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About 3dome

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  1. what davpe said or you could try compiled blocks and see if it still crashes.. fastest way would be to use a primwrangle to create the UVs I guess. assuming each prim has 4 points you can run this in a primwrangle setvertexattrib(0, "uv", @primnum, 0, {0,0,0}); setvertexattrib(0, "uv", @primnum, 1, {0,1,0}); setvertexattrib(0, "uv", @primnum, 2, {1,1,0}); setvertexattrib(0, "uv", @primnum, 3, {1,0,0});
  2. check out the help card for the wire object. it has all the information you need "You can create attributes on the wire object’s RestGeometry to influence its behavior. Most of these attributes allow fine-tuning of the wire by scaling values set in this node. Point, primitive, or detail attributes of the same name will be used if the vertex attributes are not present." if you want to multiply Angular Damping with that width attrib from the lsystem node, you have to do it before going to dops like f@dampangular = f@width, then in DOPs set the value to 1 (to use raw attrib data) as you attrib will act as multiplier. I think you get the idea. cheers
  3. this should do it Cheers dm_isolate_resampled_lines.hip
  4. attrib sop is VEX aswell i dont think you can do it with an expression in transform sop because it does not run over each point like a wrangle but over the whole geometry at once.
  5. use a point wrangle @P.y = @ptnum; @P.z = @P.y;
  6. Well the scene with that arm is 100 times bigger than your test scene with the sphere. that's why all those values for volumes etc don't work. have a look at the attached file (I did not scale it down, but I recommend you do, right after the alembic node) and jump to frame 1680, let it cook and see if the result is kinda what you're after. Also I would go with a pyro sim with those points as source instead of those SOPs. Disintergration_hand_003.hipnc
  7. I had the same problem as sandford, so I wasn't even sure what to look for. So thanks for the new files. I'll have a look at it tonight if it hasn't been solved till then.
  8. what kind of errors? on what nodes? there shouldn't be any errors. did you update the file paths?
  9. don't know if that is what you need but you might wanna have a look at it Cheers Disintergration_hand_002.hipnc
  10. put this point wrangle just before the extrude: int neighs = neighbourcount(0, @ptnum); if(neighs < 3) { removepoint(0, @ptnum); } deletes the points (procedurally) so you get clean geo but doesnt fix the rendering issue. This comes from cusping the polygons. Do you need to cusp them? EDIT: fixing the geo with fuse nodes helps. see file SphereBoole_EdgeProblem_v2.hipnc
  11. it's because you have a lot of "useless" edges on the seam. delete them and it should work
  12. why don't you use your up-vector instead of @N? if I got this right, p@rot = quaternion(@Time, v@up); in your attribwrangle_INSTANCE should do the trick and remove those other lines
  13. it's quite easy. you need to make the 'gas resize fluid dynamic' track your moving source. have a look at the attached file Cheers dm_animatedFluidSource.hip
  14. here you go. I put some comments in the file. Cheers Edit: sorry I switched boxes and balls just switch them in my file and adjust sizes (box to 1.5, sphere radius to 1) dm_RBDswitchToActiveState.hip
  15. maybe try the op:/full/path/to/node syntax. maybe you have to add backticks `` not sure right now