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About MrHoo

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  • Birthday August 26

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    Shading & Lighting TD & Senior Bug Encounterer @ Sunday Digital

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  1. Ah - found that if you just create a new one, it sorts the others automatically - and after that you just delete the newly created. Kind of a glitchy workaround but works...
  2. Hi, dows someone know how to sort takes in the take list alphabetically after creation ? Or should I report a feature request? Cheers Dominik
  3. Thanks Noobini, (ch("../tube2/rad1") - ch("../tube2/rad2")) * (-1*ch("dist")) / 10 --- this was my first attempt - I justed missed the height (don't know why I used 10 hehe) And from there I complicated and screwed evrything haha Thx both of you !! Cheers!
  4. Thx Konstantin, as usual the easy way is just in front of me and I refused to take it. I made it too complicate... but anyway, thanks for the vid, I'll try to get the concepts to try to solve my way :-) Cheers!
  5. Hi, I can't get my brain around how to solve this problem. I've got a simple tube with to different radii (lower one is smaller), I grouped its top face and did a first extrude with an inset to get some thickness. Then I extruded downwards with some inset. I am searching for a procedural solution having the inner extrude always being parallel to the outer hull. Can somebody point me into the right direction? See attached image. Thanks & Cheers! Dominik
  6. Disabling Texture Wrap in UVQuickshade

    Thanks, I'll try! edit: got it to work, just by putting a decal node (as you mentioned) in the uvquickshade instead of the v_layered shader. Thx for the pointer
  7. Hi, does anybody know how I would disable texture wrapping in the uvquickshade? I tried modifying the Map Tiling in the v_layered shader inside of the node, but no success. Thanks for some pointers! Cheers Dominik
  8. You are right. With 16.0.633 I get your behaviour...I had a look to the changelog ... Seems that they changed/fixed some things... thx for pointing !
  9. Thanks! Appreciate it!
  10. This is how it looks with my setup
  11. Hi, I can't solve it... I uploaded a scene with the original object. https://we.tl/fL6ZWnfunE If you render right away it looks fine, because it does not use any packed prims. I f you render out the geo from the rop and then pipe the file node in the copy nodes, you should see, that only one berry has SSS, the other not. Maybe somebody can help here...? Thanks Dominik
  12. Thanks for your answer, but if I try your suggestions it does not work, especially because I had already "Use point color" ticked. So if you just fire a render of my test scene, you will notice all rings have one significantly noticeable blue sphere, if you then go in the shader and activate SSS, all rings get black except on ring, with correct SSS showing. A friend of mine suggested to throw out the "pack" node and use copy stamp instead with "pack and instance" ticked. That should work. But: In my bigger setup, I have a blueberry, which has the same attributes. I write it as a bgeo.sc to disk, then having a RBD sim to place them in a bowl and on a table using a lower geo representation and after that i instance the hi geo on the originally used lower ones. Here I have the same issues with the above mentioned SSS problems... Still have to dig deeper...
  13. Hi, no ideas or suggestions?
  14. Sorry, double post. This thread can be deleted...