pshipkov Show full post »
chrisamos_soup
Bless you Peter. God bless you with a hundred years more and cool stuff from you. you rock Peter.
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pshipkov
thank you for the highly positive wish.
glad to hear you enjoy today's soup :)

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pshipkov
Ok, one more time - please re-download the soup archive again.
Something that was OSX specific contaminated the Windows and Linux builds and you may get crash with the tetrahedralize node in some cases. They are very specific and you may never hit that, but better stay safe. :)
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OldSchoolIsGoodSchool
I understand you want to deprecate for maya2015, but some of us are locked to maya2015 for another 6 months+ due to current shows etc.

Any chance we could get a maya2015 compile please?

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pshipkov
Maya API evolved quite a bit over the last years and supporting multiple Maya versions on multiple operating system takes its toll. It is a time sink. I already support 3 versions of Maya.
The 2015 builds are still available in the "legacy" archive. So you can keep using them as usual.
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SGIFreak
Thanks Peter. Very strong update. love the interactive stuff with the tetrahedralize node. 
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pshipkov
Glad to hear you like it.
I am going to further improve on the mesh reconstruction in the next update.
There are things in there that can be better/faster.
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SGIFreak
You got a little donate for the next update.
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pshipkov
Well appreciated. All donations go towards paying for host, domain and forums.
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kopatych

Good day!

please tell me, the soup shatter somehow can make displacemetn on faults, as does Houdini or puldownpro?

Sorry for my english

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kopatych
kopatych wrote:

Good day!

please tell me, the soup shatter somehow can make displacement on faults, as does Houdini or puldownpro?

Sorry for my english

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pshipkov
Not really. At least not as part of the built in the node functionality, but you can quickly do that if need. In a fully procedural manner.
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kopatych

pshipkov wrote: Not really. At least not as part of the built in the node functionality, but you can quickly do that if need. In a fully procedural manner.

Please do not tell me in more detail?

or you talking about a shader?

Thank you!

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pshipkov
Check the attached file.
It shows one way of detailing interior faces and applying modulated noise to them.
There are plenty of variations of the outlined idea that can be used in different cases.
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kopatych

pshipkov wrote: Check the attached file.
It shows one way of detailing interior faces and applying modulated noise to them.
There are plenty of variations of the outlined idea that can be used in different cases.

Very thank you!

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