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Found 2 results

  1. Hi guys, As you know, the "Attribute Interpolate" SOP needs two attributes called "sourceprim" and "sourceprimuv", which the "Scatter SOP" can create them. I would like to create them myself, so in a point wrangle, I tried to use these codes: i@sourceprim = 0; v@sourceprimuv = primuv(0, "P", @primnum, @P); If you take a look at my file, you will see that it works in a strange way, so how can I fix it? Thanks for helping. Scatter_01.hip
  2. Hi all... I've got a shape with some animated deformation & I've got wires sprouting off the surface, simulating happily. Now I've extruded these wires to achieve a sort of tinsle/fur effect. With the help of my work colleague I've managed to normalise my UVs so that each "fur" strand occupies the whole UV 0-1 space. However, as with most simulated things I need to bake this to avoid texture swimming and I'd like to use attribute-interpolate to lock this UV layout throughout the simulation now & I'm struggling to get the node working. (Said colleague has gone on leave now.... *shakes fist*) Could anyone take a look at my file or point me in the right direction? I'm assuming I want to interpolate to vertices & use vertex numbers and weights... and I'm assuming I just need to tell it that vertex 1 is vertex 1, with a weight of 1? Or do I? Also what is the deal with the polyextrude SOP? I just can't seem to get it extruding edges in a predictable and consistent direction, no matter the normals that I feed it! Many thanks fur_doughnut_001.hip
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