logix1390 Posted January 11, 2018 Share Posted January 11, 2018 Hello, So, I have a bunch of small pyro caches that I copied on some points. I enabled stamp and pack geo on the copy. Is their a way I can easily randomize the density on each of the copied pyro cache? Nothing seems to work... Thank you Quote Link to comment Share on other sites More sharing options...
tamagochy Posted January 11, 2018 Share Posted January 11, 2018 Use volume vop and random parametr to change density. I do the same trick, not sure if it will work with packed object. 1 Quote Link to comment Share on other sites More sharing options...
Shinjipierre Posted January 11, 2018 Share Posted January 11, 2018 you can edit the shader's density multiplier by using a stylesheet (material sop) Quote Link to comment Share on other sites More sharing options...
logix1390 Posted January 11, 2018 Author Share Posted January 11, 2018 Thank you for the replies. Shinjipierre, i tried that, but it doesnt work with packed objects.. I need to pack them since I have 1000's of volumes. Quote Link to comment Share on other sites More sharing options...
vtrvtr Posted January 11, 2018 Share Posted January 11, 2018 Instead of randomizing the density, you can randomize the shader. That will work with packeds since it's pretty much what the material stylesheet is for odf_mss_density.hip 1 Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted January 11, 2018 Share Posted January 11, 2018 Quote Link to comment Share on other sites More sharing options...
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