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AntoineSfx last won the day on July 20 2018

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About AntoineSfx

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    Antoine L
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  1. How can I do something like a decal ? I want to have a texture applied once, around a point in P or uv space. I was thinking of something like scratches on a sphere, I'm not sure where to begin
  2. How to dynamic remove loop line?

    Polyreduce with Continue Reducing within Quality Tolerance and a low value for Tolerance, and [x] Preserve Quads. It will find large quads that approximate your geo, but it's not guaranteed that it will always delete those edges. It's doing the expected result on this kind of geo because by construction, there are large quads because of the extrusion. You can force edges in the output with the Hard Edges list though, depending on your workflow.
  3. If you can build a grid SOP that contains the three points, then you can use that geo with primitive snapping (second magnet, in the left toolbar using the default layout) Here is a way to build such a grid: create a new geo, import (object merge) the geo containing the three points in blast / , use delete non selected to keep the three points only. Use Add SOP, Polygons / By group / Closed [x] to make one triangle Create a 2 rows by 2 cols grid, then Align SOP that grid with the triangle. This will be your construction "plane" (more like a construction geometry) (Optional) Subdivide that grid to make it more practical The grid is ready to be used for primitive snapping. The good thing is that it is done in SOP. You are limited only by what you're able to do at SOP or even object level. Also, primitive snapping can use the template geometry to do the snapping. So if you branch out of your geo where you have your 3 points, you can do your stuff there in the same SOP context, and flag the geometry (your grid or something else) as template, and it will be used as construction plane.
  4. Is it possible, using Guide Groom / Simulate / Hair generate, to have the guides and the hair collide with static objects ? Right now, I have the skin colliding with objects ; the guides are generated on that geometry, but they don't collide with the geometry. So in practice, the hair is just following the skin, but not colliding with anything.
  5. How does align SOP work ?

    I keep on reading the doc and looking at the examples, but I don't understand this: "Aligns a group of primitives to each other or to an auxiliary input." The schematics is confusing to me, and so is documentation. What does it mean "align a primitive to [another] " ? Can someone provide an example of a non aligned group of primitives, and an aligned group of primitives ?
  6. Fully procedural, destruction ready building.

    Technically an advertisement though.
  7. Procedural OBJ splitting

    I learned so much from this one: (timestamp to jump to the for each block). I had to watch that part several times, especially the spare parameters which are so useful if not absolutely mandatory. Spare inputs at the 0:51:50 mark
  8. Split an object using points and normals

    So I've found a much simpler solution Copy grids on the polygon so that they' re oriented normal to the polygon, then use that geometry to boolean shatter the object.
  9. Align object with a transformed version of itself

    Do you know if there is a list somewhere of friend SOP ? I mean SOPs that have clearly been designed to work with each other ? I' m using a similar setup all the time: Bound (with oriented bounding box ON + store xform attribute) with a match size (restore xform) downstream
  10. At some point, I have two branches, containing the same geometry, except that each connected piece on one branch has been rotated somehow in space. Basically it boils down to this: one geo , and a topologically identical, rotated version of the same geo. How do I compute the invert transform ? It's not like I can store the transform at the same time it's applied. It's done in uvlayout (on P) to pack the geometry on a grid, and it doesn't offer the option to store that information
  11. I'm trying to split the frame of the table top into several parts. As you can see on the reference image, each point of the internal polygon extends to the outer curve; these lines indicate is where I want to have the cuts. I tried various approaches, like transferring a point attribute from the polygon to the curve, and use that information to split the curve (primitive split), but it's hard to control where the split will occur. I need to somehow find the point (which may not exist) on the curve which intersects the ray starting from the inner polygon, in the direction of the local normal. For clarification purpose, I've included a picture of one piece that I've cut by hand table.hipnc
  12. Sweep orientation issues

    Can you provide a hip file ?
  13. ray on curves

    Is ray sop supposed to work on just curves ? I'm trying to project a curve on a collision curve which is outside of the curve. Using minimum distance, it doesn't project the curve. And I can't find a vector attribute to put on the curve that will hint the correct direction to follow. I cheated by using a transform or polyexpand to expand the original curve, but it's dirty.
  14. lookat Vex function

    Thanks that's clear now. I will try on an elf head and see it works too.
  15. FOR EACH LOOP metadata

    use Feedback mode in Block End / Gather mode. That way, you only output the last generation.