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CinnamonMetal

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Everything posted by CinnamonMetal

  1. 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 ?
  2. I want the particles to slide only on the parts of the geometry which are red, not the black areas, but using a parameter having some control whether some of the particles bleed into the semi-black areas is required.
  3. Fluid_Liquid_Sphere.hipnc I kept the attributevop network from your post; rather then my own.
  4. The points continue to project on the black as well as the red.
  5. How do I get points to only effect the @Cd.r of the geometry; the current way is not working; the intersect is casting rays on the whole geometry regardless of the color on the geometry ?
  6. Keyframing with Python seems buggy?

    I have to slightly Hijack this thread, hopefully @Atom can respond or anyone. Can one load Python modules inside the Python SOP have it being loaded ?
  7. Create own height-field ?

    I understand what it's doing internally Thanks
  8. Create own height-field ?

    It appears to me height fields are just VDB, how can I construct my own height field using VDB's ?
  9. Particles not emitting from Painted Attribute

    I said I got it working. Thanks for the help.
  10. I want the particles to emit only where the painted attribute exists; unfortunately this is not working, when the POP Source Emission Attribute is set to the attribute name of; emitparticles and the Emission type is set to; Scatter on Surface, rather then only the particles emitting where the attribute is painted; the particles are emitting from the whole geometry ?
  11. Particles not emitting from Painted Attribute

    I have it figured out; I was using paint differently.
  12. Particles not emitting from Painted Attribute

    Using an expression; that is the only way I know how ?
  13. Add topology to part of the geometry ?

    How do I add topology to only these areas ?
  14. Particles not emitting from Painted Attribute

    Make it a separate issue; there must be a way to get this to work if there is no attribute paint sop.
  15. Emit Particles on Painted Attribute

    Fluid_Liquid.hipnc
  16. Emit Particles on Painted Attribute

    I painted a point attribute using the paint sop by naming the color (override color) a unique name. I then copied the attribute using an attribute copy; but there are two problems. The first is, how do I see the painted attribute as I can see when the paint sop is selected, from within the POPNet in the viewport ? Second, I want to only emit particles from the attribute which I painted using the paint sop; therefore the Emission type is set to, Scatter onto Surfaces and the Emission Attribute is the attribute name override which I created from within the paint sop, but the particles are not emitting strictly from that painted point attribute ?
  17. Emit Particles on Painted Attribute

    When overriding color in the paint sop, shouldn't that give me a value; although if I create an attribute before the paint sop, I don't get a value for that attribute ? If I switch inputs of the attributeCopy, I see the attribute where the particles are emitting from in the viewport; otherwise I don't see it. Since your scene was created in H18, it doesn't work on my end.
  18. Emit Particles on Painted Attribute

    I did it the other way around so I could see the painted attribute on the mesh, when in attributeCopy or POPNet. It was working when its set to points. I'm using H17.5.
  19. Emit Particles on Painted Attribute

    The white particles are those emitting from the painted attribute; the rest I don't want ? Fluid_Liquid_Sphere.hipnc
  20. Emit Particles on Painted Attribute

    I tried your suggestion 6ril, unfortunately it didn't work as I wanted it; thanks
  21. Emit Particles on Painted Attribute

    It worked, except; rather then only particles only emitting where I painted the attribute, there are particles emitting where I painted the attribute and the rest of the object ?
  22. Apply attribute based on object id in RBD

  23. Apply attribute based on object id in RBD

    I have a sop solver inside a dopnet for a RBD. This is what is inside the point wrangler, but it's not working for only the packed geometry with an objid of one and three ? if(i@objid == 1 && 3){ @bounce = 1.75; }
  24. Apply attribute based on object id in RBD

    @Jesper Rahlff It appears from your screen shots, that you didn't create an if statement within the SOPSolver, yet when the boxes hit the ground they are being colored. Unless there is something that isn't visible in the screen shots ?
  25. Apply attribute based on object id in RBD

    I understand, except; when my boxes hit the ground, they are not being colored ?
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