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Showing content with the highest reputation on 12/06/2017 in all areas

  1. Early stage WIP of procedural shells, planning to do a tutorial when I'm done.
    2 points
  2. In this video I demo a script that will scan a folder for .OBJ files and create a geometry object for each file it finds on the disk. I further demonstrate how to export those referenced files into the Redshift Proxy file format and construct a simple disk based instancer for fast render times. The script and code I reference in the video are attached in the ZIP file below. createSubnetOfFileNodes.zip
    2 points
  3. I mean, the only thing you can do is use some field from one sim to affect the other. That's basically what you do with pyro in general. The here's a file with some different ways. Notice that most of them are independent, meaning you can interchange many of these settings pyro_affect_pyro_odf.hip
    1 point
  4. Check out the Game Development Toolset from guys at Side FX (Luiz, Mike , Paul, etc) Have done an incredible job. They have a few good UV tools make it easier to work with. Highly recommend to download. Also there is a tool that just does what you are looking for I believe. https://www.sidefx.com/tutorials/game-development-toolset-overview/ https://github.com/sideeffects/GameDevelopmentToolset
    1 point
  5. even simpler here...just enable Keep Orig Geo in the findshortestpath PathsToSeams2.hipnc
    1 point
  6. when exporting from Maya, enable Write Face Sets. Then in H, Alembic, Load As Unpack Alembic.....(or you could also manually add a separate unpack node)
    1 point
  7. happy birthday...dunno pyro so didn't put any candle(s) on top... http://forums.odforce.net/forum/19-modeling/
    1 point
  8. So I decided to have a bit of fun with being politically incorrect.... https://en.wikipedia.org/wiki/Muffin_top vu_muffin.hdanc
    1 point
  9. This will reverse output. In this case, where range 0..1 will output 0, range 1..0 will output 1: src [-5, 0]: -5.0 -4.5 -4.0 -3.5 -3.0 -2.5 -2.0 -1.5 -1.0 -0.5 0.0 dest [0, 1]: 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 src [-5, 0]: -5.0 -4.5 -4.0 -3.5 -3.0 -2.5 -2.0 -1.5 -1.0 -0.5 0.0 dest [1, 0]: 1.0 0.9 0.8 0.7 0.6 0.5 0.4 0.3 0.2 0.1 0.0 Not necessary to swap destination min and max if the source min is negative, the instructor probably had some reason to invert the range (better logic, later convenience, etc.). Try visualize the value.
    1 point
  10. Just use the loop Make Loop from the game development tool shelf, it's just a fancy blend shape anyways. It will do your tick with less hassle, than solving it in DOPs.
    1 point
  11. Hi, here's also another approach. Vex based. The only drawback as of now is that this will not work for non-uniformly scaled objects. H16.5.268 Indie - pc_match_jeff.rar
    1 point
  12. here's another one which is using rigid transformation similar to "extractTransform" but in sops. works also an geometries with points in arbitrary order as long as the pointcount is the same. if that's not the case you could try to use the file in this post: http://forums.odforce.net/topic/28907-wrapping-geo-like-wrap3/?tab=comments#comment-164108 hth. petz pc_match_001_1.hip
    1 point
  13. Right click on the principled shader and choose "Allow editing of contents", dive inside and put a "Global variables" node and connect 'P' to a "rest position" node (otherwise your texture might float). Connect 'restP' to a noise node and put it´s output to the already existing pbrdiffuse1 node in the top network box that says diffuse_bsdf.
    1 point
  14. The Rop has a tab call archive, check that and make sure that you render the whole sequence, if you want to make sure that you are just saving the particles go the object tab use the force objects. or just select the particles and and check "Export only selected objects"
    1 point
  15. Here is a vertexwrangle method for projecting cubic UVs on any kind of mesh: vector bbox = relbbox(0, @P); vector side = sign(@N); vector nml = abs(@N); vector size = getbbox_size(0); vector ratio = size / max(size); vector scale = bbox * ratio; if (nml.x == max(nml)) { @uv = set(scale.y * side.x, scale.z, 0); } else if (nml.y == max(nml)) { @uv = set(scale.x * side.y, scale.z, 0); @uv.y += 1; } else { @uv = set(scale.x * side.z, scale.y, 0); @uv.y += 2; } @uv *= 0.3333; @uv.x += 0.5;
    1 point
  16. you can use setattrib to set point attributes ex: int newpt = addpoint(0, @P); setattrib(0, "point", "pscale", newpt, 0, @area); removeprim(0, @primnum, 1); make sure you have pscale on your points edit*couldn't resist trying to make something kinda slow though, i'm sure there's a better way sphere_packing_005.hip
    1 point
  17. Ah right, I see your problem. A divide sop with 'remove shared edges' enabled will remove the inner edges, you can then use an ends sop to open the polys leaving just the edges, then set @width to tell mantra to render the open edges as curves. This render also has a copy of the pig that has been peaked slightly below the surface as a holdout. voronoi_varying_density_pig.hipnc
    1 point
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