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doc last won the day on May 7

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  1. I noticed that increasing the resolution of the sphere seems to make the problem go away, but I'm not sure why that would make a difference
  2. Very close to getting it working, but in my test I'm getting a weird wedge of high density. Maybe somebody smarter can tell me what I missed? volume_fall_off_test_v1.hip
  3. Camera Projection

    ejr32123 is correct. You want a constant shader on the top of the sidewalk, but you want proper lighting on the fractured interior faces. A larger issue you'll have is when the pieces break and move the lighting on the top surface should change. The shadows should change, the diffuse and specular lighting should change. But how do account for this if the lighting is baked into the projected image? No easy answer as far as I know. People often make a copy of the original image and try and remove specular and shadows in the hopes of creating a diffuse texture map that can be used with a principled shader. Photoshop or gimp seem the most obvious tools to do this, but I believe that there are some photogrammetry solutions that have some automated mechanisms for doing this. Once this is done you'll need to reproduce the lighting in cg so that it matches the photo. You'll probably need to render a shadow pass for areas where your cg debris is supposed to cast shadows on the constant surface. Then it'll probably take some love in compositing to make it all work. Hope that helps
  4. Are you rendering through Solaris or /obj?
  5. Camera Projection

    It looks like your geometry is picking up lighting, which it doesn't need because the lighting already exists in the image. Try rendering the geo with a constant shader. The issue should go away
  6. hmmm... I just gave it a try. seems to be working with my example, 50 lights. Although there does seem to be a limit to what can be displayed in opengl lops_crowd_lights_doc_v2.hip
  7. not sure how much flexibility there is in terms of creating the point ordering procedural in say vex. However, the "Planar patch from curves" sop is your friend here. It'll make point groups with the proper ordering so that your welds can work. This is great because once you have these in place you can procedural adjust the resolution of your geometry. If you look inside the attached you'll see an example. I'm using /obj/shirt/resample2 (the green node) as a means of controlling the resolution of "Planar patch from curves" sop as well as my resample. Works like a charm. just_shirt_v22.hip
  8. an even easier way would be to use an agent unpack set to "joints". The points will have orient attributes and you can use that to position your lights. In the attached example I've added put a tube in my agents hand using as copy to points, it should give you some ideas. agent_unpack_joints_v1.hip
  9. Turn on "all frames in one batch" on your top. If you don't have this turned on your sim will have to compute preroll for every frame it's processing
  10. have a look at this post: https://www.sidefx.com/forum/topic/57112/ it's possible to get the position of an agent's bone with vex. Then I believe you can use the instance lop to instance your lights into place.
  11. have a look at the attached file. It uses a bit of different technique, it brings the geometry into the camera space and flattens the normals and then creates an up vector along the z axis (camera axis). I swap the N and the up and then then it moves the geo back to world space. This is not exactly what you asked for(don't have much time). the grids are now parallel to the camera plane, not necessarily facing the center of the camera, but it should be close enough. modified_aim_constraint_doc_v1.hipnc
  12. flip simulation collision

    The first thing I would look at is turning on your collision guide and turn off your geometry display. This Will allow you to preview your collision geometry. You may have insufficient resolution or if your geometry isn't watertight you end up with weird spikes. If that checks out you may need to increase the max substeps in your solver
  13. If you were to do it "correctly" you'll want to imitate the gravitational lensing caused by a black hole. Might try looking at this for pointers : https://mattebb.cargo.site/Black-Hole Note this probably isn't doable in karma, mantra is the way to go. karma dropped some features in the name of performance, and some of the functions used in this example might have been on the chopping block If you want to fake it you might want to try blending the curves that go around the sphere into the plane that is perpendicular to the camera. You can get your geometry into camera space with an object merge. There's an option in a menu to put your geometry into the space of another object. Once you've done this you can flatten your geometry into the xy plane which will be perpendicular to the camera.
  14. Karma and instancing

    throw up a file and I'll try and take a look.
  15. POP Fluid collision and thickness issue...

    What Don said. The reason why it falls through is because you particles move to the other side of your collision object in a single frame. As a cheat you can try making you collision object thicker.