Jump to content

kevidahevi

Members
  • Content count

    5
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

2 Neutral

About kevidahevi

  • Rank
    Peon

Personal Information

  • Name
    Kevin
  • Location
    Johannesburg

Recent Profile Visitors

614 profile views
  1. Redshift - Mesh Light Inherit Cd

    I know this is old, but I found a way to get colour to the mesh light using cops. Once you've uv'd the object you can bring in the point colours using the sop geo node in cops, then use this method I found in another post: then you can import the cop network into the texture of the light mesh using the op: command. (op:/img/copsnetwork/OUT) - no parenthesis K
  2. Vellum cloth preset settings

    https://www.sidefx.com/tutorials/h17-vellum-cloth-lookdev-tips/ Silk, Denim and Leather
  3. Need help with loops and Foreach

    Hot damn this is the coolest thread!
  4. Hello I'm trying to create a quasi-ribbon type spine setup with sops. I've got two Null controllers that drive position and orientation using quaternions. The orientation is derived using vectors from points in the null controllers. I then used a mix in a vop to blend the orientations to get almost good twisting in the spine. The problem arises when I rotate past a certain amount the orientation flips. I think it's a quaternion thing, Maya does this all the time. Is there a better way to create this kind of setup with no flippen flipping? In the hip you'll see that I'm animating only the top controls Y rotation and when goes just passed 236 it flips. Any help would be super appreciated. Kev dynamic_spine_03.hipnc spineFlip.mp4
  5. You could run this snippet in a wrangle: int posprim; vector param_uv; float maxdist = chf("maxdist"); float dist = xyzdist(1,@P,posprim,param_uv,maxdist); vector pos1 = primuv(1, "P",posprim,param_uv); vector pos2 = primuv(2, "P",posprim,param_uv); @P = pos2+(@P-pos1); The scatted points in the firstinput Rest Geo in the 2nd And deforming geo in the 3rd
×