Connecting Softimage ICE Nodes with Drag-and-Drop

Stephen Blair from Softimage Support shows a couple of quick tips when using Softimage ICE nodes, and the various ways that you are able to drag and drop them to create connections easily.

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Quick Tip for Selecting Multiple Objects & Shaders in Maya’s Hypershade

Arvid Schneider is starting to post some quick tip series for Maya centered around tiny bits of information that you may or may not know already but can help and speed up workflows when working in Maya. The first tip shows how to select multiple objects and and replace shaders in the Hypershade.

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Using Alpha Lights in PixelCloud Point Cloud Plugin for After Effects

BlurryPixel shows off another feature of the Pixel Cloud plugin for After Effects where you are able to use After Effects native lights to re-light the alpha of an image respecting its depth information.

Pixel Cloud point cloud relighting system for After Effects will allow you to relight scenes in compositing directly in After Effects, inspired from a feature available in Nuke. Check out BlurryPixel for more information on PointCloud and updates as it progresses. Also, check out a demonstration video of Pixel Cloud for After Effects here.

BlurryPixel writes: One of the nifty features in the upcoming Pixel Cloud plugin for After Effects is the ability to use After Effects own 3D lights to “relight” the alpha of an image according to its depth/position information. This can be done using an additional position pass or height map pass. Here is a quick little demo of how this can be achieved!

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Using the New Environment Layer in After Effects CS6 3D Features

Eran Stern looks at some of the new 3D features in After Effects CS6 specifically using the CC Environment effect in conjunction with the new Environment Layer in After Effects CS6 as part of the new 3D features that After Effects now sports.

Check out the tutorial for Using the New Environment Layer in After Effects CS6 3D Features here.

Eran Stern also runs down some other great features in the new After Effects CS6 by showing how shapes from vectors work as well as the variable edge feathering that can now be done with masks.

Eran Stern writes: Today Adobe revealed the next version of my favorite software – After Effects CS6. This release, for me, is a milestone and has a few new features which are a game changer. Just to name a few: Global Performance Cache; Ray-traced extruded text and shapes; 3D camera tracker; Variable mask feathering; and my personal favorite, Vector art import from Adobe Illustrator® with conversion to shape layers.

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Spherical Harmonics as a Houdini VEX Operator

Matt Ebb how had previously played around with using spherical harmonics in Blender decided to port that code over to Houdini VEX. Matt created a couple of VOPs that were used to generate and evaluate spherical harmonics as a part of a VOP network.

For those unfamiliar with VOPs (VEX Operators) in Houdini, it is a method to graphically build code by connecting nodes together, very similar to the way that ICE works in Softimage.

Check out the post and paper for Spherical Harmonics in VOPs on Matt’s page here.

Matt Ebb notes “The common use case for spherical harmonics is caching a slow-to-calculate value that varies by angle, storing it as SH coefficient data, then reproducing an approximated version of that original value later on. What makes spherical harmonics useful is that for certain types of things (like diffuse lighting) the amount of data you have to store is quite small, and the value can be reproduced later quite quickly.”

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Using DMM in Maya for Dynamic Simulations

Ian Woskey returns with another look at using the DMM (Digital Molecular Matter) plugin for Maya and shows a general overview of how to use DMM for simulating objects, but then also shows how to use DMM meshes as DMM objects and simulate them using low resolution tetrahedral cages and how to use a combination of passive objects and DMM simulations working together. Great stuff.

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