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    @OdForest easy solution https://www.sidefx.com/tutorials/game-development-toolset-overview/
  3. 1 point
    Polyframe SOP on a curve, orient the points to follow the direction of the paper, create an attribute from those points. On the polyExtrude SOP you could use an attribute or expression for the extrusion.
  4. 1 point
    Your approach is mostly correct. You set UVs before you fracture the geo. You could also UV the interior parts after the fracture. You then just use textures in your material like normal, using those UVs. You don't see them in the viewport, because your points are packed, just unpack them after the sim (with unpack for example) and you should see the materials with textures (if they have textures). Either way - the textures should show up in the rendering.
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    if each of your pieces is mostly enclosed then you can measure volume per piece, if it's negative, it's inverted ts_reverse_inverted_pieces.hip
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    Hi Antoine, to continuously remove parts, it's more reliable to do the subtractions in a voxel field rather than immediately on the mesh. saw.hipnc
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    At 23:30 in the video, he also talks about grouping points with cluster points node, so he can cut the geo for the UVs. He said, he found the edge for each cluster, by looping over? How did he do that?
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    From the top of my head since I can't check right now but from what I recall, the attribute ptnum is returned by the impact Dop Import Records, it conflicts with the global @ptnum attribute we are used to type in a wrangle. Mid click the impact Dop Import to double check but you should see ptnum in the list. I reckon renaming it before your point wrangle should be enough to make it work. There's a more elegant way to keep everything as it is but I can't remember it right now.
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