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majinpu

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About majinpu

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    Peon

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  • Name
    paolo
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    italy
  1. thanks ranxerox! btw I it seems that your workaround doesn't solve the issue. the primitive "0" is still missing for the hi poly switch! you're assigning to the the hi res geo a name attribute from 0 to the number of copies, so that each point with an id number generated by the pop source can match with the name of the transform piece sop... should work, but it seems that there is a kind of weird issue with the first point emitted... In my example (see attached images) I can clearly see the prim number 0, but using the dop import the prim number 0 get moved away and I can still see the point without info on it... seems weird ... could be this a bug?
  2. I found one error setting the mask in the dop import... I was importing also the point from the ground. But I still have one point moving...
  3. sorry about the duplicated post... is there any chance to delete it?
  4. sorry about the duplicated post... is there any chance to delete it?
  5. Hi there! I have a simple scene where I have some bullets been dropped by an emitter on the ground. The bullet geo was polyreduced and packed (keeping the option "point location" to "origin" on). When I create a dop import and select the option "create points to represent object" and copy the hi poly geo two of my objects are moving. What I am doing wrong? Other question: at the beginning I was trying to connect the input of the dop import with my Hi poly geo but it didn't work... why? I am attaching a file scene thank you! cheers!
  6. Hi there! I have a simple scene where I have some bullets been dropped by an emitter on the ground. The bullet geo was polyreduced and packed (keeping the option "point location" to "origin" on). When I create a dop import and select the option "create points to represent object" and copy the hi poly geo two of my objects are moving. What I am doing wrong? Other question: at the beginning I was trying to connect the input of the dop import with my Hi poly geo but it didn't work... why? I am attaching a file scene thank you! cheers! Bullet_Emit.hipnc
  7. Hi guys! I am uploading a scene file where I have a solver that makes grow some hexagons by pscale (driven by grow attribute). I have also a pcfind radius running, so that when the pscale attribute radius match, the grow is set to 0. at the very bottom you can see a switch with three examples. the first is working. the second and the third are not. the second example is just a reduced version of the third one. The third differs from the second because I would like to stop the grow attribute when pscale matches its right pscale size (perimeter). I think I am doing something wrong not deleting previous points? thank you cheers! Hex_example.hiplc
  8. thanks a lot guys! I forgot about that webinar!! I watched it again and I downloaded the example files.... Amazing!! So far i don't know if I got right... but.. in other words this new iterations function it's a new way of copy stamping using the for each loop? I watched the webinar more than once but looking at some example files I got just more confused!
  9. Hey Noobini! this is really cool! thanks a lot! I didn't expect the solution could it could be so painless!! How does the detail function works in this case? I am a little bit confused!
  10. Hi there! I am attaching a file scene where I have generated some connections between some points. I would like to randomize the animation of the carve.... it's been two days now but I am wrapping my head around this! thanks a lot HexaMap_example.hipnc
  11. ok got it!! thanks sepu!
  12. i have created it but i can't understand hot to set the dir for visualization
  13. sorry sepu... how do you set the visualize
  14. I got it !! thanks Sepu! before I removed the dir = normalize(dir) and I understood that we are simply normalizing the dir every iteration and starting with a new P every time. so the points are not moving exponentially!!! thanks a lot guys!! I learned a lot today
  15. ok. got it. but why is he doing that?