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Showing results for tags 'primitive groups'.
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Hey, I have been trying to create groups from FBX subnet, which can be accessed after the crowd simulation done. So I can apply different base colors through Material Style sheet and I am also curious to know if I can export different groups of object to other 3D packages if I have to render it there. what I want to do is, I want to create primitive groups which can be accessed after unpacking the agent SOP. So I can access that data for further process. I somehow manage to make the groups based on the shaders applied to particular objects, but some of the shaders were not included in the groups, I would like to have a proper work around for this. Or is there any particular method to make groups during exporting the fbx from maya ? Thank you All.
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- material stylesheet
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I have an RBD Voronoi fractured object that falls to the floor, and each primitive group is given an impact time attribute when each piece hits the floor. The system works so far - I import my fractured object, delete all the primitive groups except for one, and select the Voronoi object that will turn into grains at the moment of impact using a switch that changes the input from the primitive group to the grains. As long as I'm working on a single primitive group, it works. Here's a GIF showing the result on one group. Question: How do I use my effect - that isolates a primitive group and turns it into grains at a specific frame - onto multiple primitive groups within a foreach node? My attempt at a solution: With my system in a for each subnetwork, I replaced the group name that was previously fracturepeice_15 to 'chs("../each1/group")' to reference the current group that is being processed. However, the final result of the ForEach shows only one primitive group being turned into grains or the entire sphere that was fractured being turned into a clump of grains. If anyone can shed any insight on what to try, would be very grateful. Voronoi-ODFORCE.hipnc
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I have a part with many primitive groups and it would be good to be able to visualise the groups in the viewport instead of having to manually find what refers to what by stumbling around with the delete sop. Any ideas? Ok so there's a way of doing this by using the select tool and choosing groups in the context menu above, a list then appears to the right and everything is color coded.
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- primitive groups
- viewport
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Hello. I'm trying to subdivide an object in order to export it for texturing. Because later I will be using subdivision at rendertime, I need to either use Mantra-compatible or OpenSubdiv algorithms. But with both of them I have problems. Mantra-compatible doesn't smooth UV borders. This normally wouldn't worry me much, but the thing is that it also has troubles smoothing one area of my UV set, which happens to be one of the most visible parts of the model: What puzzless me, is that even with 0 subdivision levels it affects UVs: For comparison - original UVs: In fact, for some reason Mantra-compatible CC algorithm rips off the inner loop - disconnects it from the rest of the UV island, making two UV islands out of one. I marked the new island on the image below. I also moved a several faces to better visualize the lack of UV continuity. Why does this happen? OpenSubdiv CC algorithm seems to fare much better when UV-smoothing this region: But it removes all primitive groups. And I need them to easily manage objects when I will be painting textures. So to use it, I would have to recreate all groups from scratch. Can I do something about those two problems?
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- subdivide
- uv-smoothing
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