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About lugnut

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  • Name
    John Baumann
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    New York City
  1. Copy collision cd to geo

  2. I'm doing a simple "flicker" animation where I use a COP blend node with the factor param controlled by CHOPs to turn frames on and off. I can render to a flipbook, but the composite ROP just gives me black frames? Anybody know why this happens and if there is a workaround ( besides saving from mplay)? BTW the replacing the blend with a switch COP dosen't work at all, I'm assuming because the switch is not cooking the input, is that correct? Thanks for any info
  3. OBJ transform to SOP lvl

    I don't think there's much of a difference performance-wise between transforms at object versus sop level. So you might just copy the channels from your object to a transform sop and delete the ones at the object level. Otherwise you can use an object merge in another object and set transform to "Into This Object".
  4. Pack Primitives and Groups

    Turn on "Transfer Groups" in the assemble SOP. Check if there are any attribs you want to transfer if so tick that on too
  5. Use point colour for Emission

    You can use the "emitcolor" attribute in the priniciple shader, just copy the values of the point color to emitcolor. One way is to use a point wrangle with v@emitcolor = @Cd;
  6. Getting OBJID or dop object name in Sop Solver

    Jeff, thanks for your thorough reply. The stamp expression in the switch node is what I'm looking for. I do understand the packed/non-packed difference but was just looking for a way to differentiate by objects. Thanks!
  7. Hi- I'm manipulating objects in a sim with a sop solver, based on their dop object names. The simple case is to say, turn on or off the @active attrib in a bullet sim base on the object name. Right now I'm adding a string attrib with the name to the packed primitives on the SOP side, before they get made into an RBD packed object and checking that name the sop solver in the sim, using a point wrangle to make changes, etc. It occurs to me though that OBJID is and the object name are both available but I can't figure out how to read them while in the sop solver. I know I can use a function like dopoptions to get the name but that requires me to have the OBJID of the dop oject that the sop solver is working on and I can't figure out how to get that in the sop solver itself. In short, what node/expression will get me access to the object's name or id in the sop solver inside a dop sim? Thanks
  8. Don't know why it is happening, but you can work around it by replacing the variable names $CEX $CEY $CEZ with calls to the centroid expression referring to a previous sop: centroid("../sopname",D_X) centroid("../sopname",D_Y) centroid("../sopname",D_Z) See attached hip BoundingBox_AnimationCentroid.hipnc
  9. I have a cvex volume shader in vex using a point cloud and attributes that works fine on the volume but will not render as a volume procedural. Other vop-based cvex shaders seem to render fine. I've attached the hip and the otl of the shader hoping that someone could tell me what I am doing wrong,, Also in the render ( not using the procedural ) there are some linear artifacts; I wonder if anyone can tell me what is causing that. Thanks very much PCvexExample.hipnc JBPCVolume.otl
  10. Projected Texture Manipulation

    I would hope there is an easier way to do this that I am missing, but here is a clumsy workaround (attached hip): convert the UVs in the geometry to position coordinates using a vop sop and render out with an orthographic camera of Ortho Width 1.0 and make the camera resolution whatever size you want it - I used 512 square. note that you have to make sure that the uv attrib is on the points (attrib promote) this way ( don't know how to import vertex attribs into a vop sop!) texture_image.hip