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  • Posts

    • The process began with creating a procedural drape for a skirt. The model consisted of two pattern pieces: one for the front and one for the back. Each piece included a side seam and a guide curve at the waist to ensure the skirt positioned correctly on the mannequin. One key goal was to establish a PDG network, allowing for the visualization of numerous material configurations and gaining a better sense of how the skirt would naturally settle.
    • you do this outside dops, since each piece is already packed you run this attribute in points. something like  f@density = fit01(rand(@ptnum),1,1000);  where  each piece get random value. or using the color with a ramp where you can define the weight based on these, green can take higher values than the blue color.  this atribute will be added to the value set inside dops per piece.    update: just realize your are using the standard freacture method, I would still set this outside dops but running the vex as primitives.     
    • Could be due to several reasons, hard to say with this few info. Slowness may not depend on your hardware, but rather on your scene optimization. Make sure to: - delete the attributes you don't need in render - remove points outside camera frustum - cache everything just before going to render - check your render samples, ray bounces and limits, motion blur settings If nothing works, proceed with and old fashioned debug: strip the setup to the essentials and take a simple test render for every step. Try to isolate and locate the anomaly.    
    • Let's assume a case scenario which counts many many high res solid objects, like rocks or fractured pieces. I can generate proxies and simulate those RBD pieces, then export the sim infos as points. In the end I use transform pieces to bring the original high res objects to the simmed ones. All good if this is performed in SOP, while I am struggling to bring the same aspect in LOP. To set a collection and a Prototype index attribute may help to sort the "variant" (as in copy to points) but Scale and Orient seem to go on their own accord. I do know there is an option to "Create Point Instancer" for packed primitives on SopImport, but don't really understand what it does under the hood. The hierarchy is different from a standard instancer. Also i cannot judge if the performance is as good as the standard instancer. Attaching the ref file below, if someone has good advice. Thanks! LOPinstancePieces01.hiplc
    • You should have groups for incluster and outcluster than you add group by bounding box. in primitive wrangle just make if(@group_outcluster && @group_bbox) removeprim
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