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eikonoklastes

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  1. You can also just use a Group SOP, and set the Base Group to @name=*rock*
  2. You don't need to use VOPs for noise. There has been excellent noise support in SOPs for a while now. Here is a typical For Loop setup to vary noise on copies, and wrapped in a Compile Block, which provides excellent performance even for a very large number of copies (scene file attached). Random Rocks.hiplc
  3. Well, this was a fun exercise: https://imgur.com/a/dMGtUj5 Manual Bezier Curve.hiplc
  4. What happens if you try to use a Group node, set to Keep by Normals?
  5. Here's my attempt with a Mask Along Geometry and Soft Transform:
  6. Could also just freeze/lock the node (the snowflake icon in the node ring). The better way would be to write it to its own file, via a FileCache SOP. That way you don't bloat your scene file size.
  7. Dropping a Fuse after the Boolean Shatter will replicate that effect. Edit: Ignore that. Use a Clean SOP instead, after the Shatter, and set it to Consolidate Points and Fix Overlaps.
  8. Probably put an epilepsy warning on that link. More flashing lights than a discotheque in there.
  9. So, I did get this to finally work. DOP Import with Transform Pieces did the trick. I've attached the scene here, and here's a quick overview of the setup, it's actually quite simple (once you know how): rbd test.hiplc
  10. Hi. How do I swap low res RBDs with high res geo, if I am spawning new points every frame as my source points? None of the suggested methods work for me. DOP Import doesn't work, whether I use it as points or as geometry. I can't use the RBD SOP to specify proxy and high res geo, because that seems to be hardcoded to work only on geo from the first frame. I do get close with DOP Import set to points, but for some odd reason, the rotation only kicks in after an impact. Before that, all the high res geo point upwards as they fall, with no orientation. I am using this method to spawn my RBDs: https://www.youtube.com/watch?v=ra3V0vPq7qg Any help would be much appreciated. Ideally I'd like to see how it can be done with the RBD Bullet Solver SOP, rather than creating a separate DOPnet, although that's not unwelcome either. Thanks.
  11. If you don't want to get into TOPs just for this, you can just use a For Loop. It is possible to vary any incoming parameter from your source geometry with any level of control that you desire. For very large iterations, you might want to turn that into a Compile Block to boost performance (be warned though, here be dragons...) In the example I'm posting, I'm varying the bend angle, and the probability of adding a hat to the result, but you can go nuts with literally any parameter on the source geometry. I have used separate nodes for each variation because I personally like that clarity, but you can just easily have all of them in a single Wrangle. variations.hiplc
  12. Is your curve closed? Try using an Orientation Along Curve SOP before the Sweep. If that doesn't work, can you post your curve here?
  13. Deselect the node before pasting, and it will paste as a disconnected node. Edit: the above info is wrong. I seem to have had a brainfart, I could have sworn that this is how it worked, but you're right - it stays wired to the original parent.
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