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About Ryuji

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  1. PolyExtrude in VEX

    Hey Konstantin, Thank you so much for this. It's really interesting. I wanted to make a compilable version of polyextrude, but in the end, I used the polyextrude sop with local attributes (zscale, etc...). My attempt at a compilable polyextrude was like 3 times slower than the normal one.
  2. PolyExtrude in VEX

    Hi, I've been wondering if anyone tried to recreate the polyextrude sop in vex? I'm particularly interested in the inset function of the sop, and how one would go about recreating this in vex. Any ideas? Thanks in advance.
  3. Hi, When you select a node, and press enter in the Viewport, if you right-click, you have have access to a menu. How do you create / modify that menu for HDAs? Thank you, Ryuji
  4. Cumulative edits in HDA

    Thank you Alex, That's what I was looking for. I have an other question though, what's the difference between the data parameter and geometry data parameter?
  5. Hi, Is it possible to make a HDA behave like the Edit SOP, as in having cumulative edits? And if it is, any tips on how to do it? Thanks in advance. Ryuji
  6. So, where do the most realistic trees grow?

    OnyxTree suite. Kinda old, but really good results.
  7. Curve Based Procedural Railway

    After the Polyframe, add an AttributeWrangle: @N = v@tangentv; And use this to copy your planks on with a Copy To Points SOP. You can use a resample before copying to control how many planks you want (with the maximum segments parameter). Make sure your planks (a box, I assume) are facing the Z axis (the long side should be parallel to the Z axis). EDIT: Add a normal SOP after the copy, to get your normals back.
  8. Curve Based Procedural Railway

    You're welcome. Glad that was what you were looking for.
  9. Curve Based Procedural Railway

    Add a Polyframe SOP after resampling your curve. Set Entity to Points, and tick the Bitangent Name Box. Add a PointWrangle SOP: float amount = ch("Amount"); @P += -v@tangentv * amount; Click on the Create Sparse Parameters icon, and offset your curve with the newly created "Amount" parameter. Merge with original curve.
  10. Hi, I already posted my question on sidefx forum, but just in case, I post it here too.I made a bunch of HDAs in h15 that include baketexture ROP. Everything works fine in H15, but in H15.5, they don't work anymore.The problem seems to come from a python error in the ROPs:“File”<stdin>“, line 1, in <module>ImportError: No module named baketextureutil”Anyone knows where it comes from and how to solve it?Thanks in advance
  11. Baking shaders to UVs

    Hi, sorry for the late reply. Thank you fathom, that's what I was looking for^^
  12. Hi, I've been trying for a while to render to UVs, but with no success. Rendering the constant shader to UVs works fine, but any other shader just fails (clay, stone, ect). Only the polygons that are seen by the camera get rendered, the rest is just black/shadowed. Any idea on why this is happening? Thanks in advance
  13. Hey Gosch, Thank you very much for your answer. I'll take a look at your file. For simple animation, I used a vop sop to animate my instances, and used ptnum to offset it on a per instance basis. Ryuji
  14. Hi, I've been playing around with instancing and I didn't manage to change the animation start frame on a per instance basis. For example, if I instantiate a cube with an animation (keyframes or bgeo sequence) onto points, all the instances play the animation the same way. (See file below) How can I change the animation start frame on a per instance basis to randomize things a bit (be it keyframes or bgeo cache)? Thank you in advance. Ryuji InstanceAnim.hipnc