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Atom

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  • Name Atomic
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  1. Thanks for the alternate example. It makes sense to me, the loop iteration index takes the place of @ptnum as a unique value for the random seed. I guess I don't understand what the outer compile loop is used for?
  2. Stamping is fine for a few thousand points. After that you may see some lag on an animated multi-stamp geometry generator. But hey, you can always cache that stuff out and regain your speed. I would like to see the above example file implemented in a loop. I'm not quite sure how to do that.
  3. You basically just create a random integer attribute using a wrangle. Then stamp that into the index of a switch. ap_rnd_switch_stamp.hiplc
  4. The easiest way might be to just make everything really thin 3D. Then you can work with all the standard tools. So if you have a grid, it becomes a box. If you have 2D planes with transparencies drop down a Trace and follow up that with a slight polyextrude.
  5. I think I kind of agree with your tutor. The way it could work is you could start off very close up and when you pull back the scene is actually a diorama in a museum display case or something. A kids shoe box. Go for a laugh rather a than a cry. Plus you practice the art of the reveal.
  6. What if you invert the specular, but still matte it by the alpha? Then follow it up with some mild color correction or levels to make it look nicer... I don't think I have ever used a translucency map. Most of my map work is diffuse, specular, bump or normal. An occasional AO multiplied on top if it is available.
  7. Your fix seems to work. I even tried it out on a shoe. ap_f1_hexagon_shoe_effect.hiplc
  8. Playing around with extending this so you can get a set of primitives separated from the host shape. Then you could boolean those against the original. The group scatter point selection is linked to a group primitive delete via relative expressions. ap_voronoi_pre_extrude_fracture.hiplc
  9. What if you extrude the main structure before you fracture? Then all the resulting pieces will fit together nicely. ap_voronoi_pre_extrude_fracture.hiplc
  10. I guess you could bypass the node after it kicks out it's geometry and is cached to disk. Then on creation should not run. But I have not tested that.
  11. I just had to try that out on a dinosaur head. But I am getting some spikes here and there. What is causing that? ap_hypernose.hipnc
  12. Why not use a standard FileCache node? Wouldn't Save To Disk simply be the same implementation as your Python button?
  13. I believe the python node will naturally cache the last generate. Try dropping in a button and activating code. ap_python_generate_button.hiplc
  14. I think that is what reseeding already does. It measures particle counts and tries to keep a balanced amount. The value is on the flipsolver under Particle Motion under Reseeding tab. It is called Particles Per Voxel. It is derived from the fliptank grid scale. When starting out it may be simpler to use the fluid system presented rather than to immediately try to modify it.
  15. Sometimes pillows are modeled using the cloth simulator. Create a box and make it a collision object. Then drop down a grid for each side of the pillow and stitch them together. When you run the simulation the stitching will tighten up and try to collapse but then encounter the collision box and stop.