FX - new ICE based shatter
- Replies: 89
- Views: 35543
Re: Implosia FX - new ICE based shatter
The 4.5 is actually slightly updated 2.0 build which is named by Momentum actual version which is 4.5. You have to put the decomposed object in the A slot to slice it. I think this is the attribute you set in the right part of screenshot right after the decompose topo compound. Just get that attribu...
- 24 Nov 2015, 01:27
- Forum: News
- Topic: Softimage Explosia FX released!
- Replies: 66
- Views: 76940
Re: Softimage Explosia FX released!
Good to hear Absence of stable ways to bring the ice string data into the rendertree leads to such redudant path synchronizations and corresponding typos. Too bad its impossible to make like the fumefx approach
- 23 Nov 2015, 22:18
- Forum: News
- Topic: Softimage Explosia FX released!
- Replies: 66
- Views: 76940
Re: Softimage Explosia FX released!
Is this "<snipped>" label is just a hidden name by you or it is a true name reported by xsi ? I am asking because windows does not allow such brackets to be in name of folder/file - in this case i'd like to know the non-distorted full path to file. Also can you please attach any sample vdb...
- 23 Nov 2015, 10:48
- Forum: News
- Topic: Softimage Explosia FX released!
- Replies: 66
- Views: 76940
Re: Softimage Explosia FX released!
Is there any error in the history when you tried to render with mray ?Tekano wrote:I could not get the mental ray side to render with default plugin (2015 R2)
- 03 Oct 2015, 14:59
- Forum: News
- Topic: Softimage Explosia FX released!
- Replies: 66
- Views: 76940
Re: Softimage Explosia FX released!
According to this log the shader is loaded successfully by arnold , you just have to match the caches folder path and the shader cache search path
- 02 Oct 2015, 14:48
- Forum: News
- Topic: Softimage Explosia FX released!
- Replies: 66
- Views: 76940
Re: Softimage Explosia FX released!
Can you copy-paste what you get in the history when render with arnold shaders ? Basically neither ArnoldExploisaFX nor qt stuff should not even appear in the plugin manager because it does not have any of softimage plugin callbacks. I already have implemented my own network subsystem for both win a...