Archive for May, 2008



Bump Filtering in the Rendertree

May 24th, 2008 by Stefano Jannuzzo. Viewed 3683 times.

The current bump node (formerly known as zbump) became very popular for its simplicity, and for its ability to get procedural textures as inputs.
However, it has some limitations, for instance not supporting texture pre-filtering, and the fact that its spacing is expressed in world coordinates instead of uv coordinates like the old node. This leads [...]

Object oriented programming, once again.

May 20th, 2008 by Helge Mathee. Viewed 3779 times.

So the keen folks at the german XSI forum (http://www.xsiforum.de) discussed the topic of generating separate objects out of all of the polygon islands making up a polygonmesh. Even though this doesn’t seem to be a too tricky scripting problem, using commands to achieve this split-up can slow down XSI quite alot, especially if the [...]

An alternative to XSI’s tail spring op

May 8th, 2008 by Helge Mathee. Viewed 11642 times.

Hey gang,
working on some characters with secondary motion I came up with a pretty simple spring op including some caching / plotting functionality and thought I’d share it.