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About bandini

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  • Name Adam
  • Location Los Angeles, CA
  1. If geo is packed, unpack it first so you have access to the deformed points.
  2. Same answer. Copy the position information from Input 1 to the solved object. Attribute copy, attribute wrangle, attribute vop... A bunch of different ways to do it.
  3. The solver gives you feedback from the last time step. You also have inputs that show the current time step. You can decide what attributes you need to copy back to your geometry. If you are working with packed alembics, there are a bunch of things you can copy. Position and some of the primitive instrinsics should be copied and updated each frame. There's a bunch of transform data stored in primitive intrinsics. Do a search here for primitive intrinsics and you'll find a lot of info.
  4. The solver records the first frame. You have to update the animation yourself in the solver. Otherwise, it is only going to show the first frame and nothing else will happen.
  5. Reading the help file for the new shader, seems like IOR is supposed to be the control there, but will always result in 100% reflection at glancing angles, unless IOR is set to 1 (completely diffuse). Yes, would be nice to have an exposed parameter to adjust that. Inside the principled shader core are two nodes that control reflection (dielectric reflection and metallic reflection). They both have reflectivity set to 1. I'm guessing you could feed your own multiplier into both of those to control the reflection contribution.
  6. I'd like an option in the Tree View to show objects in a hierarchy view. I want to have a maya outliner-style view or C4D object list view, just for /obj level objects (or subnets). I'd like to be able to organize them how I want and have the option to sort them alphabetically, if desired. I still want timeline markers...
  7. Looks like this is a bug. It has been reported and logged.
  8. Thanks, Ben. That's pretty much what I thought. I don't usually make HDAs of materials. I tend to use the prebuilt ones, then open them up and add what I need, promoting the appropriate new parameters as necessary. It's a matter of convenience for me to not have to rebuild the interface. So, now on to some other perplexing stuff. I'm trying to figure out why I get artifacts when using a principled shader inside a material builder. See the attachments. One uses the principled shader applied as-is to my geo. The other is embedded inside a material builder. I get the same problem if I try to layer the shader in /mat and apply the layer vop as a material.
  9. One other question, your method of copying the interface as a whole works, but it does not actually promote the parameters inside the network. It links them, instead (channel references them). Any way to promote all? Or am I missing something?
  10. Thanks, Ben. I think my question might need some more clarification. So, in the old shops, everything was contained in a material shader builder, which then had attributes promoted. Like a standard vops sop, any changes inside the network forced an on-the-fly recompile, but any changes to exposed parameters did not. In the new materials, we have a material builder, which appears to be a vop network wrapper (we even have a button to force compile, like vops). Makes me think this should work just like the old material shader builder. So, in addition to that, we have these other nodes, like the principled shader that can live outside of the material builder vop. It seems like playing with the built-in settings there do not force a compile of that source, but when I plug some other vop in, like a procedural noise, and then start playing with the noise values, we are forcing a recompile somewhere in the chain. Embedding both in a material builder and promoting parameters does not seem to cause any recompiles. Try this with the ipr render view to verify. I'm trying to understand the logic of the materials from the material palette showing up in /mat as nodes that are not embedded in a material builder when the documentation recommends embedding in a material builder. There's a disconnect for me there that needs some clarification or further explanation.
  11. On the same (or similar) topic. If we do package up the material, is there a way to promote the entire principled shader interface with one click?
  12. I'm liking the new changes to the material system in H16! Looks like we have two paths to build materials. Either use the /mat context as an open playground, or use a material builder in there to package up a material. With this new system, I'm not sure about how/when shaders get compiled. Seems like if we just want to use the principled shader as-is, we're good. But if we want to start plugging in noises and other stuff, we need to wrap it in a material builder and promote those parameters, unless we get a recompile performance hit. Anyone know if this is right or able to shed some light here?
  13. Nice! Renders look really clean and crisp.
  14. Thanks, McNistor! I am in agreement about the 2 shots you're calling out. Hopefully I can go back into them at some point. They really bother me, too.
  15. Teaser trailer is out now! Lots still left to do, but things are coming together.