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morn66

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About morn66

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    Peon

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  • Name
    Julien Morneau-Gagnon
  • Location
    MTL
  1. Hi everyone, I am building a scene with a lot of asset and it works great with Redshift proxy. But during development, I would like to be able to see the geometry of some pieces in the viewport. What kind of workflow would be good for that? My guess would be to saved to disk my pieces and load them with instancepath during the dev, and at the end switch to proxy for final rendering? Not sure if is the way to do it... Thanks!
  2. Hey @Lyrops, if you use "return date" insted of "str(date)", it will work. import datetime date = datetime.datetime.now() return date
  3. Thanks @char for the explanation!
  4. I have just found out that it is possible to convert vel to a vdb with a "convert vdb" and after use a "vdb vector to merge". Not sure if it's the right thing to do but it works. If you guys have extra info about that topic, let me know! Cheers
  5. Hi everyone, I want to create a volume that contain a velocity att to my voxel. I realize that in some situations, vel can be store as one att but sometimes it duplicate it for each axis (vel.x, vel.y, vel.z). I guess it's probably faster to only have vel store one time as a vector attribute. How can I achieve that for this simple exemple below? Should I use a different node than "volume". Thanks
  6. Hey! Not sure what you really want to achieve but I found that the mountain node react to the attribute @height. 1. Before the moutain node, use a wrangle node and write your code for the height. Exemple for a grid 50 by 50 if(@ptnum >= 1250) @height = .5; else @height = 1; 2. After that, you dont need to write anything in the mountain node, it will already apply the change for the height Let me know if this is what you wanted to do. Cheers
  7. Dynamic relative reference

    Hey man! You have to use ' ' for the second chs. and also ` ` to insert the chs ch("../../Colorbank/`chs('../colorControl/label_1')`r") Let me know if it works
  8. Finally I have found another solution that can achieve the same goal. Insted of creating the noise offset inside the loop, I use $FF to change the offset overtime. So I can set my Rop_Geo to render frame from 1 to 10. (dont need the loop anymore) Maybe it will work with what you want to achieve @avak.
  9. Hi everyone, I want to create 10 wooden plank with small variation. I used an offset noise inside a for-loop to generate different plank. The problem I have is that I want at the end of the loop to save the bgeo to disk but I dont know how to tell the for-loop to execute the save operation after each iteration. (because I can't connect the ROP geo to the output). Everything works if I go One by one and do a manual single pass. Thanks
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