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Tijack

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About Tijack

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    Peon

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  • Name
    Tijack
  • Location
    marseille
  1. Transferring UVs to fur

    I found this tutorial about the subject. And the good thing to know is also NOT TO Render object as strands in the redshift obj panel as we are use to do when rendering curves with redshift. If you do, it doesn't work.
  2. Transferring UVs to fur

    Hi, It's a long time after your request, and I'm also in the same struggle without finding any saloution even with your screenshots. Could be possible to share your file ? thanks
  3. vellum grain random pscale

    OK, sorry, I just have to uncheck the "particle size" on the "vellum grain node".
  4. Hello, Someone could explain why in my basic setup, the grain have still the same size ? I try to have some random pscale. Thanks vellum-grain.hip
  5. Hello, Someone could explain why in my basic setup, the grain have still the same size ? I try to have some random pscale. Thanks vellum-grain.hip
  6. Vellum activation with pyrosourcespread

    PS answer : héhé... à Marseille, je ne connais pas Zumba cafew, mais ici c'est le carnaval c'est clair ! So ... Thanks a lot, I tried to understood what you did. I appreciate the new stuff I saw in the modifying file. But it's a bit complex for me to jump into the vellumsolver like you did. Too much nodes for my small eyes ! So I recreate with the dopnet what you did and what I understand, is that the big difference to have a correct simulation was to change in the sopsolver my attribtransfer with your attricopy. Would you agree with that ? I'm surprise, I can't see what make a so big difference between them ! But looks like it was the problem. Thanks again (nice showreel between)
  7. Hi people, I'm working on a simulation where, as saying in the title, pyrosourcespread is driving the activation for my vellum sim. Eveything is doing well, BUT for some reason, the attribute @totalburn that i'm using to drive the simulation, back to 0 sometimes. What can I do to keek my total burn to the same level and never back to an inferior value that create this kind of "stairs effect". Look at my test file. Thanks for your help and knowledge. Nik SPHERE.hip
  8. Collision Vellum hair artifacts

    I did a trick with a peak node reducing the sphere before collision input... but it is a trick. Maybe there is a better answer ?!
  9. Hello, i need a little help : I have a moving object with a scatter on it to create hair from these points. Theses hairs are stick with "pin points" and "match animation". And I would like to have hair collision with the object. But if I put this object on the collision input, there is a kind of artefact to these roots points. So what could be the solution to avoid this problem that is probably coming from pining AND colliding at the same time. I'd like to keep the pin system (no "attach to geometry"). Any idear ? Thanks
  10. Combine Cd attribute with VOP

    Thanks a lot Librarian ! I don't get why the Cd attribute from the geometryvopglobal doesn't make the same things. It's like, nothing happend with it ?! EDIT : For some reason when I use something else than measure node to have my hard edge in black colors, "native" Cd attribute works... So...
  11. Combine Cd attribute with VOP

    Hello, Simple question I suppose. I have this Cd attribute coming from a measure SOP. But I can't find the way to combine him with a noise VOP. What am I doing wrong ? Thanks combine-cd-attribute.hip
  12. EDIT : Forget this topic. I made a mistake in my node tree. Hi dear, I'm wondering something about velocity. On my node tree, i have creating a group of point with some velocity > 0. Then I have "resample" the curve. And some of the new points, close to the group of point have a velocity transfer. And I can't see where this is coming from. They should have a 0 velocity. Even if i create an other group with a v@v={0,0,0}; the transfer is still present. Any help ? Thanks
  13. UV doesn't stick to Vellum [RESOLVED]

    Indeed ! Thank you I also copy uv attribute from "vertice" to "vertice" (for the next people coming here)
  14. Hello, I'm struggling one more time with the rest position. It's something I really have problem to assimilate. So I have my vellum hair simulation. Then I applied a wire to create thickness to my rope. I then applied some UVflatten/layout. And then the UV doesn't stick to my rope. I assume I should use rest for that. But it's an eternal misunderstanding between us. Any help ? Thanks
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