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  1. UV unwrap without holes

    Still looking into this to see if there might be a better way. I can potentially UV the voronoi clean at low res, and then apply the remesh after the UV but remesh kind of destroys the UV. Is there a way to preserve the UV's through the "remesh" operation?
  2. UV unwrap without holes

    Trying to use the uv unwrap on some high res geo but it produces holes in the planar projections (as expected but not desired). some of my texture baking operations in other applications are creating some artifacts because of the non seamless UV surfaces. Is there a way to weld them back together to make more seamless uv shell islands? Or to somehow make a "shell" attribute from a low res geo that could then stick to the high res remesh? UV_textureing_question.hipnc
  3. Particle collision Physics with RBD

    I'm trying to get good physical interaction between a baked RBD geo and a particle system and the particles seem like they are either all stuck or all slide with nothing in between? I'm bringing in the RBD as a static object collider, with deforming geometry turn on, and set the collisions to Use Surface Collisions (the green guide one). The particles collide but for the most part they stick really harshly even when friction is turned down all the way. If I go onto the pop solver and in the collision behaviour tab, set the response to slide.. they slide but then it looks like its on ice and the friction controls are disabled. Any ideas how to get a good setup? I'm trying to make something like rock debris on a cracking ground surface. so there should be some tumble and roll but eventually come to a stop, maybe a slight bit of bounce but not really too "bouncy" either.
  4. Debris source

    yea i noticed you could dive into it but wasn't sure the "standard" way to make an id... looks like in this case its just ptnum. In the case of the debris asset, I was worried about using id=point number because it seemed to adding, removing and changing point numbers on the output and creating an id based on that might lead to bad or inconsistent results. Now I see that you added the ID before the point culling "visualization" wrangle happens which makes it work. Now I also know how to also add in a rest position! It looks like this mysterious asset at its heart is a fancy scatter points. Cool!
  5. Instance Packed objects

    I'd love to have a way to keep it as a live network and reference a packed object in an op:string. I'm on a really complicated network where the path variables are out of my control and produce very complicated string paths if I write out files.
  6. Instance Packed objects

    I'm trying to create a voronoii fractured geo to make rocks that will instance onto scatter points. when I pack the object it will make a path attribute for each chunk something like this: op:/obj/debris/assemble1/pack/piece0 op:/obj/debris/assemble1/pack/piece1 etc. Is there a way to read those objects back in on an Instance SOP using scattered points on a grid? I have tried using a point wrangle to create the s@instancepath attribute variable... but I'm not able to get it to work right.
  7. Debris source

    Can you get unique point id's from the "debrissource" SOP tool? I need this because the "scatter points" have an age and so they die which tosses ptnum out the window for instancing. It seems like ID would be a built in option for this sort of thing?
  8. Triangulate 3D

    How to create polygon triangle mesh from scattered points around a surface? I've tried a few methods, triangulate 2D, tetramesh, add sop, and nothing is working correctly yet. Triangulate3D.hiplc
  9. I have the point attribute alpha of a material clipping a curve using a hair shader. It works great in the beauty channel C, but none of the AOV's are clipping properly. Is there a setting I need to add for the AOV to clip by that Alpha/Opacity value?
  10. Does the baketexture mantra Rop output node work with curves? I cant seem to bake the vertex color from a curve, only with actual polygon quad geometry (surfaces).
  11. Convert Volume into Sliced Curves

    perfecto much thanks
  12. Convert Volume into Sliced Curves

    ok boolean! going brute force, I like it. Only one small problem in some of the slices where there is a positive with a negative area its not creating a hole where it should.
  13. Is there a way to convert a volume into a series of curve slices or sections similar to how the convertMeta "sections" node works for metaballs? I noticed there is a volume slice node, but it only works to create a mesh and not a curve.
  14. VDB Advect SDF

    Ya, great one @loudsubs. Thanks for putting it in the solver too, you read my mind!
  15. Metaball Filter

    When using the particle fluid surface node, it outputs polygons, and they have a really nice filter method to shape the metaball at the conversion to polygon. 1. Is there a way when using a copy sop and metaball (old school way to make a mesh) to apply this same type of filter to the metaball? Is there some kind of just "filter metaball" node? 2. Can the particle fluid surface node , output a filtered metaball field instead of converting to polygons - In other words, can I NOT convert to polygons, but just filter the metaball mesh and then ill convert it to polygons at a later step using the "convert meta" node