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About Stevie Mac

  • Rank
    Peon

Personal Information

  • Name
    Steve
  • Location
    UK
  1. Bake Ocean Foam to Texture

    So this foam stays in place & uses the foam particles to mask it. Is there a way to get this foam to move with the movement of the particles & bake out as a sequence? Thanks
  2. Bake Ocean Foam to Texture

    Thanks Andrea! Soz the cop2net node was way off to the right on my monitor so I missed it. Thanks mate.
  3. Bake Ocean Foam to Texture

    Hey Andrea! Did you do a more final version of the .hip file for this? Looking at the current one how do you render out whats being placed onto the grid? Thanks
  4. USDZ Export

    Hi guys, I have an animated FBX file of a character with about 870 frames, it has one texture & the FBX file is 12.5mb After bringing that into Houdini 18 & into LOPs then adding a material node & then a USD ROP file the output USD file is 182mb Am I doing something wrong? or is there something I need to turn on in the ROP I tried the USD zip ROP but that just gives me the same file size & I read that the USDZ doesn't actually compress anything. Thanks
  5. Align using meta value

    But the 'Align To' is looking for a name string so wouldn't 'iteration' give me an integer? I need the Align To to match the name of what is coming into it's 2nd input. So if the current iterations name is BACK if I type in back in the 'Align To' it all works fine I just need that to read the name attrib somehow. Thanks
  6. Align using meta value

    I've read this but still can't see where I'm going wrong.
  7. Hi guys I'm trying to get the align node to just put the current loop name in the 'Align To' box. So into the 2nd algin input is the same geo named the same as teh first input so if I just type a name e.g. BACK in the it all works fine! So I need the 'Align To' to just either read the name attrib of the current loop or the value of the metadata which reads the name. Sadly, name, @name, detail(-1,"value",0); (with the extra input) & I've linked to the meta node without the extra input but no luck. Any ideas? Thanks
  8. BBox Rotate by Max Length?

    Ah this one is great man! Just sad I couldn't work it out all the way but I got half way there. It's nice to learn how you used the game tool nodes as I haven't used any of those much or know what they all do. Thanks again!
  9. BBox Rotate by Max Length?

    Ah right I didn't know you could do that, nice thanks for the help mate! There does seem to be a few ways to do it out there but I've not found a simple one yet this'll do for now & I'll look into it more. Thanks again mate.
  10. BBox Rotate by Max Length?

    Ok yours is working now. How do I get the planks back to the original positions tho? I've tried adding a rest at the beining of the loop & the end but even after deleting the BBoxes its not working. It's saying the Typologies don't match.
  11. BBox Rotate by Max Length?

    Is that the high poly Shed? There is a few bits that could be deleted so it's prob one of those.
  12. BBox Rotate by Max Length?

    Nope tried that as I was gonna delete it after but somehow the rotations are wrong prob soemthing to do with axis being off so they need to be set. It works with Alain 2131's heavy Vex one but man that thing is really complicated!
  13. BBox Rotate by Max Length?

    Guys how do we get this to work with the geo tho as this is spitting out the Bounding box? Also after adding the High poly geo the axis are off so my version doesn't work & niether does Noobini's. How do I get the Geo in to match what we've done with the bounding boxes so I can use the Rest Node? Thanks Shed_H_Clean.bgeo.sc vu_AlignY_HighGeo.hiplc
  14. BBox Rotate by Max Length?

    This is practically what I have without the VOP. =0) I'm a dunce & this makes sense to me but I wouldn't have been able to work it out alone. So good to see another way of doing it guys thanks.
  15. BBox Rotate by Max Length?

    Yes but I've made my own Fracture tool. Maybe there's an answer in the RBDFracture tool then too. Thanks for the help man.
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