Search found 11 matches

by Cryrid
19 Dec 2013, 15:49
Forum: Rendering
Topic: FrameStep Filename
Replies: 2
Views: 1055

Re: FrameStep Filename

That'll do it, thanks.
by Cryrid
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.
by Cryrid
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
by Cryrid
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. :-bd
by Cryrid
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.
by Cryrid
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/
by Cryrid
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 ...
by Cryrid
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.
by Cryrid
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...
by Cryrid
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.
by Cryrid
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 ;)