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Showing content with the highest reputation on 09/17/2012 in all areas

  1. If I have a volume and calculate the gradient of it, how would I go about finding the voxels where the gradient flips direction, ie the inflection points? Would the sign of the curvature field give me that?
    1 point
  2. I am trying to create a more intuitive control system for my digital asset. Inside the asset I have a few nodes that contain handles, but they only appear if I select the nodes that contain the handles. The amount of objects that these handles can manipulate can vary greatly, so it needs to be dynamic. One of these is the Add node to move objects throughout my scene, and another is a paint node (see image) with which I can "paint" railings on ledges and catwalks. Making a handle persistent works for single objects with handles, but since I might not have the same amount of objects at all times, this doesn't work for me. Adding a handle into the digital asset works as well, but again only for a single fixed object. Usually adding the # symbol behind the name will work. but if I try this with the handle editor I get this error: oplib:/Sop/handleTest?Sop/handleTest Error(13): error binding handle I haven't found any way to promote or make visible the paint tool brush. Does anyone know a way to make this work?
    1 point
  3. No, vector doesn't, velocity does though, but the scale doesn't seem to do anything like you had said.
    1 point
  4. This is a bit silly but... Make a another Group node that is at the end of the chain and set to display Turn off group creation and go to the Combine tab set <grouname> = <groupname>
    1 point
  5. I think I figured it out.. I'm guessing they are using Distance and Vector. If you use vector and put v and t to some parms on the object, then also use that same set of parms in the distance's v and p (referencing t), the distance will match the direction and position from the parms/vector handle, not set them. You can then still use dist from the distance. Hopefully that makes sense. Quick Edit: they should really clarify some of that better / make handles easier / better documented, etc.
    1 point
  6. I think it's the velocity handle... or it could always be more than one
    1 point
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