tamteThank you very much tamte!
make sure your filtering on your Texture VOPs is set to No Filter as well to avoid any kind of interpolation
Regards,
Conan
tamteThank you very much tamte!
make sure your filtering on your Texture VOPs is set to No Filter as well to avoid any kind of interpolation
Olaf FinkbeinerYeah!! alot has changed!!! just researched finish that I had to use python to get the vop out or copy the node from someone else file…. thank you for the explaination!!
a hell of a lot has changed since h14:
you should watch this: https://www.sidefx.com/tutorials/houdini-16-masterclass-custom-shading/ [www.sidefx.com]
and or also this:
https://www.youtube.com/watch?v=y2Ew0UgiE8I [www.youtube.com]
It overlaps a lot between the both videos.
friedasparagus
Hi Conan,
Just revising the initial answer, which you may or may not have clocked Have a look at this example and see if it ticks your boxes
Cheers,
Henry
twod
The Alembic SOP has an parameter to do this. Change “Display As” to “Centroid” if you want 1 point per alembic, or “Point Cloud” if you want to see the Alembic geometries' points only. There is also a bounding box mode for slightly better visualization.
Enivob
That looks like normal operation to me.
The second frame is obviously a glitch but it does not impact the collision working correctly. The hull that is in contact with the fluid appears to be accurate.
You may have a lot of problems with those open railings. Basically take your original boat mesh and use a Clip SOP to remove the top half of the boat. If you expect waves to come over the deck then you may want to build a proxy version of the upper part of your mesh with just crude boxes to block those areas out.
Enivob
When viewing the collision layer guide you only see where the collision is currently occurring. If the FLIP does not touch the other parts of your boat then there is no collision so it is not represented in the viewport.
There is no fix needed, this is normal operation. You can confirm this by submerging your boat into the tank. You should see your entire collision surface.