steven Posted April 17, 2007 Share Posted April 17, 2007 In my source pop I choose the input geometry, adjust some birth and attributes params. When I jump up to sops level, the input geometry has turned black and when I disconnect it from the popnet the geometry returns to its default shading. This happens anytime I source geometry in the popnet (like collisions, etc.). I've tried the old-school method of using a path as a parameter value instead of context geometry but it still displays as black. What have I done to cause this behavior in my viewport? Right now I have to turn on footprints for operators above my popnet to get them displaying with the default gray shading. Help? Steven Quote Link to comment Share on other sites More sharing options...
michael Posted April 17, 2007 Share Posted April 17, 2007 what viewport mode are you in? do other modes work? Quote Link to comment Share on other sites More sharing options...
steven Posted April 17, 2007 Author Share Posted April 17, 2007 I'm in the perspective viewport. The other modes, even VEX appear to be working. Just the smooth shaded. Quote Link to comment Share on other sites More sharing options...
michael Posted April 17, 2007 Share Posted April 17, 2007 what type of graphics card are you using... I get this sometimes ... Quote Link to comment Share on other sites More sharing options...
3dbeing Posted April 17, 2007 Share Posted April 17, 2007 try laying down a reverse sop... Quote Link to comment Share on other sites More sharing options...
steven Posted April 18, 2007 Author Share Posted April 18, 2007 Yeah, it might be a GL thing. Something is definitely happening at the popnet. It I change the Start Time to 1.0 in my popnet, the geometry has the default gray shading for the first 23 frames then switches to black at frame 24. Reverse sop didn't change anything. Quote Link to comment Share on other sites More sharing options...
3dbeing Posted April 18, 2007 Share Posted April 18, 2007 ok, I've had a problem like that, does it change color at the obj level? Can't remember exactly the problem, but it had something to do with the scale of the scene... Quote Link to comment Share on other sites More sharing options...
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