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Posts posted by CinnamonMetal

  1. Another way to put it is this; How can I create an attribute for the Ray SOP which will project those points which the attribute has applied to the target geometry based on an attribute on the geometry ? 

    haspointattrib() may be what I need for the geometry. 

  2. How can I delete points where there is not a float point attribute.  For example, I created a float point attribute on the geometry and where that attribute doesn't exist on the geometry the points \ particles are deleted; or better yet, using the raysop, ray cast particles only where a float point attribute exists on the geometry when the particles go outside of this attribute on the geometry, the particles are deleted ?

  3. How do I delete using one of the hit attributes the particles in this case which are ray cast on a surface and that surface is planer (flat) and only those particles which are on a planer surface, if the surface is not planer the particles remain ?


  4. If anyone has any suggestions, I created an integer attribute and whether it be the Intersect vop or the Ray SOP so the points cast only on the integer attribute, rather then a vector attribute. I've tried binding an integer attribute and using that in an attribute vop but it doesn't cast ?


  5. The geometry has red and black color, the points coming in are particles; I only want the particles to intersect with the parts of the geometry which are red. The parameter is to control if I want some particles to bleed into the black areas of the geometry.  Although neither is working, the particles are intersecting with both the black and red parts of the geometry ?

    As well, I want to open the point clouds based on the dot product of the particle normal and the surface normal, I'm assuming I should use the UVW of the intersect for the position and the primitive of the intersect as the maxpoints, which I can then control the radius of how many points I want to open ?