NNois Posted February 1, 2018 Share Posted February 1, 2018 Hello, Actually the velocity attribute isn't scaled by the timeshift node... How would you deal with that ? Quote Link to comment Share on other sites More sharing options...
coltonmil Posted February 1, 2018 Share Posted February 1, 2018 Hey Noel, You can create a point wrangle that has a multiplier channel to control the velocity mult and frame mult. Something like this: v@v *= ch("Mult"); Then you can reference this channel for multiplying your $FF in the Time Shift SOP. Quote Link to comment Share on other sites More sharing options...
NNois Posted February 1, 2018 Author Share Posted February 1, 2018 thanks, My timeshifts are animated with toons of keyframes, I can't just multiply the vel manually ;-) I've created a wrangle referencing the time channel of the timeshift copying that onto an attribute, then comparing that with the same but timeshifted-1frame giving me the real speed, so I was about to multiply the velocity by that... That's working ok but is there a way to reference a channel at a different time without using chops ? I've failed using chops for that because the referenced channel always display "0" even if it's not in real... Quote Link to comment Share on other sites More sharing options...
toadstorm Posted February 1, 2018 Share Posted February 1, 2018 You could always just run a Trail SOP in Compute Velocity mode after your timeshift. Just make sure you enable Geometry Velocity Blur on the object container you're rendering from if you're using velocity for motion blur. Quote Link to comment Share on other sites More sharing options...
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