tomhanks Posted March 8, 2010 Share Posted March 8, 2010 (edited) I have a scene where a cylinder is touched by a claw like object, and I used a transfer attribute to color the points where this claw touches the cylinder, but I want that the point attribute keep its value after being touched, making a paint like effect, but I cant get this directly with paint attribute SOP because after the points stop being close to each other the value get back to way it was. Resuming, I would like to paint attributes using a object like a brush. Can anyone help me with this? attribute_test_V01.hip Edited March 8, 2010 by tomhanks Quote Link to comment Share on other sites More sharing options...
mawi Posted March 8, 2010 Share Posted March 8, 2010 You will have to use a SOP-solver. attribute_test_V01_fix.hip Quote Link to comment Share on other sites More sharing options...
LFX Posted March 8, 2010 Share Posted March 8, 2010 I would emit particles over the trail from the claws. They you would stay there and give the appropriate attribute to the cylinder. Quote Link to comment Share on other sites More sharing options...
Ratman Posted March 8, 2010 Share Posted March 8, 2010 Since I wanted to stay away from SOP solver, I found a way using a trigger chop, by importing the Cd attributes into chops and then using the trigger chop to "sustain" the value once it reached one or whatever level you wanted, bit hackish and slow, since it has to read all the points and the timeline first, but it worked alright. Quote Link to comment Share on other sites More sharing options...
LFX Posted March 8, 2010 Share Posted March 8, 2010 Cool solution Rick! I will look in this direction next time. Quote Link to comment Share on other sites More sharing options...
tomhanks Posted March 8, 2010 Author Share Posted March 8, 2010 Thanks you very much for the reply. The SOP Solver did the trick, but what I didn't understand is what you had to do to get that specific result, you just used the sop solver and that's it? Anyway thanks. What I am trying to do with this is to create regions where the mesh would tear as a cloth. About the particle solution, it could work if the geometry in the case of the cylinder stays in place but if I want to move it the attributes wont be at the place that they started. Any methods to do this would be welcome, but thanks very much for the help. I'll post the results once I have them. Quote Link to comment Share on other sites More sharing options...
mawi Posted March 8, 2010 Share Posted March 8, 2010 Thanks you very much for the reply. The SOP Solver did the trick, but what I didn't understand is what you had to do to get that specific result, you just used the sop solver and that's it? Anyway thanks. What I am trying to do with this is to create regions where the mesh would tear as a cloth. About the particle solution, it could work if the geometry in the case of the cylinder stays in place but if I want to move it the attributes wont be at the place that they started. Any methods to do this would be welcome, but thanks very much for the help. I'll post the results once I have them. The SOP-solver is a container. If you open it up you will see that the attribute transfer is inside. Quote Link to comment Share on other sites More sharing options...
tomhanks Posted March 8, 2010 Author Share Posted March 8, 2010 Yes, I saw that, what I don't understand quite well is how it maintains the color data red without go back to zero. I know I'll have to take a closer look on the sop solver. Quote Link to comment Share on other sites More sharing options...
tomhanks Posted March 8, 2010 Author Share Posted March 8, 2010 Hi, me again. I tried to animate the object and see what happens, so if I use an animated object to the sop solver it does update frame by frame the attributes so the effect of painting the object disappears. Is there a way to solve this? Quote Link to comment Share on other sites More sharing options...
tomhanks Posted March 8, 2010 Author Share Posted March 8, 2010 I didn't see the ratman solution, but it seems to be a good option. Anyway thanks everybody for the help Quote Link to comment Share on other sites More sharing options...
Jason Posted March 9, 2010 Share Posted March 9, 2010 I made an OTL thing that helps with this kind of thing. http://www.sidefx.com/exchange/info.php?fileid=613&versionid=613 Quote Link to comment Share on other sites More sharing options...
tomhanks Posted March 9, 2010 Author Share Posted March 9, 2010 Thanks!!! Quote Link to comment Share on other sites More sharing options...
raven0us Posted March 20, 2010 Share Posted March 20, 2010 a year later....Ratman...thanks for the tip...works well.... Quote Link to comment Share on other sites More sharing options...
pclaes Posted March 20, 2010 Share Posted March 20, 2010 Personally I think the sopsolver approach is better as you can use vops inside that are multithreaded instead of having to load all the geometry in chops (as he mentions). Quote Link to comment Share on other sites More sharing options...
daniel.phillis Posted March 30, 2010 Share Posted March 30, 2010 (edited) in some situations a trail sop might work ....it'll leave a trial of points of where its been...and those will continue to feed the attribute transfer...yum ! Edited March 30, 2010 by daniel.phillis Quote Link to comment Share on other sites More sharing options...
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