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Old 01 January 2010   #166
don't know if this has been mentioned before, but just to make sure:

If you need to adjust multiple sliders at once, highlight them (so they turn yellow), hold F4 and MMB click and drag in the viewport.

The same works with a single slider, or any value input.
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Old 01 January 2010   #167
When using Linear range values,and min value is 0 and max value is 1,
it is enough to type "L" into value field.Same goes for random values "R".

In any other case, if desired min value is 0, it's enough to type in "L(max value)".
So if you constrain objects to curve (path) just type "L(100)".
If using curve (param) constraint, or whatever, just type "L" in U location value.
In this case max value is 1,so it's enough to just "L" it.

No need to L(0,100) or L(0,1).Just L(100) and L will do.
This can be used in any value field,of course.
 
Old 11 November 2011   #168
I am new to Softimage, and have to say that these help a whole lot. I am beginning to inch my way over from 3Ds Max just because I love the whole ICE thing. Anyway... Thanks for this huge archive of helpful tips
 
Old 11 November 2011   #169
Probably mentioned but you can easily add or subtract values from a multiselection parameter, ie if you select a bunch of nulls and want to subtract 0.1 from the size parameter, type 0.1-- in the value box. ie: if you have sizes (1.0, 2.3, 4.5) selected you will get (0.9,2.2,4.4) as a result.

0.1++ will add 0.1 to them all.

Originally Posted by neso: When using Linear range values,and min value is 0 and max value is 1,
it is enough to type "L" into value field.Same goes for random values "R".

In any other case, if desired min value is 0, it's enough to type in "L(max value)".
So if you constrain objects to curve (path) just type "L(100)".
If using curve (param) constraint, or whatever, just type "L" in U location value.
In this case max value is 1,so it's enough to just "L" it.

No need to L(0,100) or L(0,1).Just L(100) and L will do.
This can be used in any value field,of course.

Last edited by squash : 11 November 2011 at 03:00 AM.
 
Old 11 November 2011   #170
The more algebric form of -1.0+ to subtract (adding a negation) or 1.0+ (just adding) will also work fine. Of course that applies to all algebric operations, so you can use multiplication (with *), and division by multiplying by the fraction (1/N)*
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Old 11 November 2013   #171
I don't know if this is actually something "nobody knows", but the volume effect shader can be used to create a planetary atmosphere. Simple create a sphere slightly larger [about 10%] than the planet itself, and apply a the standard "volume effects" shader to it [fast volume effects won't work]. Adjust the fall-off so it looks right. There will still be a back glow on the side of the planet that's in shadow - to fix turn on shadows and set the umbra to 0.

The atmosphere will look choppy where the night side of the planet starts, so set soft shadows on the infinite light you are using as the sun [or planet's host star] - I usually set it to 5 with 3 samples, and ta-da, a nice atmosphere. Enjoy.
 
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