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zakdances

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Everything posted by zakdances

  1. Beginner question, but I'm a bit confused as to how the merge node is supposed to work. I'm trying to export my scene as GLTF. My scene contains one geometry node with 2 primitive nodes inside (box and sphere) connected to a merge node. When I try to export, only the sphere shows up in the GLTF file. I've read merge node documentation but I still can't discern the behavior of "merge". The docs say Bypassing this node causes it to only export the first input. It will not compute the merged objects. which describes what I'm seeing, but I don't have the bypass flag activated. Also, why does the merge node seem to have a "favorite" or "primary" input?
  2. Thank you. Is the root object itself exported? What node is designated as the "Scene" value in the resulting GLTF?
  3. The docs are a bit sparse on this topic. I know they exist in different networks, but otherwise what is the precise difference between the two? What are some use cases for each? Where should I be choosing one over the other? Also, what's the difference between the "Root Object" and "Objects" selection boxes in each? Is "Objects" just a filter for "Root Object"?
  4. Each primitive exports correctly if I delete the other. How do I identify mismatched attributes? If I add an Object Merge node before my export node and select "Pack Geometry Before Merging" both objects export correctly. Why is this required?
  5. Thank you - I think I got what I'm going for:
  6. I'm trying to make a plane of simple rolling hills using voronoi. I don't want realistic terrain, just basic smooth curved circular overlapping mounds with phong material. I think what I need to do is generate flattened spheres that extend outwords from the center of each cell, but I haven't been able to locate the right node to do that. I've tried grid -> voronoi fracture -> smooth -> extrude but it can't get anything that looks rounded. What am I doing wrong here? Why does everything I attempt look so "rocky" like broken glass? First image is what I have, others are examples of my intended look (more or less).
  7. @mestela Thank you again! Btw, I really enjoyed the video series you did with Scott Keating. Really interesting bit about using the geometry from random lego models!
  8. @mestelaThank you! That got rid of the COP network errors, but I'm still not seeing the COPs applied to the render. It looks just like the plain wireframe. Am I supposed to be connecting the COP network to the renderer or SOP network somehow?
  9. Sorry to drag up an old thread, but I'm trying to learn how @mestela put his network together. When I open the files, I only see the pink wireframe and not the scanlines or color correction. Also, is the COP network suppose to look like this? All the red x's and missing pig tiff and unrecognized parameter errors?
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