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About mawi

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  • Birthday 06/30/1978

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  • Name Martin
  • Location Stockholm / Sweden

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  1. Its about inconsistent point counts in the bubbles collision geometry. You are using a trail-SOP after a popnet that got shifting point count, giving "exploding" velocities on frames were a particle dies. Put the displayflag on the vop after the trail and turn on velocity view. Play the disco To fix this, just kill the trail2 SOP, it doesnt do anything since you apply loads of noise directy after. If you really need that velocity, just check the "use template point attributes" in the copy sop. This will let the bubbles inherit the velocity from the particles.
  2. Cant look at the file. But if you are using a static object as collider make sure you got consistent pointnumbers.
  3. Instead of constant VOP use a parameter VOP. That will automaticly promote parameters to the attribute VOP, then write your expressions in the promoted parameter fields, not inside of VOPs.
  4. The vop is not discarding/ignoring anything in the first input, but your up vector is on the curve in the second. You need to fetch it, just like you have done with P and N inside that vop.
  5. There is no up-vector. You use the primuv vop to fetch N and P, but not up.
  6. Do it with a SOP-solver... ap_cloth_confetti_leaf_101916a.hiplc
  7. I think you are better of leaving the furdirection normalized. You got a pic or a hip file to share with the problem? Regarding the blur... By default the hair shader is created with full opacity at the root. Are you sure nothing is happening if you set the opacity to all white? Ive also noticed that the hair shader is reacting "strange" in some situations with the combination of opacity and diffuse limit above 0.
  8. 2. Yes f@clumpradius as primattrib works as multiplier. Havent tried guideradius but it might work.
  9. The global t in hair shader is 0-1 along the hair. Open the hair shader and have a look at how the opacity ramp is applied.
  10. If you change the direction limit from a constant to the dot of N and a field, you can groom the shape of your structure. grow_v002-1.hip
  11. Thats cool. I would consider doing that with particles, meshing and noise. To me it looks almost like the melting/lava tools, but with dumb particles. *edit.. Did read at vimeo now and there is no particles involved.
  12. On the geo node volume hair, you miss the * in the light mask parameter. So... No lights no shading. Keep an eye on your primitives, you are using the convert lines SOP upstreams. It creates a primitive for each segment in your curve. Also, the simulation part of that paper almost sounds like a simplyfied "flip" workflow. Did something like that a few years ago, I´ll check if I can find it at office tomorrow.
  13. @Frame with capital F. Also, use id instead of ptnum. if (@Frame > (rand(@id) * 10 + 140)) { dead = 1; }
  14. Can you explain " I have to convert the outside geo into a curve and then use a polywire to outline the geometry. " part or submit a simple .hip file?
  15. i@ncount = 0; int count= neighbourcount("0", @ptnum); setpointattrib(0, "ncount", @ptnum, count); Your code could work if you killed the "" in neighbourcount("0",@ptnum);