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  1. Thanks! Looking good. I also tried transferring the attribute before the sim but the problem I had with this, is that doing it this way results in a wrong timing of when the inflation happens. That's why I tried doing everything inside the solver. You can see it on the yellow merge you added. Since the small sphere is intersecting it gets the attribute earlier than it would during the sim. This results in it inflating to soon, although its technically not close enough in the sim. Does it make sense? xd But in general that's working now, so thank you very much!
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  2. Cells_v06.hipnc i mean the pressure group works in a sop solver. also the infect attrib works on the small ball.. guess you had too less stiffness on the pressure constraint to noticed the effect. also you need to trasnfer the impact to the small ball right.. looking cool so far
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  3. I know this is an old post but for anyone looking for answer https://www.instagram.com/p/CpKmOwVD2t_/
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  4. Thank you guys for the support! Finally, with your help, I have an asset that I can use to promote my other crazy project, "The Secret Code of Superheroes" workbook for 4-6 yo kids
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  5. Oh sorry, just notice "0000.jpg, 0010.jpg, 0020.jpg, 0030.jpg" sequence. Upgrade to this. You can even do all string paths on object level and store in attributes (pageA, pageB), then just bind in shader.
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  6. Try with Snipper. book_flip_pages_002.hipnc
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  7. KineFX uses vertex order to set hierarchy. A reverse SOP will flip the hierarchy. Make sure it's wired in before the first rig doctor. Once you add a rig doctor, additional attributes are added that define parent and child indices and local transforms are calculated using that hierarchy. Adding a reverse SOP after that won't have any effect.
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  8. Zombie thread alert. I figured I'd share this solution for folks that come across this thread in the future years later like I did. The Ends SOP node can be used to delete the loop so the curves are open instead of closed. Set the Close U parameter to Open and it should work.
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  9. Ok I was able to auto-solve this by creating an orient attribute and a rest orient attribute to maintain the original noise flow. The orient attribute is created from a polyframe with N and up followed in a wrangle matrix3 m = maketransform(@N,@up); vector4 q = quaternion(m); p@orient = q; p@rorient = q; v@rest = @P;
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  10. Hello, I am trying to remove overlapping polygons - I want to do so by computing distance to other polygons using xyzdist(). So I want to specify primgroup which will contain all, but current primitive, so that It is not returning distance to itself. According to documentation, I should pass group string which matches general SOP syntax. So for polygon number 240, primgroup parameter should be "* ^240". When I pass this parameter to the function, it returns -1 in found primitive - no primitive found. I think that the error is causing by this primgroup parameter. If I pass for example "*", then there is also no primitive found. How can I use patterns to define group inside this function? Like 0-50, *, ... This is from the docs: The name of a primitive group or a pattern to generate a primitive group. Uses the same semantics as a SOP group, so empty strings will match all primitives. Any ideas how to make this pattern working? Juraj
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  11. Hi, thanks! It works. int prim; vector uv; int firstPt = primpoint(0, @primnum, 0); vector firstPtP = point(0, "P", firstPt); string grp = "!* ^"+itoa(@primnum); float dist = xyzdist(0, grp, firstPtP, prim, uv, 0.0000001); if (prim != -1) v@Cd = {1,0,0}; However performance is much slower then the previous way. Instant cook vs 4 seconds in this case, maybe using this primgroup parameter is not that efficient. I am still curious about this syntax !* ^240 - how would you explain it? * ^240 means: check against everything, but primitive 240 ! means inversion, like in blast sop: delete non selected, so wouldnt it negate the * symbol? Like that: !* == (nothing) However, if I leave out !*, then it doesn't work. Hmm...
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