point cloud issue with color attribute in Vop
21046 16 2- vbk!!!
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- symek
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vbk!!!
I am trying to use point cloud to color points of a mesh.
A lot of artefacts appear during the iteration.
The point cloud is created on the fly with particles.
check the.hip file attached.
Thanks for your help.
What was a second pciterateVOP inside a while loop for? Anyway, with a single one at the front of a while loop works better…
hth,
skk.
- tamte
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that pointcloud setup is not correct because:
1. pciterate inside while loop may not execute after pcimport as required
2. only last point is taken into account since nothing is accumulating value inside the loop
3. pcimport imports distance 0-n and in smooth1 you are taking into account only 0-1 range, you need to normalize distance to maxradius first
here is correct(I hope) usage of point cloud for that case
it is currently doing just what attribtransfer can do so I included attribtransfer method too
1. pciterate inside while loop may not execute after pcimport as required
2. only last point is taken into account since nothing is accumulating value inside the loop
3. pcimport imports distance 0-n and in smooth1 you are taking into account only 0-1 range, you need to normalize distance to maxradius first
here is correct(I hope) usage of point cloud for that case
it is currently doing just what attribtransfer can do so I included attribtransfer method too
Tomas Slancik
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Method Studios, NY
FX Supervisor
Method Studios, NY
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- tamte
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you cannot refer to object geometry from shader since when it is run the scene is already translated for mantra so the nodes don't exist anymore
you have to write your pcloud files to disk then reference disk files in that parameter, as you do with textures
you have to write your pcloud files to disk then reference disk files in that parameter, as you do with textures
Tomas Slancik
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FX Supervisor
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- claudio_101
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hmm no …
the goal is to render the SHADER not the vopsop.
The vopsop is for the display and a surface shader is linked to the grid object.
This shader is built the same way the vopsop is but I am not able to render anything with it. Tamte suggested me to render the pointcloud on disk, what I did. But there is still a problem with this pointcloud shader.
Thanks anyway Claudio.
++
Vincent
the goal is to render the SHADER not the vopsop.
The vopsop is for the display and a surface shader is linked to the grid object.
This shader is built the same way the vopsop is but I am not able to render anything with it. Tamte suggested me to render the pointcloud on disk, what I did. But there is still a problem with this pointcloud shader.
Thanks anyway Claudio.
++
Vincent
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- claudio_101
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- vbk!!!
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I use a little laptop for this test. I copy paste the network of the vopsop to the shader without to check the output of the global variables node …
Houdini keep in memory the order of the input and output of the node, not the name of the variable you link at. In the vopsop the first output of the global variable node in the Position but, in shop context, the first output of the global node is color. The Position output is the fourth one.
Houdini keep in memory the order of the input and output of the node, not the name of the variable you link at. In the vopsop the first output of the global variable node in the Position but, in shop context, the first output of the global node is color. The Position output is the fourth one.
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