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smbell

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About smbell

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    Peon

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  • Name
    Scott
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    Los Angeles
  1. Thanks for the reply, I'll give your suggestions a try!
  2. I’ve got a simple voronoi fracture sim with added edge detail (from Jonny Farmfield's example). An object from two Boolean’d spheres falls and breaks on the ground. Everything is working great except I can’t figure out how to get my RSNoise bump texture to stick to my fractured pieces. I’ve tried to do everything suggested from my search results, but it’s not working. I tried to create a vertex UV attribute as well as a rest SOP to no avail. I’m quite certain it’s something simple. Always is. On a side note, I am creating three point attributes from boolean and fracture groups to pass to my redshift shaders, inside, outside, and ainsideb. This works great and is picked up by RS even though I’ve not specified that the attributes get passed through my assemble SOP. When I do pass them though explicitly they get all jumbled up and don’t correspond to the right points anymore. Does redshift just figure out these attributes on it’s own. They aren’t even listed in the Geometry Spreadsheet yet work correctly. I didn’t want to assume this behavior as it might be messing up other attributes needed for the noise to work. I’ve attached a file. simple.edge.displace.v7.hiplc
  3. Learning VEX via Animated Gifs - Bees & Bombs

    Hah, thanks. I'm pretty sure I wouldn't never guessed that.
  4. Learning VEX via Animated Gifs - Bees & Bombs

    No matter what I fiddle with, I can't seem to get my viewport in a fresh scene to show the curve width. The attribute is there and it will render in mantra. What's the trick to that?
  5. yay! Thanks for the quick response! I kinda knew it was going to be something involving the shadowy world of matrices that I'm working on understanding. This helps so much!
  6. I'm trying to roll make my own simplified polyExtrude setup that copies primitives from a surface along curves and skins them. I have my flipping normals problems finally fixed thanks to an awesome tip about the entagma parallel transport tutorial, but I can't figure out how to align the copies once I add in the parallel transport. It needs a first normal and I can't seem to come up with a way to get that to align to my source primitives. If anyone has any ideas, or could take a quick look, I would very much appreciate it. point_vop_noise_experiments_17.hiplc
  7. Wow! Thanks, that couldn't have been a more perfect solution to solve the flipping. Works like a charm! Now, if I can just figure out how to get my first normal to match the primitive that's being copied. I tried to set it to the normal of the first point, but it doesn't match. If I turn off all the parallel transport stuff the copy to points matches perfectly, just with no rotations, so I know it can do it. One more puzzle piece... point_vop_noise_experiments_14.hiplc
  8. tl;dr: I'm having some funky normal rotations on only a few line nodes (ones that are nearly aligned to the Z axis) after being wiggled around with a point vop. I've been following along with various tutorials and combined a bunch of stuff together to make a wavy tentacle ball thing. It's basically a subdivided sphere with lines copied to the center of the primitives. I'm using a point vop to give the lines some wavy motion. I am using a for-each to copy the primitive at the base of each line to the points down the line and skin it. I wanted the sphere to be fused with the base of the tentacles, and tried polywire, extrude and sweep, but I couldn't get the control of the profile that I needed at the base. so I ended up with the copy/skin method. I have managed by some small miracle to get the whole thing working great except for the lines that are the closest to being aligned to the -Z axis. It looks like the polyframe is flipping the normals around funky. I've added the regular tangent/normal to normal/up vectors and turned off the up as it wasn't needed and didn't help the situation. I've got the single pass turned on and isolated one of the lines that has the flipping. If the time slider is scrubbed a bit, it becomes more evident. All the other lines except the ones close to this one are fine. Can anyone take a look and see if they can figure it out, it's the last issue and i've been banging my head on the wall for a long time with it. Bonus question: I'm using a vopsop that I copied from an example to align the primitives to 0,0,1 and move them to the origin before my copy to points. This works great, but I tried to recreate it using a point vop and It doesn't seem to work correctly. The working and non working nodes are next to each other in my graph. Why is that? Thanks Edit: I was playing around with the point vop that I am using to give the lines some motion and if I change the noise to 1D then it goes away, but obviously the noise is not really that nice in only 1 dimension, so maybe it has something to do with how I'm applying the noise to the points? Edit: I've attached a simplified scene that exhibits the same problem. point_vop_noise_experiments_10.hiplc simplified_thing_5.hiplc
  9. HOT in MR for Maya

    Great work on this shader! I'm getting way better results than what I was getting with the aa_ocean shader. One problem though... I'm having trouble getting the ocean animation to render when batch rendered. I've tried to disable the "optimize animation detection" I've tried to keyframe an attribute on the node, I've tried to add the miAnimated attribute. None of the usual tricks work. It animates fine in the viewport. Any other suggestions? I'm playing with the deformer and shader sample scene btw. edit: I manually keyframed the time attribute and it works now, for some reason the expression that was on there was not evaluating at render time.
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