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  • Posts

    • Hi, here is a quick attempt with Labs Tree Generator. The useful thing about the tree generator is that it gives you a set of curves with a lot of groups and attributes as the skeleton of the tree. And as mentioned above, this operation is much easier with skeleton curves of the branches.    TreeIlluminationGeo.hiplc
    • Hi, I couldn't fully understand what is the exact setup here, or why you couldn't offset the animation and instance them to positions, but here is an option to offset animations according to the "copynum" attribute from the Copy and Transform. It is a bit hacky and can be slow, but I hope it does what you are asking for. Also you could randomise the offset using attribute randomise and have the "iteration" or "copynum" as its seed, instead of directly offsetting them with the "iteration" attribute.   untitled.mp4 CopyTransformTimeshift.hiplc
    • Hey, one quick and easy thing you could do is to scatter the points on the meshes before you copy them.  In this way, you get local control like exactly 100 points for each mesh. 
    • Hey , I'm starting in PDG/TOPs and would like to wedge a simulation of boat on flip with ocean waves as guide. Here's the steps : I simulate first the ship as an RBD on low res flip just to get the general motion, but here the waves (from ocean wave node) are wedged into 3 variants (to test I have input one value that is very high) then I take those 3 variants points from the RBD-FLIP sim, create a VDB (using collision soucre) for each of them so 3 VDB variants. Finally I input the VDB into the main flip sim as deforming object with its geometry of course . Here I wedge the velscale of the collider (3 variants) as well.   So if I understand correctly I will have 9 wedges ? (3x3) this is what tops shows me as well, I'm testing just 10 frames ,as I'm starting in this context yet when I verify the OPENGL renders they are sometimes mixed up the falling boat(from the big ocean wave,shows a very calm wave)   here's my setup ( up till the fetch VDB BOAT it's correct , I have put ROPGL nodes to verify this) , I think I got it all wrong below that ? I'm not sure how to fix , I have watch the sidefx intro to pdg in their portal but I still don't know well the nodes :/   let me know if there's something more I need to provide to debug this.
    • Hey everyone, For a project, I'm using a Copy to Points SOP with a piece attribute to scatter two different animated mesh types onto points. Each copied mesh has a unique id attribute. I would like to scatter 100 points on every individual mesh instance after they have been copied to the points. Currently, if I use a Scatter SOP with a Force Total Count of 100, the points are distributed across all meshes combined, rather than 100 points per mesh. Because there can be hundreds of animated mesh instances in the scene, I'd prefer to avoid a For-Each loop if possible for performance reasons. What would be the best way to generate a fixed number of scattered points (e.g. 100) on each copied mesh instance?     Cheers!
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