Search found 391 matches
- 20 May 2013, 11:09
- Forum: WIP
- Topic: Kelvin Wave deformer ICE c++
- Replies: 11
- Views: 5111
Re: Kelvin Wave deformer ICE c++
Great Job. Quick thought, put a point position input to Kelvin Wave. 1st Kelvin Wave thats the grid, but it allows daisy chaining them 1KW to the next etc. It would be interesting to see if/how that helps it cope with overlapping waves, when the pointcloud is in the sim stack.
- 09 May 2013, 17:46
- Forum: Open Discussion
- Topic: Are Tesla worthwhile?
- Replies: 9
- Views: 1691
Re: Are Tesla worthwhile?
look at ice sph by Mr Core on here that uses the gpu for particles. You might want to try it for that. Or if you have Octane render, or before you invest in octane, try it out with blender cycles renderer.
- 08 May 2013, 13:54
- Forum: News
- Topic: Adobe jump in the cloud
- Replies: 58
- Views: 6599
Re: Adobe jump in the cloud
On a positive note, and I like the way people are for the first time looking at alternatives, it might mean a return to the golden days of software engineering, were developers listen, act and develop what a "cross-section" of customers want. Two good examples of that would be Fabric-Engi...
- 08 May 2013, 10:05
- Forum: ICE
- Topic: Strand deformed Instances to Mesh
- Replies: 7
- Views: 871
Re: Strand deformed Instances to Mesh
Just to add to grahamef's comment, you might also need to get "Dependency Walker" and see if you need to download the "Visual C++ 2005 redistributable" from Microsoft as well to get it operational. And place msvcr80.dll in (i cant remember which one) the directory with the FXNutR...
- 08 May 2013, 09:57
- Forum: Plugins
- Topic: RCTools updates
- Replies: 125
- Views: 68770
Re: RCTools updates
rray, thanks for the ongoing development of RCTools.
- 08 May 2013, 09:52
- Forum: News
- Topic: Adobe jump in the cloud
- Replies: 58
- Views: 6599
Re: Adobe jump in the cloud
A problem that no-one seems to see or realize is that the 'pirates' are not going to pack up and go home. The alternative is they'll hack the cloud. (and that's been done with various cloud based email's of many politicians - phones too.) But interestingly people seem to not equate them, as maybe un...
- 02 May 2013, 09:01
- Forum: Announcements
- Topic: Blaster X HD by 2GMG (2 Guys Making Games) Over 400 Levels
- Replies: 18
- Views: 4649
Re: Blaster X HD by 2GMG (2 Guys Making Games) Over 400 Levels
Suggestion Rudy, get that clip on youtube and vimeo, post the link on the twitter that it's on yt & vimeo, get hits, get likes, get a buzz, at the same time making the gameplay one, which then generates more hit's likes more buzz etc, all the while every video (and it's great you have 9 worlds t...
- 02 May 2013, 01:31
- Forum: Announcements
- Topic: Blaster X HD by 2GMG (2 Guys Making Games) Over 400 Levels
- Replies: 18
- Views: 4649
Re: Blaster X HD by 2GMG (2 Guys Making Games) Over 400 Levels
Well done and congratulations. Love the logo pic, and all the other images too.
Would love to see a Vimeo/Youtube of the game play.
Have to ask - are you planning an Android version?
Would love to see a Vimeo/Youtube of the game play.
Have to ask - are you planning an Android version?
- 02 May 2013, 01:25
- Forum: News
- Topic: Creation: Horde and Softimage
- Replies: 18
- Views: 3949
Re: Creation: Horde and Softimage
LFV, don't get me wrong, I'm with you in hammering Autodesk (the corp, not the people, I understand your differentiation), when/if they deserve it, and they often do, but please, not every single thread. Two reasons, a) It gets tiresome. b) it looses it's impact, when you do go ballistic. As to do s...
- 01 May 2013, 18:38
- Forum: News
- Topic: Creation: Horde and Softimage
- Replies: 18
- Views: 3949
Re: Creation: Horde and Softimage
Paul, I'd like to see more about the locomotion, and the changes of states, in an ice context and how one creates and manufactures them to be compatible. Further, like Guillaume recent postings on Vimeo, the scalability of it, not just on an i7, but a server system. With respect to the rendering, an...
- 30 Apr 2013, 13:38
- Forum: ICE
- Topic: Duplicate point over time - like cells reproducing
- Replies: 8
- Views: 1358
Re: Duplicate point over time - like cells reproducing
So you could use states, triggers based on the particle age. and the splits too, but remember those splits would probably be 'just born age' (test it and see), not inheriting the age from the split particle. (but you set their age to be so.) I hope you get that :) I think I am following what your a...
- 30 Apr 2013, 13:13
- Forum: ICE
- Topic: Duplicate point over time - like cells reproducing
- Replies: 8
- Views: 1358
Re: Duplicate point over time - like cells reproducing
use/test particle age? Hi Letterbox The test particle age seems to give the same result or did you just mean to assign different timings on particles the get particle age will give me that amount? Hi since you emit at say 10 particles per frame, than at frame 2, those particles are 'younger' than t...
- 30 Apr 2013, 13:06
- Forum: ICE
- Topic: Duplicate point over time - like cells reproducing
- Replies: 8
- Views: 1358
Re: Duplicate point over time - like cells reproducing
use/test particle age? Hi Letterbox The test particle age seems to give the same result or did you just mean to assign different timings on particles the get particle age will give me that amount? Hi since you emit at say 10 particles per frame, than at frame 2, those particles are 'younger' than t...
- 30 Apr 2013, 13:02
- Forum: Announcements
- Topic: Houdini Mograph
- Replies: 4
- Views: 1862
Re: Houdini Mograph
so who is keeping people from creating motion graphics in ice? this seems much more a byproduct of Houdinis procedural nature, then development/marketing strategie... and I also bet it is a lot more complicated then c4d for the avarage joe Nothing stops creating motion graphics in ice, is just as (...
- 30 Apr 2013, 12:52
- Forum: News
- Topic: Soon: improved Area platform
- Replies: 25
- Views: 4500
Re: Soon: improved Area platform
One thing the Area needs apart from the makeover, is the commitment of staff to post there, too often to coin a phrase it's... 'Left for dead' vs. other places.
- 30 Apr 2013, 12:50
- Forum: Modeling
- Topic: Bend control
- Replies: 3
- Views: 1061
Re: Bend control
the 'offset' is translate
the 'radius' is scale
the 'bend direction' is rotation (in conjunction with axis)
or expand the compound with the 'e' too see whats happening and change as needed.
or look on http://rray.de/xsi/ for bend, an alternative might suit your needs better.
the 'radius' is scale
the 'bend direction' is rotation (in conjunction with axis)
or expand the compound with the 'e' too see whats happening and change as needed.
or look on http://rray.de/xsi/ for bend, an alternative might suit your needs better.