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Skybar

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Skybar last won the day on October 18 2017

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About Skybar

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  • Birthday 11/28/1991

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    David
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  1. You can use the Instance SOP. Just supply the path as a string attribute on the cached lowres points, that points to the correct highres piece on disk.
  2. popnet, getting number of points for sourcing

    Set the emission type on the pop source to "all points".
  3. Infrared Foliage effect

    I'm not a photographer expert by any means, but I didn't notice anything like that at all. It worked just as a normal DSLR, except the fact that the colors of your image is different Another thing you could try, create your scene normally with green leaves etc. Then render with only red lights and in comp pick the color of where the leaves are and set the white point to that. That's essentially mimicking what happens in real world and what you do in camera. To set the white balance on my camera I photographed straight down into grass on a sunny day, so green stuff becomes that nice white. If you don't do this the image is mostly red. I think the easiest thing is to just fake it though and do white leaves from the start.
  4. Infrared Foliage effect

    I bought a camera already modified for less than what a new one would cost, that was 10 years ago though but I don't think its too bad. People buy smartphones for $1000 nowadays, thats more crazy i think. Ontopic though, why not just make a standard leafshader but instead of green for color you use white. It is white because it reflects all (infrared) light.
  5. Updating targetP issue (grain constraint)

    The SOP Path for Input 1 on the popwrangle9 doesn't evaluate right.
  6. scaling RBD sim problem

    Did you change that preference before or after you created the sim? It doesn't change existing nodes, only ones created afterwards. Think of it more as a global default. Set the preference to 0.1 and drop down a Gravity DOP and see what happens. Now set it back to 1 and drop down a second Gravity DOP.
  7. Instance Packed objects

    Write each voronoi piece to a file on disk, then you can use Instance SOP and s@instancepath being the actual path to the file.
  8. Reflective volumes

    I haven't done it myself for particles but I reckon that would work! If it looks good and works for you go for it
  9. Odd resolution in pyro

    Is it only in the viewport? Press D to open up display options -> Texture -> 3D Textures -> Limit Resolution. You can increase or turn this off to display volumes at a higher resolution. You might need to shift the display flag around or create a new viewport for it to take effect though, if you change it.
  10. Reflective volumes

    Yeah, turn your particles into an SDF volume (with VDB From Particles), calculate the gradient of that (with VDB Analysis) and then sample that onto your particles to use as a normal. Even cheaper is to use the surface field from the sim, because we get that for free anyway (if it is a FLIP sim). Included both as an example here: particleNormals.hip Hope it helps!
  11. What if you only use Forced Matte?
  12. Reflective volumes

    It's because you have no normals. Take a look at the values on the node "point1", you tell it to add normals but a point doesnt have intrinsic normals so none will be added - the value for N is (0, 0, 0). Add point normals on the sphere instead, and the scatter will inherit those.
  13. Finding activation frame

    You can create a counter like if(@active == 1){ @counter += 1; } So when @counter is 1, that is your activation frame.
  14. timeblend Orient Quaternion

    That option is new in 16.5 though, he might not be using it.
  15. Custom Z-Depth Pass

    In your shader you can just grab 'P' (which is already in camera space because we are in a shader), take the Z component and fit it between what you want.
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