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	<title>Felix Geremus</title>
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	<link>http://felixgeremus.com</link>
	<description>3D &#38; Stuff....</description>
	<lastBuildDate>Sat, 25 May 2013 00:09:07 +0000</lastBuildDate>
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		<title>Deutsche Fernsehlotterie “Paper World” &#8211; Short Clips</title>
		<link>http://felixgeremus.com/?p=1008</link>
		<comments>http://felixgeremus.com/?p=1008#comments</comments>
		<pubDate>Wed, 24 Apr 2013 22:34:27 +0000</pubDate>
		<dc:creator>Mossman</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Softimage]]></category>

		<guid isPermaLink="false">http://felixgeremus.com/?p=1008</guid>
		<description><![CDATA[Another three short clips, set in the paper world for &#8220;Deutsche Fernsehlotterie&#8221;. Except for character animation I did the first clip with the grandpa in the wheelchair pretty much alone (animation of the stairs, staging, lighting, rendering), and also helped out with some lighting in the other two. Make sure to watch the Making-Of, if [...]]]></description>
				<content:encoded><![CDATA[<p>Another three short clips, set in the paper world for &#8220;Deutsche Fernsehlotterie&#8221;. Except for character animation I did the first clip with the grandpa in the wheelchair pretty much alone (animation of the stairs, staging, lighting, rendering), and also helped out with some lighting in the other two. Make sure to watch the <a title="Deutsche Fernsehlotterie – Paper World" href="http://felixgeremus.com/?p=403">Making-Of</a>, if you haven&#8217;t already.</p>
<p>&nbsp;</p>
<p>Edit: Unfortunately I had to cut out  two of the clips until they can be released to the public. I will re-upload them as soon as possible&#8230;</p>
<p>&nbsp;</p>
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		<item>
		<title>Clariant Brand Movie</title>
		<link>http://felixgeremus.com/?p=414</link>
		<comments>http://felixgeremus.com/?p=414#comments</comments>
		<pubDate>Tue, 05 Mar 2013 22:09:00 +0000</pubDate>
		<dc:creator>Mossman</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://felixgeremus.com/?p=414</guid>
		<description><![CDATA[No update for quite some time, but a lot of stuff happened which keeps me busy. I&#8217;m not working for Sehsucht anymore and relocated to Munich to work on an exciting long time project. But more on that soon. Meanwhile I will post the last few works I&#8217;ve did for Sehsucht, starting with Clariant Brand [...]]]></description>
				<content:encoded><![CDATA[<p>No update for quite some time, but a lot of stuff happened which keeps me busy. I&#8217;m not working for Sehsucht anymore and relocated to Munich to work on an exciting long time project. But more on that soon. Meanwhile I will post the last few works I&#8217;ve did for Sehsucht, starting with<em> Clariant Brand Movie.</em></p>
<p>It was more of a live action/compositing heavy project. The only thing I did was the car made of lightstrokes at about 00:37. But given the fact that I had only a few days to create the whole setup in ICE it turned out quite nice.</p>
<p><br class="spacer_" /></p>
<h2>Clariant Brand Movie</h2>
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</p>
<p><br class="spacer_" /></p>
<p><br class="spacer_" /></p>
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		<title>MM_Matte_Pass Update for Softimage 2013</title>
		<link>http://felixgeremus.com/?p=408</link>
		<comments>http://felixgeremus.com/?p=408#comments</comments>
		<pubDate>Tue, 03 Jul 2012 22:03:03 +0000</pubDate>
		<dc:creator>Mossman</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://felixgeremus.com/?p=408</guid>
		<description><![CDATA[Some comments made me aware that MM_Matte_Pass wasn&#8217;t working anymore in Softimage 2013. I&#8217;ve updated the download archive, it now contains a new version for 2013 which should work ok.]]></description>
				<content:encoded><![CDATA[<p>Some comments made me aware that MM_Matte_Pass wasn&#8217;t working anymore in Softimage 2013. I&#8217;ve updated the <a href="http://www.felixgeremus.com/downloads/MM_Matte_Pass.rar">download archive</a>, it now contains a new version for 2013 which should work ok.</p>
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		<item>
		<title>Deutsche Fernsehlotterie &#8211; Paper World</title>
		<link>http://felixgeremus.com/?p=403</link>
		<comments>http://felixgeremus.com/?p=403#comments</comments>
		<pubDate>Mon, 11 Jun 2012 10:49:45 +0000</pubDate>
		<dc:creator>Mossman</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Softimage]]></category>

		<guid isPermaLink="false">http://felixgeremus.com/?p=403</guid>
		<description><![CDATA[Here is our newest Sehsucht spot: a 30 second complete CG commercial, showing a world made out of paper for Deutsche Fernsehlotterie (a charitable lottery).  Maybe not the most inovative idea but I&#8217;m really proud of the execution. Arnold shined again in this production. We rendered tons of deforming geometry with GI and lots of [...]]]></description>
				<content:encoded><![CDATA[<p>Here is our newest Sehsucht spot: a 30 second complete CG commercial, showing a world made out of paper for Deutsche Fernsehlotterie (a charitable lottery).  Maybe not the most inovative idea but I&#8217;m really proud of the execution. Arnold shined again in this production. We rendered tons of deforming geometry with GI and lots of translucency without any problems. Moreover we finally found some time to create a nice making of showing the whole process of creating the spot. I did a lot of rendering and shading and also some animation. I&#8217;m especiall proud of the folding hospital near the end of the spot, for which I had only 3 days of time. The whole transformation was created and controlled via ICE. We had some special folding compounds created by our TD Martin Chatterjee which I combined with custom shape blending compounds and some classic animation. You can see some more tests in the making of. I hope you like it!</p>
<p>&nbsp;</p>
<h2>Deutsche Fernsehlotterie &#8220;Paper World&#8221;</h2>
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<p>&nbsp;</p>
<h2>Deutsche Fernsehlotterie Paper World Making Of</h2>
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<p>&nbsp;</p>
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		<item>
		<title>MM_ShaderTools</title>
		<link>http://felixgeremus.com/?p=256</link>
		<comments>http://felixgeremus.com/?p=256#comments</comments>
		<pubDate>Tue, 24 Apr 2012 21:11:22 +0000</pubDate>
		<dc:creator>Mossman</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Softimage]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://felixgeremus.com/?p=256</guid>
		<description><![CDATA[MM ShaderTools is a plugin which helps you to batch replace, create or modify shaders in all your materials at once. This can save huge amounts of time, especially in later stages of a project. You can select multiple materials or lights and run the plugin to modify your render trees with three different operations: [...]]]></description>
				<content:encoded><![CDATA[<p>MM ShaderTools is a plugin which helps you to batch replace, create or modify shaders in all your materials at once. This can save huge amounts of time, especially in later stages of a project. You can select multiple materials or lights and run the plugin to modify your render trees with three different operations:</p>
<ul>
<li><strong><a href="http://felixgeremus.com/wp-content/uploads/2012/04/mmshadertools_interface.jpg" rel="lightbox[256]"><img class="alignright size-medium wp-image-268" style="border-style: initial; border-color: initial;" title="mmshadertools_interface" alt="mmshadertools_interface" src="http://felixgeremus.com/wp-content/uploads/2012/04/mmshadertools_interface-265x300.jpg" width="204" height="230" /></a>Replace shaders</strong>: will replace all instances of the same shader by a new one. You have options which will help you to keep all connections in and out of the shaders intact. Additionally you can set parameters in the newly created shader, either directly or based on parameter values of the old shader.</li>
</ul>
<ul>
<li><strong>Insert shader</strong>: insert a new shader between a specified connection. Similar to replace shaders you have options to keep all connections intact and additionally set parameters in the new shader. You can also use this to simply import and connect a shader without inserting it into an existing connection.</li>
</ul>
<ul>
<li><strong>Set Shader Parameters:</strong> allows you to set parameters of all kinds in a target shader.</li>
</ul>
<p>&nbsp;</p>
<p>The first version of my Mia Material Advanced shader used to be a compound. But soon I found out about an annoying  softimage bug which caused a massive slowdown prior to rendering when using shader compounds with a lot of exposed parameters. So I developed a new version which packed all the functionality into one shader phenomena. Unfortunately we had used the compound already in several projects and assets which we had to reuse later on. So I created the initial version of the script, which I used to replace all the Mia Advanced compounds in a scene with the new shader phenomena, while keeping all connections intact. I really liked the performance of the script and so I decided to massively extend it in my spare time, to make it work in all kinds of  possible situations.</p>
<p>So why use this? It&#8217;s maybe not the most user friendly way to work with materials, but there are many cases I can think of where this plugin could prove extremely useful. As described above, <em>Replace Shaders</em> can easily update shaders to a newer or better version. Another nice possibility would be to quickly convert entire scenes to work with different render engines like VRay or Arnold. A combination of <em>Replace Shaders</em> and <em>Insert Shader</em> could be used to create complex render channel setups you might not have thought of before creating your materials. And <em>Set Shader Parameters </em>can of course become handy in all sorts of situations. Enable Elliptical filtering or change texture repeats in all your image nodes. Or increase sampling values in all your illumination shaders at once&#8230;</p>
<p>Here is a small help page I&#8217;ve set up to describe in detail the various functions of the plugin. You can also call this help page directly from the plugins help button:</p>
<p><a href="http://felixgeremus.com/?page_id=258" target="_blank">MM ShaderTools HELP</a></p>
<p>&nbsp;</p>
<p><strong><a href="http://felixgeremus.com/downloads/MM_Shadertools.rar">Download MM_ShaderTools</a></strong></p>
<p>The archive contains the plugin, plus some presets I&#8217;ve been using so far. One more word of advice: since the plugin can massively change or even remove stuff from your materials it&#8217;s heavily recommended to save your scene before running the script. And since it proved very complex to handle all possible exceptions (especially concerning shader compounds) there might very well be some bugs left. So use it at your own risk and in case you encounter any problems don&#8217;t hesitate to email me and I will see what I can do.</p>
<p>Have fun and let me know if you like the plugin!</p>
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		<item>
		<title>Some useful ICE compounds</title>
		<link>http://felixgeremus.com/?p=203</link>
		<comments>http://felixgeremus.com/?p=203#comments</comments>
		<pubDate>Mon, 26 Mar 2012 22:46:52 +0000</pubDate>
		<dc:creator>Mossman</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Softimage]]></category>

		<guid isPermaLink="false">http://felixgeremus.com/?p=203</guid>
		<description><![CDATA[Finally I&#8217;ve found some time to cleanup and polish some of my ICE compounds to share them.  Here they are, I hope you like them! Cluster to Weightmap As the name implies it converts clusters to weightmaps. Whats nice though is that it accept all types of clusters (point,polygon,edge) and adds the ability to grow [...]]]></description>
				<content:encoded><![CDATA[<p>Finally I&#8217;ve found some time to cleanup and polish some of my ICE compounds to share them.  Here they are, I hope you like them!</p>
<h3>Cluster to Weightmap</h3>
<p>As the name implies it converts clusters to weightmaps. Whats nice though is that it accept all types of clusters (point,polygon,edge) and adds the ability to grow and/or smooth the resulting weightmap.<br />
Remember that you have to create the weightmap before you create the Icetree to make this work.</p>
<p><a href="http://felixgeremus.com/wp-content/uploads/2012/02/wmtocluster1.jpg" rel="lightbox[203]"><img class="size-medium wp-image-204" title="wmtocluster1" src="http://felixgeremus.com/wp-content/uploads/2012/02/wmtocluster1-300x179.jpg" alt="" width="300" height="179" /></a> <a href="http://felixgeremus.com/wp-content/uploads/2012/02/wmtocluster2.jpg" rel="lightbox[203]"><img class="size-medium wp-image-209 alignnone" title="wmtocluster2" src="http://felixgeremus.com/wp-content/uploads/2012/02/wmtocluster2-300x179.jpg" alt="" width="300" height="179" /></a></p>
<p><a href="http://felixgeremus.com/downloads/Cluster to Weightmap.xsicompound" target="_blank">Download Cluster to Weightmap</a></p>
<h3><span style="font-weight: bold;">Create Copies along Curve</span></h3>
<p>I don&#8217;t think there is an easy way to do this with the build-in topology compounds plus it has some other nice features:</p>
<ul>
<li>supports both open and closed curves</li>
<li>nice controls to interactively position, scale and rotate your copies on the curve</li>
<li>copies will be evenly spaced along the curve</li>
<li>the copies nicely align to the curve, you shouldn&#8217;t run into any problems with flipping normals on s-shaped curves.</li>
<li>transfers UV&#8217;s</li>
</ul>
<p><a href="http://felixgeremus.com/wp-content/uploads/2012/03/copiesalongcurve1.jpg" rel="lightbox[203]"><img class="size-medium wp-image-218 alignnone" title="Copies along Curve" src="http://felixgeremus.com/wp-content/uploads/2012/03/copiesalongcurve1-300x179.jpg" alt="" width="300" height="179" /></a> <a href="http://felixgeremus.com/wp-content/uploads/2012/03/copiesalongcurve2.jpg" rel="lightbox[203]"><img class="alignnone" title="Copies along Curve 2" src="http://felixgeremus.com/wp-content/uploads/2012/03/copiesalongcurve2-300x174.jpg" alt="" width="300" height="174" /></a></p>
<p>The compound isn&#8217;t terribly fast, but that&#8217;s more due to the lack of speed of ICE topology in general. But I still think it&#8217;s very useful for a lot of modeling tasks. Like extracting a curve from a railing and quickly distribute posts for example. For everything else I would try to stick with instances&#8230;</p>
<p><a href="http://felixgeremus.com/downloads/Create Copies along Curve.2.0.xsicompound">Download Create Copies along Curve</a></p>
<h3><strong>Neural Net</strong></h3>
<p>Another take on motiongraphics currently most popular effect: emits particles and connects them with strands. This one is</p>
<ul>
<li>pretty fast</li>
<li>works both in a simulated and non-simulated environment</li>
<li>two modes of stand creation: closest points &amp; random</li>
<li>turbulice and grow the strands</li>
</ul>
<p><a href="http://felixgeremus.com/wp-content/uploads/2012/03/neuralnet.jpg" rel="lightbox[203]"><img class="alignnone size-medium wp-image-232" title="neuralnet" src="http://felixgeremus.com/wp-content/uploads/2012/03/neuralnet-300x229.jpg" alt="" width="300" height="229" /></a></p>
<p>Here is a quick viewport capture of  750 particles being emited per second, each growing 30 connections to its neighbours:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="500" height="281" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=39223055&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00adef&amp;fullscreen=1&amp;autoplay=0&amp;loop=0" /><embed type="application/x-shockwave-flash" width="500" height="281" src="http://vimeo.com/moogaloop.swf?clip_id=39223055&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=00adef&amp;fullscreen=1&amp;autoplay=0&amp;loop=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Most of the detail gets lost in compression unfortunately, so you can&#8217;t really see the individual connections growing. But its still a good example what you can do with the compound.</p>
<p><a href="http://felixgeremus.com/downloads/Neural Net.2.1.xsicompound" target="_blank">Download Neural Net</a></p>
<h3><strong>Emit from Polygons</strong></h3>
<p>This compound is thought to be used in a non-simulated environment and the emitter mesh should ideally consist of quads only. The idea behind this compound was to quickly create coral like structures by emitting instances from polygon centers and scaling them according to the polygon they&#8217;ve been emited from. This helps to prevent instances from penetrating each other, and also results in a more natural, organic look.</p>
<p><a href="http://felixgeremus.com/wp-content/uploads/2012/03/emitfrompolygons1.jpg" rel="lightbox[203]"><img class="size-medium wp-image-220 alignnone" title="emitfrompolygons1" src="http://felixgeremus.com/wp-content/uploads/2012/03/emitfrompolygons1-300x174.jpg" alt="" width="300" height="174" /></a></p>
<p>Since some of the parameters are not as obvious as in the other compounds i will explain them quickly:</p>
<p><em>Scale XZ by polygon size </em>affects how much the instances will be squeezed based on the emiter polygon. A value of 1 means the particles are completely squeezed, 0 means no squeezing happens.</p>
<p><a href="http://felixgeremus.com/wp-content/uploads/2012/03/emitfrompolygons2.jpg" rel="lightbox[203]"><img class="alignnone size-medium wp-image-221" title="emitfrompolygons2" src="http://felixgeremus.com/wp-content/uploads/2012/03/emitfrompolygons2-300x190.jpg" alt="" width="300" height="190" /></a> <a href="http://felixgeremus.com/wp-content/uploads/2012/03/emitfrompolygons3.jpg" rel="lightbox[203]"><img class="alignnone size-medium wp-image-222" title="emitfrompolygons3" src="http://felixgeremus.com/wp-content/uploads/2012/03/emitfrompolygons3-300x190.jpg" alt="" width="300" height="190" /></a></p>
<p>Note that we&#8217;re not actually <em>skewing</em> the particles, since that&#8217;s not possible. We&#8217;re only scaling them according to the distance between the two opposite edges of a quad.</p>
<p><em>Y Min/Max </em>specify the range the next two operations work in. If they&#8217;re set to zero, the particles Y scale will be set to min+max/2.</p>
<p><em>Scale Y by polygon size</em> does the same thing as the XZ feature. The higher the value, the smaller in Y will instances emited from small polygons become.</p>
<p><a href="http://felixgeremus.com/wp-content/uploads/2012/03/emitfrompolygons4.jpg" rel="lightbox[203]"><img class="alignnone size-medium wp-image-223" title="emitfrompolygons4" src="http://felixgeremus.com/wp-content/uploads/2012/03/emitfrompolygons4-300x190.jpg" alt="" width="300" height="190" /></a></p>
<p><em>Scale Y by Curvature </em>additionally scales Y by taking the curvature of the mesh into account. Instances lying on concave surfaces will scale down, while convex ones scale up.</p>
<p><a href="http://felixgeremus.com/wp-content/uploads/2012/03/emitfrompolygons5.jpg" rel="lightbox[203]"><img class="alignnone size-medium wp-image-224" title="emitfrompolygons5" src="http://felixgeremus.com/wp-content/uploads/2012/03/emitfrompolygons5-300x190.jpg" alt="" width="300" height="190" /></a></p>
<p>The instancing part allows you to directly pick a group of different meshes to instantiate. You can then finetune which instance will appear via a turbulence. Bigger turbulence means bigger fields of the same instance will appear. You need to specify the correct number of different instances to make it work.</p>
<p><a href="http://felixgeremus.com/wp-content/uploads/2012/03/emitfrompolygons6.jpg" rel="lightbox[203]"><img class="alignnone size-medium wp-image-225" title="emitfrompolygons6" src="http://felixgeremus.com/wp-content/uploads/2012/03/emitfrompolygons6-300x190.jpg" alt="" width="300" height="190" /></a></p>
<p><a href="http://felixgeremus.com/downloads/Emit from Polygons.1.0.xsicompound" target="_blank">Download Emit from Polygons</a></p>
<h3><strong>Quantize Values</strong></h3>
<p>This one is a bit techy, but proved useful to me. It takes a set or array of scalar values and spits out quantized values based on a quantization step. An image (hopefully) explains more than thousand words <img src='http://felixgeremus.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><a href="http://felixgeremus.com/wp-content/uploads/2012/03/quantize1.jpg" rel="lightbox[203]"><img class="alignnone size-medium wp-image-226" title="quantize1" src="http://felixgeremus.com/wp-content/uploads/2012/03/quantize1-300x179.jpg" alt="" width="300" height="179" /></a></p>
<p>You could use this to create stepped gradient effects or stop-motion like animation.</p>
<p><a href="http://felixgeremus.com/wp-content/uploads/2012/03/quantize2.jpg" rel="lightbox[203]"><img class="alignnone size-medium wp-image-227" title="quantize2" src="http://felixgeremus.com/wp-content/uploads/2012/03/quantize2-300x259.jpg" alt="" width="300" height="259" /></a></p>
<p><a href="http://felixgeremus.com/downloads/Quantize Values.xsicompound" target="_blank">Download Quantize Values</a></p>
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		<title>MM_FilterSelection Plugin</title>
		<link>http://felixgeremus.com/?p=235</link>
		<comments>http://felixgeremus.com/?p=235#comments</comments>
		<pubDate>Tue, 20 Mar 2012 23:08:44 +0000</pubDate>
		<dc:creator>Mossman</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Softimage]]></category>

		<guid isPermaLink="false">http://felixgeremus.com/?p=235</guid>
		<description><![CDATA[During our last production I had to deal a lot with importing/exporting stuff out of complex models. And I missed a certain little feature quite often. I&#8217;m still not sure if there isn&#8217;t some build in method to this, but I asked a few other Softimage users and they didn&#8217;t knew a one click way [...]]]></description>
				<content:encoded><![CDATA[<p>During our last production I had to deal a lot with importing/exporting stuff out of complex models. And I missed a certain little feature quite often. I&#8217;m still not sure if there isn&#8217;t some build in method to this, but I asked a few other Softimage users and they didn&#8217;t knew a one click way to do this either: simply select everything in the current selection based on a filter preset. Most common use would be to branch select a model and select all polygon meshes inside. There is a &#8220;Deselect All Using Filter&#8221; command in the select menu which does the exact opposite (no idea when you would need that) and a &#8220;Select All Using Filter&#8221; but no &#8220;Select all using Filter, based on the current selection&#8221;.  I used to activate the filter and rectangle select in the viewport or the schematic, but in complex scenes it happens frequently that you accidentally select stuff you don&#8217;t want to.</p>
<p>So I decided to quickly write a small script which does the job: you can either select or branch select objects in your scene, run the command, and it will keep all VISIBLE objects in your selection which fit the currently selected filter. If you hold down shift, it will also select HIDDEN objects which match the filter.</p>
<p><a href="http://felixgeremus.com/wp-content/uploads/2012/03/filterselection1.jpg" rel="lightbox[235]"><img class="alignnone size-medium wp-image-236" title="filterselection1" src="http://felixgeremus.com/wp-content/uploads/2012/03/filterselection1-300x160.jpg" alt="" width="300" height="160" /></a> <a href="http://felixgeremus.com/wp-content/uploads/2012/03/filterselection2.jpg" rel="lightbox[235]"><img class="alignnone size-medium wp-image-237" title="filterselection2" src="http://felixgeremus.com/wp-content/uploads/2012/03/filterselection2-300x160.jpg" alt="" width="300" height="160" /></a></p>
<p><strong>Installation:</strong></p>
<p>Put the script into <em>Application\plugins</em> of your user or workgroup folder. Hit “Update All” in the plugin manager or restart softimage. The script will register a new command called <em>MM_FilterSelection</em> at the bottom of your &#8220;Select&#8221; menu in the upper right corner</p>
<p><a href="http://felixgeremus.com/downloads/MM_FilterSelection.zip" target="_blank">Download MM_FilterSelection</a></p>
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		<title>Another bugfix for Mia_Material_Advanced</title>
		<link>http://felixgeremus.com/?p=213</link>
		<comments>http://felixgeremus.com/?p=213#comments</comments>
		<pubDate>Mon, 12 Mar 2012 16:42:21 +0000</pubDate>
		<dc:creator>Mossman</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Softimage]]></category>

		<guid isPermaLink="false">http://felixgeremus.com/?p=213</guid>
		<description><![CDATA[The guys over at SI-community found out that Photons weren&#8217;t working. I&#8217;ve uploaded a new version which should fix the problem.]]></description>
				<content:encoded><![CDATA[<p>The guys over at SI-community found out that Photons weren&#8217;t working. I&#8217;ve uploaded a new version which should fix the problem.</p>
]]></content:encoded>
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		<item>
		<title>Grundig Cube</title>
		<link>http://felixgeremus.com/?p=196</link>
		<comments>http://felixgeremus.com/?p=196#comments</comments>
		<pubDate>Mon, 30 Jan 2012 00:26:57 +0000</pubDate>
		<dc:creator>Mossman</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Softimage]]></category>

		<guid isPermaLink="false">http://felixgeremus.com/?p=196</guid>
		<description><![CDATA[Finally my first soccer commercial, I really enjoyed this one! I created the CG stadium and crowds from start to finish in all shots. For the crowds I used filmed footage mapped on sprites, which worked surprisingly well. I modeled the stadium from scratch and also did the shading and most of the lighting. Rendering [...]]]></description>
				<content:encoded><![CDATA[<p>Finally my first soccer commercial, I really enjoyed this one! I created the CG stadium and crowds from start to finish in all shots. For the crowds I used filmed footage mapped on sprites, which worked surprisingly well. I modeled the stadium from scratch and also did the shading and most of the lighting. Rendering was done in mental ray this time.<br />
I think we might produce a longer directors cut version in the coming weeks. Hopefully I will find some time to upload some making of pics as well.<br />
<br />
<strong>Grundig Cube</strong><br />
<iframe src="http://player.vimeo.com/video/33917972?title=0&amp;byline=0&amp;portrait=0" width="500" height="281" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
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		<title>Small bugfix on Mia_Material_Advanced</title>
		<link>http://felixgeremus.com/?p=191</link>
		<comments>http://felixgeremus.com/?p=191#comments</comments>
		<pubDate>Mon, 30 Jan 2012 00:13:07 +0000</pubDate>
		<dc:creator>Mossman</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Softimage]]></category>

		<guid isPermaLink="false">http://felixgeremus.com/?p=191</guid>
		<description><![CDATA[I&#8217;ve uploaded a new Version which fixes a small bug where shadows lost their transparency and color when using the rayswitch.]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve uploaded a <a href="http://felixgeremus.com/downloads/Mia_Material_Advanced.xsiaddon">new Version</a> which fixes a small bug where shadows lost their transparency and color when using the rayswitch.</p>
]]></content:encoded>
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