  # Alan Monroig

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Alan Company

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1. Hello! I am struggling to get what I want from a lens shader. It is somehow a math challenge. Let's see if there is someone who can figure it out... Simple scenario: - Perspective camera looking towards a grid made of 4 points (corners). - I want the camera to render the grid taking each corner as a reference to fill the frame completely with the grid (not more or less). Details: - The grid should be able to rotate on 3 axes and the camera should keep framing it. (So aspect ratio won't do it, since it has some perspective). - I have managed to do it in one axis, but additional axes seem to start acting weird, the results are close but not enough. Since it is math it should be perfect! (I does not have to be foolproof, looking towards the Z direction always and not handling more than 180-degree rotations is ok). Code of my lens shader #include "math.h" #pragma opname lens_shader #pragma oplabel "Lens_shader" #pragma hint x hidden #pragma hint y hidden #pragma hint Time hidden #pragma hint dofx hidden #pragma hint dofy hidden #pragma hint aspect hidden #pragma hint P hidden #pragma hint I hidden cvex anamorphic_lens( //Inputs float x = 0; // X screen coordinate in the range -1 to 1 float y = 0; // Y screen coordinate in the range -1 to 1 float Time = 0; // Sample time float dofx = 0; // X depth of field sample value float dofy = 0; // Y depth of field sample value float aspect = 1; // Image aspect ratio (x/y) //Outputs export vector P = 0; // Ray origin in camera space export vector I = 0; // Ray direction in camera space export int valid = 1; // Whether the sample is valid for measuring //Grid corners converted to camera space vector corner0 = 0; vector corner3 = 0; ) { float xmin_bounds = corner0; float xmax_bounds = corner3; float ymin_bounds = corner0; float ymax_bounds = corner3; float zmin_bounds = corner0; float zmax_bounds = corner3; float new_x = fit(x, -1, 1, min(xmin_bounds, xmax_bounds), max(xmin_bounds, xmax_bounds)); float new_y = fit(y, -1, 1, min(ymin_bounds, ymax_bounds), max(ymin_bounds, ymax_bounds)); // Calculations Z axis in relation to X float offset = min(zmin_bounds, zmax_bounds); float relation_x = (max(zmin_bounds, zmax_bounds)-offset)/min(xmin_bounds, xmax_bounds); if(xmin_bounds > xmax_bounds){ relation_x *= -1; } float relation_y = (max(zmin_bounds, zmax_bounds)-offset)/min(ymin_bounds, ymax_bounds); if(ymin_bounds > ymax_bounds){ relation_y *= -1; } float z = (-relation_x * new_x) + (-relation_y * new_y) + offset; P = set(0, 0, 0); I = set(new_x, new_y, z);
2. I found a solution using a switch solver which does exactly what I needed.
3. Hello, Thank you, but... your file does not solve the issue, if I increase the Rest Length higher than 1 (which is what you enabled) it turns unstable. The restscale attribute you tried to change through VEX does no effect because you ticked the wrong parameter. I will take a look at the masterclass.
4. I need help solving this issue! it is driving me crazy… When I increase the Rest Length attribute of a pressure constraint (using vellumconstraintproperty and restlengthscale parameter). The object moves erratically, unstable… I have tried with different resolution geometry, sim scale, substeps, constraint iterations, smoothly animating the attribute, etc.. Do not know how else to troubleshoot. Thank you in advanced, Alan vellum_problem.hiplc
5. Hello, I have two different DOP Objects (RBD Packed) and I want to source Geometry into just one of the objects, not both. I am using the popsource node which by default sources to both of my objects. (Using just one object is not an option for now) Any tips? Thanks!
6. Thanks for the response! I lost my hopes when nobody was helping me. I will try that out. And also the grains alternative, sounds like a good option. Cheers!
7. Hello! I am trying to do some drool with wires, I would like the wires to stick to the first object it collides with (like saliva). Any suggestions? Thanks!
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