Yeah,
They say the resolution of the smaller FG Map can generate artifacts if it is used in a bigger image.
Search found 45 matches
- 05 Aug 2010, 22:25
- Forum: Rendering
- Topic: Small FG map + big resolution image
- Replies: 4
- Views: 1034
- 29 Jul 2010, 20:35
- Forum: Materials & Shaders
- Topic: XSI and UV Layout
- Replies: 2
- Views: 1024
Re: XSI and UV Layout
Thanks, Tiago!
- 29 Jul 2010, 16:38
- Forum: Materials & Shaders
- Topic: XSI and UV Layout
- Replies: 2
- Views: 1024
XSI and UV Layout
Hi Guys,
A friend of mine created the UV of a character using the software "UV Layout". He exported the character in OBJ format and imported it inside XSI. But, when open the Texture Editor, no UV is shown... In 3DMAX, the UV is shown correctly.
Any clue?
Thanks a lot.
A friend of mine created the UV of a character using the software "UV Layout". He exported the character in OBJ format and imported it inside XSI. But, when open the Texture Editor, no UV is shown... In 3DMAX, the UV is shown correctly.
Any clue?
Thanks a lot.
- 14 Apr 2010, 16:57
- Forum: Rigging & Face Robot
- Topic: CAT for Softimage
- Replies: 2
- Views: 1300
Re: CAT for Softimage
A shame... CAT is fully integrated in 3DMAX 2011... So, I must use the rig generator, right?
Thanks.
Thanks.
- 14 Apr 2010, 15:17
- Forum: Rigging & Face Robot
- Topic: CAT for Softimage
- Replies: 2
- Views: 1300
CAT for Softimage
Hi,
Anybody know if there´s a version of CAT for Softimage?
Cheers,
Anybody know if there´s a version of CAT for Softimage?
Cheers,
- 06 Apr 2010, 22:48
- Forum: ICE
- Topic: Using many Limit by Time Range compounds
- Replies: 4
- Views: 851
Re: Using many Limit by Time Range compounds
Thanks, dwigfor, for the math logic classroom. ;)
- 06 Apr 2010, 18:56
- Forum: ICE
- Topic: Using many Limit by Time Range compounds
- Replies: 4
- Views: 851
Re: Using many Limit by Time Range compounds
Thanks, Origin. I was searching something like this, but I though the correct node was somthing like AND ou ADD.
Thanks, again.
Thanks, again.
- 06 Apr 2010, 17:58
- Forum: ICE
- Topic: Using many Limit by Time Range compounds
- Replies: 4
- Views: 851
Using many Limit by Time Range compounds
Hi guys,
I want to emmit particles from an object from frame 100 to frame 300, 500 to 700 and 1000 to 1500. The Limit by Time Range compound has one single range only. How can I create many ranges?
Thanks,
I want to emmit particles from an object from frame 100 to frame 300, 500 to 700 and 1000 to 1500. The Limit by Time Range compound has one single range only. How can I create many ranges?
Thanks,
- 06 Apr 2010, 15:30
- Forum: Materials & Shaders
- Topic: Displacement in viewport
- Replies: 3
- Views: 924
Re: Displacement in viewport
Interesting solution, Rork. I´ll try it.
Thank you, guys.
Thank you, guys.
- 06 Apr 2010, 00:46
- Forum: Materials & Shaders
- Topic: Displacement in viewport
- Replies: 3
- Views: 924
Displacement in viewport
Hi guys,
Is there some way to view the displacement results (in shade mode, for exemple) in viewport without using Render Region?
Thanks,
Is there some way to view the displacement results (in shade mode, for exemple) in viewport without using Render Region?
Thanks,
- 21 Jan 2010, 14:00
- Forum: Rendering
- Topic: Buckets and render time
- Replies: 6
- Views: 1213
Re: Buckets and render time
Thanks, Hirazi.
I hope I can help people here soon. You, Rork and many others have always helped me with my questions, but I´ll try to look for existent answers for my doubts before ask. Not only to stop borring (hehehehehehe), but to try avoid many same questions in the forum.
Cheers,
I hope I can help people here soon. You, Rork and many others have always helped me with my questions, but I´ll try to look for existent answers for my doubts before ask. Not only to stop borring (hehehehehehe), but to try avoid many same questions in the forum.
Cheers,
- 21 Jan 2010, 12:54
- Forum: Rendering
- Topic: Buckets and render time
- Replies: 6
- Views: 1213
Re: Buckets and render time
Diurno,
Thanks again for the information, but the correct option to show Render Time (Wallclock) is the Information option, instead Progress option. At least, in version 7.5 ;)
Cheers,
Thanks again for the information, but the correct option to show Render Time (Wallclock) is the Information option, instead Progress option. At least, in version 7.5 ;)
Cheers,
- 21 Jan 2010, 12:20
- Forum: Rendering
- Topic: Buckets and render time
- Replies: 6
- Views: 1213
Re: Buckets and render time
Diurno, Rork, thank you, very much.
Rork, yes, I´m relatively new in XSI and I´m sorry for borring you guys with basic questions. I tried to find this answer in forum, but I didn´t find it. The last questions I´ve made were based in another 3D software I used too.
But, thanks again.
Rork, yes, I´m relatively new in XSI and I´m sorry for borring you guys with basic questions. I tried to find this answer in forum, but I didn´t find it. The last questions I´ve made were based in another 3D software I used too.
But, thanks again.
- 21 Jan 2010, 01:12
- Forum: Rendering
- Topic: Buckets and render time
- Replies: 6
- Views: 1213
Buckets and render time
Hi,
1 - I have a Intel QuadCore 9550. With 3D Max, Mental Ray shows 4 buckets in render view. When I make a preview render in XSI just 1 bucket is showed. Is all the cores´s processor working in render?
2 - How can I know the render time of a frame?
Thanks,
1 - I have a Intel QuadCore 9550. With 3D Max, Mental Ray shows 4 buckets in render view. When I make a preview render in XSI just 1 bucket is showed. Is all the cores´s processor working in render?
2 - How can I know the render time of a frame?
Thanks,
- 21 Jan 2010, 01:03
- Forum: Materials & Shaders
- Topic: Blend shader
- Replies: 6
- Views: 1700
Re: Blend shader
Thank you, guys!
It worked Perfectly.
It worked Perfectly.
- 20 Jan 2010, 17:14
- Forum: Materials & Shaders
- Topic: Blend shader
- Replies: 6
- Views: 1700
Re: Blend shader
Deracus,
Thanks for the demonstration.
Thanks for the demonstration.