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toadstorm last won the day on June 16

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  1. Vector maths basics

    The dotted blue line is mathematically correct. The result of adding those two vectors results in a third vector, but it's still going to be relative to the parent space of those two vectors, meaning relative to the origin.
  2. Uknown shading artefacts from Mantra rendering

    have you isolated which AOVs/image planes the noise is showing up on? have you tried rendering with simpler materials (fully diffuse or simple non-glossy reflective)? with a simpler light setup? if it's happening everywhere regardless of lights/materials, do you maybe have coplanar surfaces in there? that would explain the ray bias parameter changing the results slightly.
  3. Copy Stamping using the new ForEach workflow

    I don't think you can copy the results of a solver and expect to vary the simulation seed post-copy. It might be possible with stamping, but I don't recommend it. Instead consider either caching out multiple seeds of your solver and then copying the cached sequences to your points, or have your solver run post-copy on everything at once.
  4. Installing MOPs [linux] issue

    There currently aren't any MOPs at the object level. Try jumping into a SOP network and testing there.
  5. Render Cd in Packed prims

    If you're using Mantra's Classic Shader, just enable "Use Packed Color". If you're rolling your own shader, use a Render State VOP to grab the attribute "packed:Cd" and connect the output to whatever material input you need.
  6. Polywire SOP.. non uniform line radius possible?

    Polywire also natively supports variable width; just made a float attribute on your points and use it as the "wire radius" value (e.g. @width)
  7. had to fudge the values a bit, but this should get you pretty close. switched your VOP for some VEX, it's a little easier to read. there wasn't any need for an Attribute Transfer since your number of points was exactly the same as the number of prims, so I just read the attribute directly from the matching prim number. forums_area_to_pscale_toadstorm.hiplc
  8. Slerp is also always going to find the shortest interpolation between two quaternions, so unfortunately you'd get a similar effect when trying to interpolate between angles past 180 degrees. You'd have to either find a different way to store your rotation information (e.g. radians around an axis) and use that to figure out your second normal, or you'd have to get a solver involved that computed the difference between the vectors (using arc cosine of the dot product of the two vectors, or maybe using the dihedral VEX function) and figured out the second normal per-timestep.
  9. Desktop spec for FX

    You want twice as much RAM if your focus is on FLIP and pyro. You'll run out of 64 GB surprisingly fast with FLIP especially.
  10. the maximum value of an attribute

    not easily. just use attribute promote sop for this.
  11. Short answer: Always render linear. You can preview in whatever color space you need to for your production, but the render is linear. Long answer: http://cinematiccolor.org/
  12. multiple volumes used as AOV for main volume

    It's actually possible to use op:/ syntax to point at SOPs in a shader, as long as the SOP is the output (or upstream of the output) of an object listed on the Mantra ROP. If you don't actually want that object to render, you can add the vm_renderable flag to the container and set the value to 0.
  13. multiple volumes used as AOV for main volume

    Here's another method just handling everything in the shader. The AOV volumes are just merged into the renderable object and multiplied against the Of output from the Volume Shader Core. volume_with_aovs.hip
  14. Setting Font from attribute

    Since "fontstyle" is probably a string attribute, you'll need to use the points() expression instead of point(). Here's an example file. vary_copy_fonts_toadstorm.hip
  15. Render tree setup - fetching caches

    Each attribute has to be filtered separately, but you can use the same point cloud handle from a pcopen() as the input for both filtering operations.