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anicg last won the day on March 11 2020

anicg had the most liked content!

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About anicg

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    mani acg
  1. I see some nice greyscale renders that use an occlusion shader, is there one for both mantra and renderman?
  2. Thank you, I know I have to multiply, but how and where?
  3. A beginner question, I just can't find how to use the AO texture map with the Principled shader, there are plenty of "use texture" for everything, but not for AO. How do I use AO?
  4. I need to scale down a geometry, but it has to be towards the center of the geometry.
  5. I'm a bit lost here, I meant for each existing shop_materialpath, I do not need to create any shop_materialpath, I need to create groups and materials. I have a 3D model pack that has some 30 shop_materialpaths, I just need each one of them to become a group and have a material in the mat context with the same name. the shop_materialpath is a starting point, it's an input that we already have.
  6. For each existing shop_materialpath (there are a lot of them): - create a group, with the same name as the shop_materialpath - create and assign a material with the same name as the shop_materialpath
  7. beginner question: vellum ropes

    I'm trying to simulate this vellum rope for the first time, everything falls including the tube that's supposed to suspend the rope. I'm new to vellum, and I'm sure this is a very simple thing, I've searched but didn't find something similar. How do I tell vellum that the tube shouldn't fall as well?
  8. I got a little problem here. I've used transform with -$CEX -$CEY -$CEZ. Then I created a reference copy, and checked invert transformation, but it's not working. It's throwing an error Unable to evaluate expression (Bad data type for function or operation (/obj/geo1/transform1/tx)). Unable to evaluate expression (Bad data type for function or operation (/obj/geo1/transform1/ty)). Unable to evaluate expression (Bad data type for function or operation (/obj/geo1/transform1/tz)). Is there a way to invert a transform to centroid? telling in for each connected primitive: go to the centroid, come back again to where you were.
  9. How do I get rid of these islands of geometries inside these bigger shapes? I can do it manually but I have a lot more than 2. I want to keep only the bigger shapes.
  10. I have a lot of geometry but only want to use part of it. I have selected what I want, delete non selected, but I'm left with all the groups from all other geometry. Can I keep only the groups that are in the current geometry?
  11. Thank you, I'm almost there, I get an attribute d which has 7,9 and 21, I only need the 21, the highest number, one value, what do I need to add to get that?
  12. I have an vdb (sdf) to which I apply some noise in a volume vop. The noise is applied everywhere. I need it to be limited to some areas, so I need to create a mask. The mask can be driven by a noise. Is it possible to create a mask for a vdb? P.S. the vdb was a polygon geometry, would it be an option (and how) to use a mask from polygon into vdb? whichever way exists and works
  13. For each connected piece, get the bounding box, find the axis with the maximum scale and remember just the number. Say e.g. a box is 18 by 3 by 2, a grid is 4 by 7, a sphere is 15 by 15 by 15 then we need 18, 15, and 7. Then find the max of these maxs (18 vs 7 vs 15) and assign it to an attribute, such that we end up f@maxattrib = 18.
  14. I need to primitive to remember it belongs to a first set of primitives, and to remember it belongs to a second set of primitives. If I call name1, the set with name one shows up. If I call name2 the set with name2 shows up. Each primitive should have two names.
  15. The two lines intersecting are not from the same geometry, I've merged them and fused them, some intersections look ok but a lot of the others are messed up like these two examples. Do you know what could be causing this?