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Posts posted by popol

  1. Petit step by step pour configurer correctement blender et opencolorIO pour pouvoir profiter d'ACES




    Download the OpenColoIO config for ACES 1.1 from this link:
    Unzip and place the config in your user folder or on a server location.
    Set a system variable for OCIO to this path to use it for all applications that supports it and don’t have an option in the preferences to set the path manually.
    Or start Blender with the variable set only for Blender.



  2. Quote

    Pourquoi ??

    j'ai appris à être méfiant avec Autodesk et à prendre leurs offres avec des pincettes, donc perso ça me fait pas vibrer plus que ça.

    rien que ça -> "It will auto renew to full price but you can turn off auto-renew & renew with the indie license if you still qualify & we still offer it. " :D


    Globalement les gens payent leur soft quand ça ne dépassent pas 30€ par mois.

    Même à 250$ l'année pour Max où maya tu en as toujours qui tourneront sur une version cracker du soft surtout quand on parle d'Autodesk.

    Enfin bref l'offre ne concerne même pas l'europe pour le moment :D j'attend de voir ce qu'il proposeront au final...

  3. Quote

    SideFX’s Scott Keating recently presented a preview of Solaris, Houdini’s new unified, node-based USD environment for lighting, lookdev, layout and rendering. Solaris is expected to be released later this year. Watch a recording of the SIGGRAPH presentation on YouTube



    On 7/7/2019 at 7:12 PM, fakir said:

    Par ailleurs, un des arguments marketing de solidrocks est que l'outil t'aide à découvrir v-ray, si tu prends la peine de regarder comment les paramètres de solidrocks ajustent parallèlement ceux de v-ray. 

    Ça a plutôt eu l'effet contraire je pense, si tu apprends la 3d comme loisirs alors prend le temps de voir comment fonctionne Vray et assimiler les principes de samplings, raytracing, pathtracing photon mapping etc...

    Une fois que tu auras compris comment tout ça fonctionnes, tu pourras utiliser n'importe quel moteur de rendu sans avoir besoin de te faire ch*** avec solidrock ou autres plugin a la con

    On 7/8/2019 at 8:22 AM, Nicolas Caplat said:

    Et Corona ? Le tarif mensuel est très abordable 😎

    Je rajouterais le très bon fstorm !! 

  5. mmh j'ai pas la mémoire super fraîche la dessus mais la première release public de vray date de 2001 je crois, par contre phoenix est venu plus tard (2009/2010) a vérifier. 

    L'alpha d'arnold était sur max et les premières infos (la fameuse video de pepeland ) c’était bien vers 1997, ça avait fait grave sensation a l’époque :o, je me rappel en avoir bien chier pour reproduire le même effet sur mental ray :D ! 

    ps: il me semble que c’était cette vidéo



  6.  bon début je trouve, par contre  j'ai pas l'impression que la pluie bounce sur les chaises? ajoute un udeflector et ça devrait marcher.

    Les "splashs" me semblent étranges, normalement dans ce cas de figure au moment où ta particule entre en contact avec le collider, tu spawn de nouvelle particule au point d'impacte.

    (en gros à ta collision tu crées un nouvel event où tu spawn des particules, tu leur appliques de la gravité, et tu leur files les mêmes collisions (sol chaise table etc.) et au final tu les supprimes .)


  7. Arf pour une seule frame faudrait être maso poursortir pflow Bifrost et tout le bordel :

    Pour le fond marin tu peux utiliser le plug HOT4 MAX s'il est toujours dispo, ou bien de la displace (il me semble qu'il y a un tuto sur AREA), pour le ciel tu peux faire peter les clouds format vdb comme base. Avec une bonne map Hdr pour ton éclairage tu devrais avoir une base solide. Ensuite direction Photoshop et tu peaufines tout ça à grands coups de photobashing (ajout de details sur l'ocean, nuages, pluie etc...). 







  8. j'avais gardé ça de coté: 



    There are a couple of things to keep in mind when dealing with units (especially System Units setup).

    Max always manipulates data internally in generic units, stored in single precision floating point format. This means that there are physical limits of how fine and how large the values can be.
    If you are modeling the fine mechanics of a watch, you would probably go with 1 Generic Unit == 1 mm, which gives you lots of detail when dealing with sub-mm values. Obviously, the whole model would not be larger than couple of centimeters, so you are safe in both directions.
    On the other hand, modeling an entire city would be an overkill at these same settings, as you never model with such precision all the crews in the construction of every window in every building. At the same time, if you are designing a sequence including detailed characters in that city, using 1 Generic Unit == 1 foot would be a disaster as you wouldn’t be able to get enough detail in your characters. For example, if you are using a spline to model a whip the character is holding, and want to use the NormalizeSpline modifier on top of it, you will discover that the lowest Generic Units value allowed by the modifier is 1.0, which does not let you apply it effectively to a whip modeled at 1GU=1 foot! Even worse, some plug-ins like SimCloth for example will be unable to solve the cloth collisions at such settings because of lack of decimal precision in the manipulated vertex data, boolean operations between small objects will always fail etc.
    As if that is not bad enough, viewport navigation can become unusable when working at the wrong scale! Z clipping becomes difficult without using manual clipping planes. Rotating the mouse wheel one tick can zoom past your tiny character as the setup is made for a large city and not for bugs in the street…

    So in a word, you have to consider the relative size of the objects and the minumum and maximum detail you are going to deal with.

    There is an additional problem with loosing precision with increasing distance from the origin. As the position values grow, the ability of the application to represent values with floating point precision decreases. This is what the Accuracy field in the System Units setup is for. It lets you enter a distance to the origin and see what the finest possible detail would be.

    Normally, when creating a model of the Earth (e.g. 1GU = 1000 km) , you can forget about representing its population at the same time. :slight_smile:

    Data exchange.
    When importing data, for example an architectural model or a model of a car made in AutoCAD or another external application, you want to end up with usable size.
    Let’s say you have a 3D model of a house designed in AutoCAD using 1 Generic Unit as 1 cm, which is about 40 meters (4000 cm) wide.
    And you have a detailed model of a VW Beetle also made in AutoCAD, but this time at the typical engineering scale of 1 Generic Unit = 1 mm. The length of the model would be 4080 mm, or 4.08 m (an old year 1970 1302 model). Obviously, the house is 10 times wider than the car, but both have about the same size in Generic Units - around 4000!

    If you would import the two models into a 3ds max scene which is set to 1 Generic Unit = 1 cm, the house will transfer the data 1:1 from AutoCAD, giving you exactly the same Generic Units values in the max scene, but the car model would be imported 10 times larger!
    If you would import the car model into a scene with 1 Generic Unit == 1 mm and then merge the saved scene with the house that was imported at 4000 Generic Units = 4000 cm, the model will land into the millimeters scene as 40000 units = 40000 mm = 4000 cm = 40 m, and the car will fit in the garage! (Same in the other direction).
    So the knowledge of the System Units of both files helps 3dsmax scale the values when merging to give you objects that fit together despite the differences in the assumed meaning of the Generic Units used to store the data internally…

    As you know, trying to mass-rescale the units after the fact can lead to problems, but for mergin single ASSETS into a scene the system really works. It is a good idea to think about the units before creating a single polygon, as it could make the difference between creative heaven and fighting-the-scene hell!

    User Interface and Workflow
    The “Display Units” settings are just an UI layer that converts the internal Generic Units representation into something a human can understand better. They are NOT used to match data between files and don’t affect the way the data is stored, but can affect the way the data is entered. For example, if in the above example you were interested in putting a small block together made of instances of the house and your system units were still set to 1GU==1mm, you would have to enter large numbers with lots of zeros just to move the house a steet away. Changing the UI to display Metric> Meters will show you a house that is 40 m wide, and to move it 60 meters to the side you would have to enter only 60 in the Transform Type-In, not 6000 !
    Also, these settings can be a life saviour when dealing with international projects where the two sides use different systems (SI metric vs. Imperial). Let’s say a model for a movie set was developed in Canada using meters and shipped to a company in Hollywood using feet and inches. The guys there want to do some work on the model but have no idea what the values mean in the real-world measurements they are used to.
    Simply changing the Display Units to show Feet and Decimal Inches will turn a 40 meters house into a 131’2.803" house without touching any data internally. The guys can manipulate the model and UNDERSTAND how big it really is without learning the metric system - max does the math for them!

    I hope this helps a bit. I am sure I have just scratched the surface.



  9. Pour les curieux :) 




    SideFX is proud to present the Houdini HIVE Paris!

    Join us for an amazing day of educational presentations by top Houdini artists - from firms including MPC, Ubisoft, Nki - and SideFX! More info here: https://sidefx.co/2JyRPco



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