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AntoineSfx last won the day on March 2 2021

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    Antoine L
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  1. Is there a way to assist me setting the various colors, light intensities, and other parameters, so that a rendered pictures matches some target ? Something as simple as displaying a difference between the two images, would already be very helpful on so many levels.
  2. Karma XPU, objects out of focus / blurry

    For what it's worth, I was able to get rid of some of the bluriness by deactivating Karma: Rendering / Camera Effect / Depth of Field
  3. I don't think you can The layout is done in Qt, and if it's not expanding despite having obviously enough room, it's because the priority of the right hand size is too high, or the width of the left hand side is already at its limit. File it in a bug report though, SideFX actually reads the bug reports and even informs you when it's fixed Meanwhile you can hover and get a tool tip with some documentation.
  4. Using for example this material. so that we can eliminate this variable: https://matlib.gpuopen.com/main/materials/all?category=Flooring&material=42a63f1c-93b1-4c27-a00f-abfc5480d898 The image is 1024 x 1024. I'm using Apprentice. This has to be done in Karma / XPU The rendered texture is blurry, and I don't understand where the problem is coming from. Are you able to get a result that is similar to the one you have on gpuopen after your click on the 3d icon ?
  5. Modern example for Midi In

    Definitely working here in 19.5 So that' s worth studying. Thanks.
  6. I know there is an example called Midi Out in the doc, but it's really dated, and it doesn't even work as is. In Midi In chop, Error Could not open the MIDI interface. I think it's supposed to rotate the keys around their X axis using data from a file or something ? I don't get it Can you show me a way to read a Midi file and animate something with it ? Last time I tried, I could only see some data with: ' Echo messages to textport ' activated, but I didn't manage find the channel where the midi data ended.
  7. So given a reflective surface, an object of interest, and a point of view, there is a virtual object that looks the same to the viewer (assuming a 100% reflective surface) as the reflected object. This is the only non trivial expression needed to do this (reflection of a vector about a line) v@N= normalize(v@N); v@dir1 = v@dir - 2*dot(v@dir,v@N)*v@N; I think I've seen similar effects in Inception, the intro sequence to the 2016 Dr Strange (chase in the streets) where there is some interaction across the surface of a mirror, which eventually breaks, and the virtual objects have to exist in the same space as the original object, but nothing really elaborate if you look at it closely. Are you aware of some effect that pushes this effect a bit further ? This is what I have so far. I cheated somehow by scaling the virtual object along the average ray direction to make it look less deformed; also its topology is terrible because this is eye ray tracing / backward ray tracing. Not sure if there is an easy way to do forward raytracing, i.e find a direction towards which the ray should hit the eye after a reflection on the surface of the sphere. It looks possible to approximate it by using the result of the backward RT though Those are really two grids (one for the front facing faces, one for the back facing) that are projected on the object There are no questions - it's just a late night bunch of nodes that I find interesting
  8. Is there a reason why you can't link directly to line/edit1 in xyzdist ? Something like op://line/edit1
  9. may not be shop It's whatever it is that you plug in principled shader in the current H version Window says VEX Builder
  10. In a shader, I want to sample the Cd attribute from a curve, which is not the object being shaded. I can't / doesn't want to store the information on the grid - also this is just a proof of concept for something a bit more complex. In shop, I don't undertand how to query attributes on other piece of information for a given SOP. In theory I could do it with Import Attribute, but how do I point to the set of curves ? I don't understand what OP Input Index mean. It feels like the other inputs for say, PointWrangle in SOP, but how does this work in shop ? The documentation for " Import Attribute VOP node " says: This operator imports attribute data from the OP connected to the given input. It returns 1 if successful and 0 if unsuccessful. Possible reasons for failure are: In pure SOP, this would look like this in a point wrangle on a subdivided grid: int n = nearpoint(1,@P); vector Cd = point(1,"Cd",n); @Cd=Cd; but I can't emulate the "1" input in shop
  11. Say you have a target character that you want to match with a good topology using TopoTransfer I have this workflow that I would like to experiment with, not sure if it's actually tha useful, but I'm attempting to do this: 1/ Embed a skeleton in the good topology mesh 2/ Make the good topology mesh look like like the target 3/ Extract the embeded skeleton from step 1 - it is now deformed 4/ bonedeform the good topology mesh with the deformed skeleton, hopefully it should be really close to the target; The trick is that you now have a way to transition from T-pose / rest pose to the matched pose, and all sort of interesting stuff. I was thinking of maybe expressing each point of the skeleton as some function of a given number of well chosen local points - using barycentric coordinates Maybe there is a clever trick with Attribute Transfer. Any thoughts / any SOP that is already doing this ?
  12. There is an even faster path than reply #1 Just add a Convert SOP after your 123456 polygon, with Bezier Curve Order 4, and check: interpolate through Hulls; this last option will add the points I was talking about earlier; then drop a Curve SOP after that and adjust the handles in Edit mode.
  13. Any polygon can be interpreted as a Bezier curve. All you need to do is add two points for each linear segment so that Curve SOP can interpret them as the handles. Two additional points per segment means that it must be interpreted as a Bezier Order 4 curve down the road; this is the order most program use because it's the most intuitive for us humans. If you want to go full procedural, split the polygon with convertline / facet (unique points), in a for loop over the primitives do a resample Max segments = 3, then put the segments together with a: polypath, connect end points. You can input this in Curve SOP, Bezier Curve Order 4 (the default) and you will have access to the Curve SOP tools to edit the curve interactively. You can also procedurally move the handle ( the points that were added at the Resample step) if you feel like it.
  14. I think I loaded someone else's file a while ago, and I've been having problems since - maybe it's something else, I really don't know. Basically I used to just type W in the viewport window, and it would toggle between a wired shading model and a smooth wired shading model. That's the only two modes I use on a regular basis. Now randomly I seem to be stuck in some mode, and typing W doesn't do anything. I'm sure it's following some logic, but I don't get it. Obviously I don't know how to change it back.
  15. I'm trying to have a sphere jump at some points in space when it's close to those points. I would like to have for one step of the dop, to have v + = dv_n , where dv_n is a point attribute on a curve that the sphere moves close to. I'm trying to emulate a player pressing a jump button once where the sphere is close to a given point The logic I'm using is this: in DOP, in Geometry VOP // The dv curve has points which have mostly dv=(0,0,0) except at some points where I want the sphere to jump the curve is connected to Geometry VOP input2 get the near point on the dv curve import dv_n attribute found on the curve at that point in space v += dv_n Doing only this, I get multiple d += dv_n depending on v. I'm trying to have an array which stores the points which have already been used so that I can ignore them for some time or forever. I'm not sure where the integer array should be stored though