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scorpes

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About scorpes

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    Peon

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    www.robbertlubken.com

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  • Name
    Robbert
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    Amsterdam
  1. yes this is what I was looking for, thanks!
  2. CopyStamp is the old method..., not compile-able , there is no way to do this with the new method?
  3. But there is not something like make the copytopoint randomizations based on @id, instead of @ptnum? My initial point source is a pop network with changing point counts
  4. Hi, I would like to know how I can make variation (different objects) using the copytopoints node and changing point counts. I now use the foreach loop with metadata and I use the iteration value to add randomness to a switch node. Like this tutorial: But when point counts change, this method doesn't work anymore and all objects are constantly changing over time. Any idea how to fix this? copytopoint_var_changingPointcount.hip
  5. Flips Activevalue

    Where do you put the sop solver? Inside Dops?
  6. FLIP smorganic/sheeter effect?

    Really nice Pazuzu! How do you create the individual droplets coming from the crown, is that a separate particle emission?
  7. H17 breaking soft constraints

    Hi, I'm trying to recreate the collapsing buildings from the H17 presentation video. I'm struggling on the part to break the soft constraints. Found a softconstaints example video in the documentation with breaking, but in order to get that to work, you have to use "Attach Internal Constraints to Object" option (network relationship) with a geometrywrangle and removeprim() if torque is above a certain number , for some reason the hard constraints behave differently and I get bad results when I use that option. Anyone else experience with this?
  8. Ocean spectra with Redshift

    Would be nice to be able to use redshift with the procedural spectra map instead of a baked one...
  9. :D:D:D Thanks a lot! Any idea why it works?
  10. Here is the hip file: compile_colour_from_ramp.hipnc
  11. accidently submitted this topic twice, could a moderator delete the other topic?
  12. This is what I'm trying to do: Compile with for each loop and a ramp from attribute in a wrangle looping a color through each piece. The for each loop works correctly and every piece get it's own color from the ramp. The compile sop compiles without errors but the colors for each piece part is not working in combination with Compile Any idea how to fix this? Here is a screenshot from the setup:
  13. This is what I'm trying to do: Compile with for each loop and a ramp from attribute in a wrangle looping a color through each piece. The for each loop works correctly and every piece get it's own color from the ramp. The compile sop compiles without errors but the colors for each piece is not working. Any idea how to fix this? Here is a screenshot from the setup:
  14. Mixing animations from Mixamo.com

    Any way to do this on bone level? I need to mix or rather append different fbx animations, but I would like to keep the bones.
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