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    <title type="text">EI Technology Group Forums</title>
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    <rights>Copyright (c) 2008</rights>
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    <id>tag:eitechnologygroup.com,2008:09:05</id>


    <entry>
      <title>Tracking the Background &#45; is there a method&#63;</title>
      <link rel="alternate" type="text/html" href="http://www.eitechnologygroup.com/forums/viewthread/798/" />      
      <id>tag:eitechnologygroup.com,2008:forums/viewthread/.798</id>
      <published>2008-09-03T23:43:39Z</published>
      <updated></updated>
      <author><name>videopro</name></author>
      <content type="html">
      <![CDATA[
        <p>Hello All! I would like to thank God and all those responsible for making such a great app. (EI - duh.. )
<br />
I am a novice at best and have a million questions. But the main thing I like to do is Sci-Fi style anime
<br />
So that means flying my little spaceships through the EI 3D Universe. But, how do I get the background to track
<br />
or match my camera movements. I have been playing with the Camera&#8217;s Rotoscope -Background setting but not sure how those numbers relate the camera&#8217;s actual position(s) in the animation. 
<br />
Is there thumb rule? A secret formula? Do I have to have the join some secret society and learn that secret hand shake?
<br />
A space battle awaits for me.. but first I must track the stars with my camera&#8230; any help from anyone on this planet would be appreciated.. 
</p>
<p>
-Vivek 
<br />
I am using the 3DToolkit and I have version 2.9. .. ok stop laughing.. and help me please..
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Cutaway views</title>
      <link rel="alternate" type="text/html" href="http://www.eitechnologygroup.com/forums/viewthread/799/" />      
      <id>tag:eitechnologygroup.com,2008:forums/viewthread/.799</id>
      <published>2008-09-04T07:16:59Z</published>
      <updated></updated>
      <author><name>GeordieJames</name></author>
      <content type="html">
      <![CDATA[
        <p>Hello all
</p>
<p>
What&#8217;s the best way of producing cutaway imagery - for example on 3D floor plans inside a building.
</p>
<p>
The method I have used in EI is to use a camera map of black and white and use it as a clipping texture. On a complex scene this is really slow (it would appear).
</p>
<p>
I think, if memory serves there is a plug-in that can do this but is there another way of doing it within EI without buying a plug-in.
</p>
<p>
James
</p>
<p>
ps I was happy to find that adjusting the &#8216;perspective clip&#8217; in the prefs enables you to do this on the plane of the camera but I want to cutaway one floor at a time and leave the camera&#8217;s position alone.
</p>
<p>
Appreciate any titbits of info.
</p>
<p>
pps Ian, your three men in a boat image has cutaways - did you say that was tailortool or some such thing you used ?
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Camera Lock</title>
      <link rel="alternate" type="text/html" href="http://www.eitechnologygroup.com/forums/viewthread/802/" />      
      <id>tag:eitechnologygroup.com,2008:forums/viewthread/.802</id>
      <published>2008-09-05T05:09:13Z</published>
      <updated>2008-09-05T07:29:21Z</updated>
      <author><name>silverbullet</name></author>
      <content type="html">
      <![CDATA[
        <p>Hi guys,
</p>
<p>
I was just wondering if EIAS has a way to &#8220;lock&#8221; the camera x-y-z positions.
<br />
Especially when doing 3D stills, I spent lots of time to reach the perfect camera angle.
<br />
But every once in a while I accidently hit my space bar and mouse &#8220;pan&#8221;, thus ruining my cam view.
</p>
<p>
How does one go around this problem ?
</p>
<p>
Regards, Bert.
</p>
<p>
<span style="color:red;"><a href="http://www.eitechnologygroup.com/?URL=http%3A%2F%2Fwww.silverbullet3d.com%2Feias_benchmark%2F">http://www.silverbullet3d.com/eias_benchmark/</a></span>
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Whitecaps in Psunami&#63;</title>
      <link rel="alternate" type="text/html" href="http://www.eitechnologygroup.com/forums/viewthread/789/" />      
      <id>tag:eitechnologygroup.com,2008:forums/viewthread/.789</id>
      <published>2008-08-31T12:25:58Z</published>
      <updated></updated>
      <author><name>d.rice</name></author>
      <content type="html">
      <![CDATA[
        <p>Does anyone have a method for adding whitecaps to ocean scenes? There is a great example on the Northernlights website in the Psunami section but I haven&#8217;t been able to determine how it was done. Post, another plugin?&nbsp; Thanks. -Derryl
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Most efficient multiple drive set up</title>
      <link rel="alternate" type="text/html" href="http://www.eitechnologygroup.com/forums/viewthread/778/" />      
      <id>tag:eitechnologygroup.com,2008:forums/viewthread/.778</id>
      <published>2008-08-26T09:50:21Z</published>
      <updated></updated>
      <author><name>Black Box</name></author>
      <content type="html">
      <![CDATA[
        <p>I had a conversation with Brad yesterday, and he clarified how to set up drives for optimal performance.&nbsp; Short of RAID set ups ($$$), the best performance is attained by isolating tasks to individual drives.&nbsp; If you have two drives, make sure the drive you read from and write to are not the same.&nbsp; If you have three drives make sure the system is on a different drive than the camera/slave and also different then where you read or write.&nbsp; If you have four have the slaves on it.
</p>
<p>
It sounded like the biggest issue is when you write to the same drive you read from, which is to say send the render output to the same drive you read the files from.&nbsp; One task has to wait.&nbsp; The second biggest issue is the system and other components needing the drive.
</p>
<p>
Some previous suggestions have had separate drives for each slave, to keep a slave from waiting while the other is reading.
</p>
<p>
I&#8217;m sure there other ways to optimize.&nbsp; If you have further clarifications, share the tips.
</p>
<p>
Yon
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>New Sub&#45;Forum Required</title>
      <link rel="alternate" type="text/html" href="http://www.eitechnologygroup.com/forums/viewthread/774/" />      
      <id>tag:eitechnologygroup.com,2008:forums/viewthread/.774</id>
      <published>2008-08-25T12:03:22Z</published>
      <updated></updated>
      <author><name>Paralumino</name></author>
      <content type="html">
      <![CDATA[
        <p>Hello Phil and Ian, 
</p>
<p>
Any news on whether or not we can get a dedicated subforum for the weight mapping discussion? It would be very helpful. 
</p>
<p>
Brian
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>EIAS 8 User Pack: The Winners</title>
      <link rel="alternate" type="text/html" href="http://www.eitechnologygroup.com/forums/viewthread/773/" />      
      <id>tag:eitechnologygroup.com,2008:forums/viewthread/.773</id>
      <published>2008-08-25T03:35:07Z</published>
      <updated>2008-08-25T03:36:20Z</updated>
      <author><name>Ian</name></author>
      <content type="html">
      <![CDATA[
        <p>Hi all,
</p>
<p>
Firstly, thanks for everyone that took part in the discussion and voting, the response has been fantastic.
</p>
<p>
Without further ado, the winners:
</p>
<p>
<span style="font-size:16px;"><b>Widgets:</b></span>
</p>
<p>
<b>Job Reordering (Renderama) </b>
<br />
Lets users reorder the list of jobs by dragging them to a new location in the list.
</p>
<p>
<b>File Names (Renderama) </b>
<br />
Displays the name of the rendered file next to the job name.
</p>
<p>
<b>Center with C-click improvement (Animator)</b>
<br />
The “C Click” to center command could be improved by zooming to fill the widow with the selected object through the use of an Option-C.
</p>
<p>
<b>Remove From Set (Animator)</b> 
<br />
As an addition to “add to selection set” - “remove from selection set”.
</p>
<p>
<b>Green Triangle to “off” by default (Animator) </b>
<br />
Default of all channels should be to “off” - not only for the object, but also for the animation channels. Added as a preference or toggle.
</p>
<p>
<b>Direct Shader Opening (Animator)</b>
<br />
A keyboard/mouse click combo option when clicking on a shader in a texture list to go straight to the shader interface
</p>
<p>
<b>Normal Mapping (Camera) </b>
<br />
Allow normal mapping via Camera Mapping.
</p>
<p>
<b>Remote Folders (Camera) </b>
<br />
Makes Camera (on remote rendering) Subfolder aware, so that one can use folders of shaders and sockets inside of the EI sockets and EI shaders folders.
</p>
<p>
<b>Re-import on export (Animator) </b>
<br />
A ‘re-import on export’ Fact check box. Useful for Encage, Dicer, Antiqua, Bebel etc., etc.
</p>
<p>
<b>Improved aspect lock for textures (Animator) </b>
<br />
Utilise “Aspect Lock” popup menu (Texture Dialogue) for auto-scale purposes as well - it would work in a similar way to Auto YZ in the Group info window.
</p>
<p>
--
</p>
<p>
<span style="font-size:16px;"><b>Brown Features:</b></span>
</p>
<p>
<b>Strength map tool </b>
<br />
Ability to load, save and re-apply wmap, combine wmaps together 
</p>
<p>
<b>Strength map blur/contrast tool </b>
<br />
Self explanatory, effectively clicking blur ‘n’ times would give you a smooth gradient. 
</p>
<p>
<b>Strength map mirror tool </b>
<br />
Self explanatory. 
</p>
<p>
<b>Strength map unfold tool </b>
<br />
Save the Wmap as a grayscale img, UV coordinates required.
</p>
<p>
--
</p>
<p>
I will keep you up to date as these features are programmed, letting you know the status of each feature as we go along.
</p>
<p>
Thanks again to all who took part,
<br />
Ian
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>AVT_RR_DVD &#8220;Exclusion Map&#8221; Technique</title>
      <link rel="alternate" type="text/html" href="http://www.eitechnologygroup.com/forums/viewthread/775/" />      
      <id>tag:eitechnologygroup.com,2008:forums/viewthread/.775</id>
      <published>2008-08-25T20:54:41Z</published>
      <updated>2008-08-25T20:56:53Z</updated>
      <author><name>AVTPro</name></author>
      <content type="html">
      <![CDATA[
        <p>Hey Folx,
</p>
<p>
This techniques demonstrates how to use strength maps to weight character without a lot of hassle. It discusses good cages and exclusion mapping to hone the skin. This is a production smart technique based on &#8220;invisible initial bind&#8221;. 
</p>
<p>
This is lesson 28 of the Deformer Rig DVD. I believe all sections of the Strength Maps are currently online (26, 27 and 28). 
</p>
<p>
I indexed the video. Rigging isn&#8217;t as exciting as animation 
</p>
<p>
1:38 — cages
<br />
2:00 — Explain the problem vert.
<br />
2:14 — Understanding cages vs hi-res
<br />
2;40 — Maya proxy rig for skinning. (Wrap Deformer aka Smart Skin)
<br />
3:07 — Comment IDEA AWARD (David Wu, Brian Pohl)
<br />
4:00 — Wrap Deformer, Encage, Proxy SDS, 
</p>
<p>
Editing the skin
</p>
<p>
7:00 — Position Skin for Editing.
<br />
8:00 — Isolate Bone effecting stray vertex.
<br />
9:00 — Subjective Weighting (Exclusion)
<br />
11:00— Create Strength Map on Skin
<br />
12:00— Paint off weight
<br />
13:00 — Editing
<br />
14:00 — Testing, Experimenting
<br />
15:00 — Done.
<br />
16:00 — click on Encage
<br />
16:00 — Joking
</p>
<p>
Weight Mapping Fingers
</p>
<p>
17:00 — Evaluating finger Weighting
<br />
18:00— Reverted
<br />
19:00 — Finger Webbing
<br />
20:00— Slight Demo on using Morph to sculpt hand gesture.
<br />
(Modeling by AVT, Render by David Wu)
<br />
21:00 — (+/-) Plus and Minus Strength Maps.
<br />
23:00 — Subtracting Priority.
<br />
25:00 — Stretchy Geometry through Skinning.
<br />
26:00 — Sculpting/Honing Form with Weight Map
<br />
27:00 — Stray Vert. 
<br />
29:00 — Evaluating Maps for
<br />
30:00 — Fix dupe 
</p>
<p>
32:00— Conclusion
</p>
<p>
28. Skin Fingers
<br />
<a href="http://www.eitechnologygroup.com/?URL=http%3A%2F%2Fhomepage.mac.com%2Favtpro5%2F.Public%2F28">http://homepage.mac.com/avtpro5/.Public/28</a>. skin fingers.mov.zip
</p>
<p>
For the other vids go to 
<br />
<a href="http://www.eitechnologygroup.com/?URL=http%3A%2F%2Fhomepage.mac.com%2Favtpro5">http://homepage.mac.com/avtpro5</a>
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Strength Map visualisation tools</title>
      <link rel="alternate" type="text/html" href="http://www.eitechnologygroup.com/forums/viewthread/759/" />      
      <id>tag:eitechnologygroup.com,2008:forums/viewthread/.759</id>
      <published>2008-08-16T02:45:13Z</published>
      <updated></updated>
      <author><name>Ian</name></author>
      <content type="html">
      <![CDATA[
        <p>Hi all,
</p>
<p>
I&#8217;ve moved the following post from the UP as it&#8217;s off topic, but, very interesting. So, lets discuss.
</p>
<p>
Best,
<br />
Ian
</p>
      ]]>
      </content>
    </entry>

    <entry>
      <title>Anyone tried Solid&#45;State Drives with slaves&#63;</title>
      <link rel="alternate" type="text/html" href="http://www.eitechnologygroup.com/forums/viewthread/761/" />      
      <id>tag:eitechnologygroup.com,2008:forums/viewthread/.761</id>
      <published>2008-08-16T10:54:52Z</published>
      <updated>2008-08-16T11:16:27Z</updated>
      <author><name>Black Box</name></author>
      <content type="html">
      <![CDATA[
        <p>Has anyone tried the Solid-State drives with EIAS?&nbsp; These are hard drives which use RAM instead of disks to read/store info.&nbsp; I was considering getting an array of 32GB drives, one drive per processor on a MP machine.&nbsp;   Has anyone tried this?
</p>
<p>
Yon
</p>
<p>
*edit*  the cheapest route I see is the Ritek 2.5 disk with a 2.5 to 3.5 converter&#8230; it&#8217;s about $300, which would be well worth it if it&#8217;s reeeaaaly fast <img src="http://www.eitechnologygroup.com/images/smileys/wink.gif" width="19" height="19" alt="wink" style="border:0;" />
</p>
      ]]>
      </content>
    </entry>


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