Search found 11 matches
- 19 Dec 2013, 15:49
- Forum: Rendering
- Topic: FrameStep Filename
- Replies: 2
- Views: 1055
Re: FrameStep Filename
That'll do it, thanks.
- 18 Dec 2013, 16:31
- Forum: Rendering
- Topic: FrameStep Filename
- Replies: 2
- Views: 1055
FrameStep Filename
Hey all,
Is there a convenient way to render a pass with a Frame Step value of 2, but with a sequential filename (001, 002, 003... vs 001, 003, 005). I'm hoping to be able to solve this in Softimage instead of having to use a bulk renaming utility afterwards.
Thanks.
Is there a convenient way to render a pass with a Frame Step value of 2, but with a sequential filename (001, 002, 003... vs 001, 003, 005). I'm hoping to be able to solve this in Softimage instead of having to use a bulk renaming utility afterwards.
Thanks.
- 30 May 2011, 02:58
- Forum: Plugins
- Topic: Grow Rig System Beta
- Replies: 26
- Views: 14091
Re: Grow Rig System Beta
I finally got around to taking this thing for a spin, and so far I'm enjoying how easy and fast it is to use. Thanks for creating/sharing this thing. I'm currently using it to make a Dwarf: http://cryrid.com/3d/images/dwarf/dwarf_progression1.jpg http://cryrid.com/3d/temp/dwarf_progression11d.jpg
- 10 May 2011, 20:04
- Forum: ICE Compounds
- Topic: Deform by UV
- Replies: 15
- Views: 18783
Re: Deform by UV
Ah, I didn't realize you had to go all the way down to the .UVs, I was just trying the projections. Also I guess you have to drag the cacher onto the ICE tree and connect it to the compound in order to get the cloned shape to deform back?
Seems to work now though, thanks.
Seems to work now though, thanks.
- 10 May 2011, 01:00
- Forum: ICE Compounds
- Topic: Deform by UV
- Replies: 15
- Views: 18783
Re: Deform by UV
Could anyone help explain the steps to a layman like myself who has zero experience with ICE? I've tried following the steps here but I only end up with red nodes regardless of what I select in the explorer, and more confusion.
- 24 Apr 2011, 19:33
- Forum: Softimage Mod Tool
- Topic: CryEngine 3 Demo
- Replies: 6
- Views: 8138
Re: CryEngine 3 Demo
Sounds like it'll be free come August.
http://www.crymod.com/
http://www.crymod.com/
- 13 Apr 2011, 04:27
- Forum: Rendering
- Topic: rendermap rendering BUMP TO NORMAL MAP in SI 7.5 above
- Replies: 2
- Views: 1128
Re: rendermap rendering BUMP TO NORMAL MAP in SI 7.5 above
I'm not sure about the inclusion of the word highpoly as it could imply you want to achieve something different than what I'm thinking. But typically for bump-to-normals I've found to key to be in the roundcorners node as it lets you set the bump vector, which rendermap can then work with. It works ...
- 10 Nov 2010, 18:05
- Forum: Materials & Shaders
- Topic: Basemesh+subtools+UVs+rigging export
- Replies: 3
- Views: 1229
Re: Basemesh+subtools+UVs+rigging export
It's the same process really. Select an object, envelope it to the bones/deformers, weight it. Rinse and repeat for new objects.
- 05 Oct 2010, 18:36
- Forum: Rendering
- Topic: problem with Rendermap's Ambient Occlusion
- Replies: 7
- Views: 2484
Re: problem with Rendermap's Ambient Occlusion
Cryrid, here's an image of a section of the model with just the AO, just the cluster mapped in my original post. I want to send you some screen shots of viewport and settings, but my screenshot software is not working at the moment. (and yes i need software because Prt Scr has not worked since util...
- 02 Oct 2010, 04:41
- Forum: Rendering
- Topic: problem with Rendermap's Ambient Occlusion
- Replies: 7
- Views: 2484
Re: problem with Rendermap's Ambient Occlusion
May I request a picture of what it looks like rendered with the AO (where it looks correct), and possibly a screenshot of it in the viewport, shaded mode + visible normals? Inverting a test mesh creates identical results to what you're getting.
- 25 Aug 2010, 16:45
- Forum: Softimage Mod Tool
- Topic: cgfx shaders for SI, that using more than one lightsource
- Replies: 2
- Views: 6274
Re: cgfx shaders for SI, that using more than one lightsource
Here's a CGFX shader with 4 lights: http://cryrid.com/art/?p=50
edit by owei: please use the URL tags ;)
edit by owei: please use the URL tags ;)