Hey, sorry for the late reply, I don't check back here often enough. Thanks for sharing that info here.
~Ilan
Found 13 posts.
Search results Show results as topic list.
Technical Discussion » Using VOP COP2 Generator output in texture map path, using op:
- Ilan Gabai
- 13 posts
- Offline
Technical Discussion » Using VOP COP2 Generator output in texture map path, using op:
- Ilan Gabai
- 13 posts
- Offline
Without seeing your file, it's hard to see what's going on. But why don't you just try going to the ‘textures’ tab in your principle shader and check on the base color / use texture checkbox. Point to your COPs image using this syntax: Good luck!
~Ilan
op:/img/comp1/COP_OUT
~Ilan
Edited by Ilan Gabai - June 23, 2019 20:37:44
Technical Discussion » Making an RBD Object Invisible
- Ilan Gabai
- 13 posts
- Offline
Hey there, All you have to do is delete the “*” and specify the “rbdpackedobject1” in the object mask field of your dop import node.
~Ilan
~Ilan
Technical Discussion » Retime whitewater
- Ilan Gabai
- 13 posts
- Offline
Hey mzigaib,
I'm guessing that the problem you are running in to is birth and death of particles. You can blend between position or attribute values over time, but you can't blend between a state of a particle living, and not. Your best bet would be to figure out a way to jitter them so that you don't get clusters of particles birthing and dying every X amount of frames.
~Ilan
I'm guessing that the problem you are running in to is birth and death of particles. You can blend between position or attribute values over time, but you can't blend between a state of a particle living, and not. Your best bet would be to figure out a way to jitter them so that you don't get clusters of particles birthing and dying every X amount of frames.
~Ilan
Technical Discussion » No flames on the Pyro Shader: Only smoke. Please Help!
- Ilan Gabai
- 13 posts
- Offline
Hey dreamagery,
The reason you weren't seeing your flames was because you need to set the Fire/color tab's color parameter to ‘artistic’. That will use the heat attribute as a lookup value for the color ramp there.
Here's your file with the same material, with that color method change.
~Ilan
The reason you weren't seeing your flames was because you need to set the Fire/color tab's color parameter to ‘artistic’. That will use the heat attribute as a lookup value for the color ramp there.
Here's your file with the same material, with that color method change.
~Ilan
Technical Discussion » Begginer Question: Attr VOP - Point color, where?
- Ilan Gabai
- 13 posts
- Offline
Hey FF,
That's because you need to feed the current “P” in to the PC Open's Query Position. So Plug P from geometryvopglobal1 in to P of each of your PC Opens.
~Ilan
That's because you need to feed the current “P” in to the PC Open's Query Position. So Plug P from geometryvopglobal1 in to P of each of your PC Opens.
~Ilan
Technical Discussion » HowTo control some object whether receive the other's shadow
- Ilan Gabai
- 13 posts
- Offline
Check out the light linker pane tab, and change the link type for shadow linking.
~Ilan
~Ilan
Technical Discussion » import multiple files into 1 node
- Ilan Gabai
- 13 posts
- Offline
Hey Matt,
Depending on your naming convention, you may be able to get them all in using a fileMerge sop. For example, if they are named something like $HIP/bgeos/obj.$F.bgeo then you can load them all in using “F” as your merge variable. Or if you work in the $SLICE variable as well.
~Ilan
Depending on your naming convention, you may be able to get them all in using a fileMerge sop. For example, if they are named something like $HIP/bgeos/obj.$F.bgeo then you can load them all in using “F” as your merge variable. Or if you work in the $SLICE variable as well.
~Ilan
Technical Discussion » DOP particle group issues
- Ilan Gabai
- 13 posts
- Offline
Hey Sami,
I see the problem you are running in to, so maybe this hack would be a good solution for now:
Because streams in the new POPs are actually just point groups, I found that you can just assign your streams in group sops in a sop solver attached to your sim. I also added an attribute transfer to guarantee that the points stay in the attractor group once they get close enough to the logo.
I'll attach and example.
~Ilan
I see the problem you are running in to, so maybe this hack would be a good solution for now:
Because streams in the new POPs are actually just point groups, I found that you can just assign your streams in group sops in a sop solver attached to your sim. I also added an attribute transfer to guarantee that the points stay in the attractor group once they get close enough to the logo.
I'll attach and example.
~Ilan
Houdini Lounge » Mailing list active?
- Ilan Gabai
- 13 posts
- Offline
Houdini Lounge » POP slide/creep? H13
- Ilan Gabai
- 13 posts
- Offline
Sure.
So basically it all happens in the pop net. The mountainy ground plane is a nurbs surface, and therefore has parametric uvs. Using a “primitive attribute vop”, you can get the world space position of the UV value. So if you give the U for example a rand($ID) value, it will scatter the particle along the surface's U in world space. And if you drive the V with the particle's normalized age, it will travel along the surface's V in world space (in the rand U's lane) over it's lifespan. Let me know if you have any more questions.
~Ilan
So basically it all happens in the pop net. The mountainy ground plane is a nurbs surface, and therefore has parametric uvs. Using a “primitive attribute vop”, you can get the world space position of the UV value. So if you give the U for example a rand($ID) value, it will scatter the particle along the surface's U in world space. And if you drive the V with the particle's normalized age, it will travel along the surface's V in world space (in the rand U's lane) over it's lifespan. Let me know if you have any more questions.
~Ilan
Technical Discussion » stamp with particle attributes
- Ilan Gabai
- 13 posts
- Offline
Or alternatively, you can pass age through as an attribute rather than a variable in the ‘attribute stamps’ field. Check out this example.
Houdini Lounge » POP slide/creep? H13
- Ilan Gabai
- 13 posts
- Offline
-
- Quick Links