Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


woodenduck last won the day on June 25 2016

woodenduck had the most liked content!

Community Reputation

39 Excellent

1 Follower

About woodenduck

  • Rank

Personal Information

  • Name
  • Location
  1. VEX string functions

    This might be helpful... https://github.com/jtomori/vex_tutorial#arrays-and-strings-example
  2. vdb from camera to polygons

    set the iso value on the vdb convert to 0.0001
  3. simple vex question

    I think it's because "id" is recognised automatically in vex as an integer attribute. As the rand() function returns a float, this gets truncated, resulting in 0. If you explicitly cast your "id" attribute as a float, I think you'll get what you're after. Try f@id = rand(@ptnum); The reason it works for @myId is because user defined variables default to floats if not explicitly cast. If you change it to i@myId = rand(@ptnum) it will return 0 for the same reason as stated above. Hope that helps. Cheers, WD
  4. Alembic Motion Blur

    Have you checked the "Geometry Velocity Blur" box on the sampling tab of your geometry object?
  5. If all you want to do is fade the colour over time, I would just multiply @Cd by a value less than 1 each frame. Otherwise you will need to compare the attribute value on the current frame with the previous frame. If the value on the current frame is 1 and the previous frame is 0, then you can store @Frame/@Time in a variable as the infection frame.
  6. Animated texture sequence turns pink

    How about collapsing your shader network in to a material and promoting the parameters there.
  7. In order to get the normals correctly oriented you need to calculate them before the scatter. This is because the orientation of the polygons associated with a given point determine the normals direction.
  8. if you add some point normals to your grid before the scatter and ray, you will see spheres correctly oriented. Cheers, WD
  9. Access sop parameter within popnet ?

    You can use a channel expression - ch("../../path/to/parameter")
  10. Take a look at this - http://tmdag.com/vopraytracer-pt1/
  11. You can resume simulation from .sim sequence.
  12. Particles won't emit (H15.x)

    Go inside your popnet, on the popSource node, inherit attributes parameter. By default this should be set to '*' but on yours it is empty. Just pop a '*' in there and you're good to go.
  13. extra tokens in expression

    Try separating with "" and + so your expression would become... ch("../../../img/comp1/default_pic_"+opdigits(".")+"/size1")/200
  14. Pyro velocity field question

    You could add a GasFieldWrangle piped in to velocity update with @vel *= 0.9; in the vex snippet parameter. You could add a gasFieldVop piped in to velocity update. Bring the vel field in with a Bind Vop and multiply 0.9 (or whatever drag rate you want) before adding a bind export set to vel. You could add a gasDamp Dop. This would also get piped in to the velocity update input on the pyro solver. You could also try playing with the viscosity parameter. This has the effect of blurring out the vel field which will give you a kind of drag. Depending on what you are trying to achieve.
  15. emit particles from pyro sim

    You can use a Scatter Sop on a density field, then source you particles from there.