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Everything posted by anim

  1. its: indirect_reflect
  2. 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
  3. 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
  4. volume position

    it's not exactly just like that, cause while point's hold the values and move themselves, voxels are static and values move from one to another so that's why you can't just import position from another input and hope that you get the right one but if you have evolving rest filed in your first input just bind that and use to sample the noise or if it's in the 3rd input you can use Volume Sample Vector VOP to sample 'rest' and use for your noise, still assuming your rest field is evolving and aligned with the sim or volumes you are applying noise to
  5. volume position

    it is exactly like that, import point attribute, you provide input and point index and it will import attribute (P for example) from that input/point the same way as providing input and voxel index can return position of that voxel using volumeindextopos() which you can use to sample value of that volume primitive that's providing you don't know the position you want to sample the volume at already, it's possible that you don't really want position based on index, but that's hard to tell from what you have said so far it's also not very common to have to do that, but as mentioned in the first response you may have the same dimension volume primitive just with different transform and you want to get the location of corresponding voxel, or your volumes may be misaligned a bit like when v@vel field is simmed face sampled and you want to get position and then values of exact voxels rather than the interpolated values at the position of voxels in first input, but if that is not similar to your situation it may be not what you are looking for
  6. volume position

    do you still have problem using volumeindextopos() to get the position of that index from specific input and primitive even after this discovery? you can either plug those 3 to Integer To Vector or use Volume Pos To Index to get the index vector and then use that to get position of a voxel of the same index in any volume prim/input using Volume Index To Pos VOP
  7. volume position

    Bind P gives you position of the current voxel you are iterating over, since you are iterating over voxels of the first input it's always first input, and you can sample any volume primitive of any input at that position if you want to get position of a particular voxel index from a primitive of current or other inputs, you can use volumeindextopos() function and feed either specific index you have in mind or if the voxel grids are the same dimensions just transformed differently you may want to feed the current index to get position of corresponding voxel in other input or volume primitive, up to you
  8. import and set $YMIN to zero

    or Match Size SOP and just change Justify In Y to Min
  9. dopimport y=0 is not y=0

    well, Ground doesn't have it promoted so it wouldn't be obvious at first that it behaves that way, but to sync them you either uncheck the one on your rbd object or unlock Ground and check it on emptyobject1 node inside
  10. Vellum hair issue...

    you are duplicating your vellum object which is most probably causing your issues to achieve continuous emission based on expression control activation on vellum source instead FallingWires_01_fix.hip
  11. Vellum Stopped Attribute Not Staying Active On Transfer

    with minimal changes it would be : 1. initialize stopped to 1 on your cloth - so add point wrangle before /obj/Cloth/OUT_Vellum_GEO: i@stopped=1; 2. make your /obj/Cloth/dopnet1/sopsolver1/attribtransfer1 work only on stopped, to forbid it to stop already unstopped once they get close to the unstopped value again - so change dest group to Points and set group to: @stopped=1
  12. dopimport y=0 is not y=0

    it's strange what you are saying, since it should be the opposite and also your file behaves the opposite, only with density 0 or mass 0, y should stay at 0, since there is no forces applied to it as soon as it has mass, it will be pulled down by gravity and collide with ground, and please don't expect object settled on the ground to be mathematicaly precisely settled without any error, 1e-5 sounds pretty tolerable the bigger difference on the first frame, is simply because your geo has Solve On Creation Frame checked, while Ground doesn't, so there is no ground colliding on the first frame and your cube sinks a little bit lower which for the next few frames will recover from
  13. Difference between Nearpoints and Neighbours

    nearpoints will return points by proximity to supplied position, while neighbours will return points by connectivity to supplied point, so only points that are directly connected to it with an edge
  14. if you don't want to use Instance Object, you can also just add Point Instancing (ptinstance) render property to your object that outputs points and switch it from None to one of the other options also add Instance Object (instancepath), but you can keep that one empty since you have s@instance attribute you can also add other instancing properties, that Instance Object has by default
  15. right, the connectivity and blast should work on the same type, either both point or prim, I updated the setup in the pig scene ts_delete_internal_bubbles_withPig_fix.hiplc
  16. Connectivity SOP -> Measure SOP (Volume Per Piece based on class) -> Blast SOP (@volume<=0) ts_delete_internal_bubbles.hip
  17. Metadata in wrangle not working

    the values i contains are correct iteration values the 0 you were observing as explained was due to the default value of your attribute being 0 and the actual iteration value not surviving past the wrangle as you were not storing it as an attribute on any primitive, but inside of that wrangle i has correct value of the iteration just add this to after your 2nd line to have it cactually print to console to see it contains expected values: printf("iteration = %d\n", i); just don't forget to delete this line once you are convinced its working as you don't want it to be printing to console constantly
  18. Metadata in wrangle not working

    I mean you have the value in i variable, you can use it to randomize your pos if that's what you want to do
  19. Metadata in wrangle not working

    it works, but you are not using i to compute anything and the current primitive that you are assigning the value to (using i@print = i;) you end up deleting in the same wrangle (using removeprim(0,@primnum,1);) the 2 primitives you are creating will have just default value of print attribute wich is 0
  20. here is a bit simplified setup Lamp_Example_fix.hiplc it should be possible to fully instance your lamps with lights at the end points using instance node, but I don't know the requirements of Arnold for light instancing so for now just rivetting each individually
  21. you still need to have that property on Mantra ROP node to tweak it, without it the default 3x3 would be used, the fact that it's added by default may seem like it's not a render property but you can also put it on camera to override pixel samples per camera
  22. Geo Time Samples and Refract limit should work per Object, did you try it properly (like setting reftact limit to 0)? Pixel Samples can't be overriden per object, as Mantra is not aware beforehand of which objects are within the pixel and how many samples would potentially hit it
  23. you can use Rivet Object to get point's position and rotation (if you have correct N and up vectors) as object level transform then just parent your light to the rivet object
  24. if you don't want to have Python SOP pulling the information every time it cooks you can have a callback scrip on the button that will for example store the geometry in Data Parameter on the HDA that can be referencing Stash SOP's data parameter for example https://www.sidefx.com/forum/topic/74110/#post-313189
  25. in that case keep activation 1, Create Constraints to On Creation Frane, and set creation frame to frame you want them to be created at if you want it to be created more than once (lets say on frames 10 and 21), set Create Constraints to Each Frame and activation to: $FF==10 || $FF==21