toonafish
Did you try adding the Normal SOP ?
no works, thanks for your help. I fixed with come back to the old version and did manually
toonafish
Did you try adding the Normal SOP ?
Aizatulin
Hi,
which frame is not working? I haven't found an issue so far.
Aizatulin
Hi,
you can try boolean instead of intersection analysis and extract the boundary shape. With this shape you can sort the primitives.
Shigeru Iriki2
I am now using Linux Mint 20 instead of Rocky Linux 9 because of the problem of having to manually start the license server daemon every time.
I contacted SideFX support, and they kindly provided me with a solution, but since the problem is probably a bug in Rocky Linux 9, and to be precise, Rocky Linux 9 is still out of support, I have decided to use Linux Mint 20 instead of Rocky Linux 9.
Shigeru Iriki2johnmather
I develop on Rocky Linux 9 and have not run into any major issues. The only issue that I have encountered is that the Help Browser does not work, which is a common issue that many newer operating systems are experiencing. It seems to be Qt related, but we're still looking into it.
I appreciate your input.
I will try Rocky Linux 9
import soputils path = kwargs['node'].path()+'/goal' kwargs['node'] = hou.node(path) kwargs['geometrytype'] = hou.geometryType.Points kwargs['inputindex'] = 0 soputils.selectGroupParm(kwargs)
tamte
your action button script needs 'grouptype' and 'ordered' parms to be promoted from group to your HDA since it is using them to know what type of selection you want
if however you just want unordered point group as your current group sop suggests just change the action button script to this and you dont have to promote those parms:import soputils kwargs['geometrytype'] = hou.geometryType.Points kwargs['inputindex'] = 0 soputils.selectGroupParm(kwargs)
tinyhawkus
You would never work this way. If the incoming mesh doesn't have enough resolution to deform to
your vellum sim, you simply subdivide the original mesh so it has enough resolution to deform how
you need.
The workflow for vellum on assets, is to always point deform the original by your simulation mesh.
Simply subdivide your original mesh will be all you need to do.
tinyhawkus
As an aside, can I ask why you need to remesh and render using that in the first place?
tinyhawkus
It doesn't make much sense. You'd generally only remesh to triangles for something like a vellum sim.
Which you would take the vellum sim and point deform the orginal mesh with good UVs, with your simmed one.
Can you tell us the reason for the remesh?