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Brian

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Posts posted by Brian

  1. Can you bring those obj's into another app and see if they are showing up in there? If so, then it is something between EI and the OBJ files. But, see if Silo is exporting the UV's in their OBJ export.

     

    I bring OBJ's from everywhere into EI and it works PERFECTLY! Now, there is a weird bug that I should mention....

     

    If you have an object (from any format) and it has UV on it.....If you delete the object from your scene and then hit undo (to get the object back), 50% of the time, the UV's disappear and you have to re-import the object.

  2. Hey guys,

     

    It's been a while since I've been on here, but I upgraded my Mac Pro (2009) to a GTX 680 about 6 months ago. It's great in all my apps and it's absolutely astounding with 'phong' shading in EI!! But any other draw mode other than phong or point cloud is unbearable.......

     

    Let's just say, In wireframe mode or outline mode, once I have over a million ploys or more the redraw is like I'm on an old Power Mac. It's literally unbearable!!

     

    I happen to know it's not EI's problem, because I've used EI on some of my other machines and wireframe is amazingly fast. It's just with this GTX 680.

     

    Do I need to go back to my old card?

     

    Anybody else have this issue?

     

    Thanks

    -Brian

  3. I've never used an MDD animation till now. Works great! But when I send the job to renderama for all the macs to render, they can't find the MDD info. I then put both the MDD file in the sockets adn the OBJ folder on the desktop but Renderama still won't render the files. How do I make this work?

     

    Thanks

     

    -Brian

  4. It seems that collecting files is more of a backup procedure rather than folders (Models, Textures, etc.) to be utilized by the project, unless of course you take that project and its collected folders/files, copy it, and use it on a different distinct computer.

     

    How do I break the Texture path and redirect it to a different folder?

    It seems that using the Search paths in Preferences does not seem to accomplish this.

     

    Here is the scenario:  Save a project.  Do a Collect Files operation from the File menu.  Close the project.   Realize that the project is now saved twice - the first save was where you specifically chose to save it

    the second saved project file is within the folder that was created when you saved the Collected files.

     

    Reopen the project from either of those saved projects.
    You assume that all the related facts and textures, etc. were loaded from those folders that were created using the Collect Files option.  You can check this out by "Control/right clicking" on a fact model in the Project Window or a texure in the Texture list in the material diffuse channel for instance.  (You will see "Reveal in finder" at the bottom of the pull-down.)

     

    You may be surprised that these facts or textures are actually residing in various folders on your hard drive and NOT necessarily in the collected files that you created.

     

    Question:  How are we to be able to direct Animator to specifically load our files FROM THE FOLDERS THAT WE CREATED USING "COLLECT FILES"? We have found ways to do this somewhat with a specific texture, but our real goal is to have Animator load EVERY file from those "Collected files" each time we open the project.

     

    Any suggestions?

  5. Wow! Ray Dream.... haha Ray Dream Designer 2 was my first 3D package. Good Times............

     

    Anyway,

     

    Good to hear the export for your igs file was clean.

     

    Steven,

    What kind of models do you need Modeler for? Just for Uber Nurbs? I think there's a plug-in now called t-splines for Rhino that is FULL sub-d modeling. But maybe it's not as good. I haven't tried it yet.

     

    Bernd,

    When I tried Form•Z last time, the problem I was having was "tearing" between the Blends and Surfaces (where ever I used a fillet). The Polys weren't matching up, giving me slices between surfaces. Was there a setting I was missing?

  6. I needed to upgrade my system just like you and was getting very nervous because I couldn't find any NURBS modeler that would export nice meshes. Sure, all the programs export pretty meshes for wilreframe, but the shading would always be screwed up! I was in disbelief that EI modeler was the ONLY Nurbs modeler for Mac that worked.

     

    I tried Bonzia, a nice little program (really is a nice program for the money), but realized for my modeling needs I had to have something a bit more robust. I tried Form•Z (last time I had used that program was version 2.8 i think). But I had the same problem as you with the tesselation.

     

    I contacted AutoDesSys and they said they knew it was a problem when exporting into another renderer and were working on it.

     

    I even thought of trying AutoCad. But I tried a friends copy and the export wasn't all that great.

     

    Then, a friend of mine told me Rhino was in Beta for the Mac.

     

    BOOM! Problem was solved!!!

     

    I cannot praise Rhino for Mac enough. Don't rely on it since it's in Beta. But get on the beta team and enjoy PERFECT obj (I wish it exported good FBX but that's OK) models right into the wonderful new EI Import system!

     

    It's a dream to use. Just have a backup plan for your modeling in case there's something weird with one of the beta builds.

     

    It's great. The tesselation is wonderful.

     

    ALMOST as good as EI modeler. Better in some ways, but Modeler was an AMAZING program.

     

    Anyway, I've been through your hell and just wanted to share with you (and the rest of the EI community) the solution I found.

     

    Best of luck to you!

  7. The Problem....

     

    The "color" in a material is not paying attention to the "input gamma" in the preferences.

     

    When at Gamma 1.0 everything is just fine.

     

    As you start to increase the gamma, 1.2, 1.8, 2.2 the "color" inside of a material is altered and does not render correctly with the correct values.

     

    The workaround seems to be to use a "color swatch" or texture map of the color and use that instead of the color in the shader. But this means that for every color we use we have to take snapshots of the color EVERY time and bring them in as a texture map to get the right color for the render. That solves the problem 100% but is a huge hassle.

     

    Attached are snapshots of the problem and then the workaround.

     

    There is no workaround (that we know of) for using colors within a procedural.

     

    I hope this can be fixed in the near future, otherwise, we'll just have to keep doing what we're doing.

  8. I tried to duplicate the problem about 10 times and could not. What I ended up doing was exporting each model as a parked FACT, exported the cameras as a parked FACT as well, re-lit the scene by coping the information from the other scene. I just didn't want to risk having problems down the road with 2 worlds, universes, levels or anything like that :shy:

     

    32 worlds, wow, ha.

  9. We did try merging the project into a new scene earler today but it added the second world into the new scene.

     

    The process was...

     

    1) Imported multiple obj files

     

    2) Textured and so on

     

    3) then needed lower res model and imported that as FBX. We believe that's when the file had an extra world added.

  10. Some how my scene now has 2 worlds. I believe it happened when I imported an FBX scene. Is there anyway of getting rid of the second world?

     

    Is there any harm in having the 2 world as far as Camera would be concerned?

     

    Thanks

    post-696-0-12306800-1378751455_thumb.png

  11. I've noticed that when it's calculating secondary rays or the GI buffer it's only using about 1 core (I don't know why this is) but then when it gets to shading surfaces all the cores kick in!

     

    The other thing is.....if you're ram is maxed (10.8 sucks at dumping the ram) you're toast until you flush your ram out. There's a command in terminal (instead of having to restart your computer). I think it's  "purge".

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