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anim last won the day on June 30

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  1. Find parameter value from list to use in expression

    Or maybe you can just use Switch Sop with $F in the input parm
  2. you should be able to just use dense grid (you can switch to only points if you want) -> uv texture -> attrib from map (pick your image, Texture Channel: P (or whatever your AOV is called), Export Attribute: P)
  3. Can @group_NAMEOFGROUP be a variable?

    you can use setpointgroup() instead, but you can't retrieve the value in the same wrangle so in case you are setting and retrieving from the current point you better remember it as a variable also
  4. geocenter -x, -y, -z

    what is so mysterious about it? it simply refers to geosizex parameter on the Null Object, that you can find in Misc tab under the label Display Scale
  5. I feel like Get Vector Component needs an update to be useful currently it's sort of useful if you want to give the option for statically change component as a promoted parameter, but in reality it has a few issues 1. there is no 4th component in the menu even though it allows vector4 signature 2. doesn't allow dynamic choice of the component since it doesn't have component index input, so better choice for that case is vector2float and switch however if updated it can be useful for those cases
  6. bind vector array

    shop and mat shouldnt make a difference, but array type is not interpolable, so it makes sense that it's a bit ambiguous as point attribute when sampled in a surface shader, it's similar with string attribs if I remember correctly, so prim is a safer bet for those
  7. Combine Multiple Primitives As One Primitive

    It seems using vicvvsh's technique does the trick, even with multiple curves. Each @name comes in as one object into Maya. right, but are you saying that if you display Shape nodes in the outliner and expand the object it contains just one Shape even if more curves were exported for that object? As I said Maya didn't used to be able to have multiple curves in one Shape node, but that could have changed as I haven't used Maya for quite some time
  8. Right, it doesn't do oriented bounding box You would need to transform your pieces by inverted oriented transform before that node to get the oriented bbox lengths Unless they are packed and then oriented in which case you can use bounds intrinsic
  9. Combine Multiple Primitives As One Primitive

    Also keep in mind that Maya natively can't store more than 1 curve per shape node, at least it wasn't able to So even with the same path, you will get 1 transform object in Maya and 50 shape nodes underneath at best Of course loading it directly as a proxy or may be a better way if you are rendering them directly, or xgen may have some workaround these days
  10. UDIM for each geo procedurally

    or this: https://forums.odforce.net/topic/45875-udims/?tab=comments#comment-214920
  11. you can also just directly merge your geo (without appending Bound SOP to each) use Connectivity in Point mode to compute connectivity attribute, default i@class for example then Point Wrangle: vector scale = getpointbbox_size(0, "@class=" + itoa(i@class)); float max = max(scale); setdetailattrib(0, "max", max, "max"); should give you what you need
  12. you can also literally create a global variable in Aliases&Variables dialog (Alt+Shift+V)
  13. its: indirect_reflect
  14. Edge displacement at solaris

    to me it seems that Karma doesn't render displacement when something is applied to Geometry Subset of that geometry if you apply your shader to the /head/piece* and nothing at all to inside or outside subsets it seems to work fine
  15. in both cases you need to specify target path, otherwise Vellum will not know which geometry to try to match animation to the easiest way to do it is to source your vellum geo using Vellum Source DOP (which has Target Path parameter) instead of specifying it directly on the Vellum Object dops_pin_example_fix.hipnc