Hello all,
I?Lm playing with Icarus, it?Ls a Boujou, Mokey & Image Modeler mix software, so it can export a geometry file (scene.obj) with uv?Ls applied ,all the textures (texture##.pic) and primitive groups to apply that textures (object__1 —> texture01.pic, object__2 —->texture02.pic,….).
My problem is how to say the shader to get every texture based in the primitive group that is shading, I suposse that is made applying the vm_surface attribute
opdef:/Shop/v_decal amb 1 1 1 diff 0.8 0.8 0.8 spec 0.8 0.8 0.8 rough 0.1 map “C:/Model/House_texture1.jpg” uwrap decal vwrap decal _shop_ /shop/v_decal1
and changing the map variable to a FOR statement based on groups..
someone could help me referencing the groups????
Thanksssssssss
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Technical Discussion » About Importing Geometry and Textures
- RED OCTOBER
- 7 posts
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Technical Discussion » About Hair & Particles
- RED OCTOBER
- 7 posts
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Imagine that the particle source is a single point, keep all default values and set initial velocity to 5, for example, and Life to 3 secs.
Go to SOP level, you have a line of moving points, the first particle (point number 0) dies at frame 75 (25 fps) so next particle (point number 1) turns into point number 0, because the first particle have died.
If you append an Add op to the particle system you can make a polygon from that particle points, so that could be one of our hairs.Look what happend when the first point of the particle system dissapears, our polygonal hair lost its last edge.
That´s the artifact I want to resolve.
Go to SOP level, you have a line of moving points, the first particle (point number 0) dies at frame 75 (25 fps) so next particle (point number 1) turns into point number 0, because the first particle have died.
If you append an Add op to the particle system you can make a polygon from that particle points, so that could be one of our hairs.Look what happend when the first point of the particle system dissapears, our polygonal hair lost its last edge.
That´s the artifact I want to resolve.
Technical Discussion » About Hair & Particles
- RED OCTOBER
- 7 posts
- Offline
Hi everybody, I?Lm trying to make Hair with particles and the Add op to convert the particle points to polys ( “ Skip every n points….”).All ok but when particles dies there was an artifact in the hair (the last segment of it dissapear). Someone has a trick to fix this.
If it helps, Merging the particle source with the particle points before Add fix the same problem but in the lower part of hair.
Thanks in advance.
I?Lve tried resamples and fits and don?Lt work fine.
If it helps, Merging the particle source with the particle points before Add fix the same problem but in the lower part of hair.
Thanks in advance.
I?Lve tried resamples and fits and don?Lt work fine.
Technical Discussion » Center Handle to vertices
- RED OCTOBER
- 7 posts
- Offline
Hi.
I have a model of several pieces (a mechanical arm for example), it has been modeled into one Geometry OBJ.
Next I have make one geo for each piece of the model and get it with Object Merge Ops, so I have the Source model in a no-visible Obj and the hierarchy in several Objs with object merge.
The way I center the handle for a correct rotation is:
-OBJ 1– Sop Level
-Append a Transform op to Object Merge selecting the points, prims or
whatever you want want.The handle, in OBJ level will be in the centroid of that selection.
-Next Right Click or INS over the Transform Handle (SOP) and enter pivot mode.
-Again right click and select “Snap to centroid”, now the pivot is in the center of the selection.
-Press INS to exit pivot mode and copy the pivot parameter.
IN OBJ LEVEL
-Paste “relative ref” into pivot parameter in transform page and lock the parameter.
Now ensure that you have “Handle Follows Group” and select “Snap to pivot” if the handle is not centered on selection.
It works pretty well but it?Ls a little tedious, anyone knows how to make this in few steps???
Thanks in advance..
By the way if you want to transform about a selection in sop level just apply the transform op to the selection and then delete the selection mask numbers.
I have a model of several pieces (a mechanical arm for example), it has been modeled into one Geometry OBJ.
Next I have make one geo for each piece of the model and get it with Object Merge Ops, so I have the Source model in a no-visible Obj and the hierarchy in several Objs with object merge.
The way I center the handle for a correct rotation is:
-OBJ 1– Sop Level
-Append a Transform op to Object Merge selecting the points, prims or
whatever you want want.The handle, in OBJ level will be in the centroid of that selection.
-Next Right Click or INS over the Transform Handle (SOP) and enter pivot mode.
-Again right click and select “Snap to centroid”, now the pivot is in the center of the selection.
-Press INS to exit pivot mode and copy the pivot parameter.
IN OBJ LEVEL
-Paste “relative ref” into pivot parameter in transform page and lock the parameter.
Now ensure that you have “Handle Follows Group” and select “Snap to pivot” if the handle is not centered on selection.
It works pretty well but it?Ls a little tedious, anyone knows how to make this in few steps???
Thanks in advance..
By the way if you want to transform about a selection in sop level just apply the transform op to the selection and then delete the selection mask numbers.
Technical Discussion » About Divide Op & UV?Ls
- RED OCTOBER
- 7 posts
- Offline
Hello everyone:
I?Lm texturing a box (6 polygonal primitives) , I have applied a shader and UV coordinates, after that, I want to bevel the box edges using a Divide Op using the smooth polygons feature, but the new primitives that makes the bevel don?Lt have any UV attribute but Subdivide Op and the other Ops that divide the geometry maintain uv attribute.
It can be fixed?
Thaks in advance. Javi
I?Lm texturing a box (6 polygonal primitives) , I have applied a shader and UV coordinates, after that, I want to bevel the box edges using a Divide Op using the smooth polygons feature, but the new primitives that makes the bevel don?Lt have any UV attribute but Subdivide Op and the other Ops that divide the geometry maintain uv attribute.
It can be fixed?
Thaks in advance. Javi
Technical Discussion » FilterStep help
- RED OCTOBER
- 7 posts
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Hi, only three things:
1. Someone could explain a practical application for the filterstep function?
2. I notice that texture func has a filter implemented, so how to filter an incomming color, for example a pattern.(maybe with filterstep?)
3. It?Ls possible to get the output of a composite node and put into vexbuilder or vex code to use as texture?
Thanks a lot in advance.
SoFoThEn
Javi.
1. Someone could explain a practical application for the filterstep function?
2. I notice that texture func has a filter implemented, so how to filter an incomming color, for example a pattern.(maybe with filterstep?)
3. It?Ls possible to get the output of a composite node and put into vexbuilder or vex code to use as texture?
Thanks a lot in advance.
SoFoThEn
Javi.
Technical Discussion » Bevels
- RED OCTOBER
- 7 posts
- Offline
Maybe here can help me.
How to make beveled text, expecially that ones with holes like B letter.
I have been doing tests with Inset parameter in Polyextrude and Extrude Ops but the real problem is the double edge inside the face.When I do the bevel with the inset parameter face is non-continuous in that edge, and other thing, when using inset in corners produces crossing edges, how to fix it?
Anyone knows a formula to move points tangential to apply in Point OP?
How to make beveled text, expecially that ones with holes like B letter.
I have been doing tests with Inset parameter in Polyextrude and Extrude Ops but the real problem is the double edge inside the face.When I do the bevel with the inset parameter face is non-continuous in that edge, and other thing, when using inset in corners produces crossing edges, how to fix it?
Anyone knows a formula to move points tangential to apply in Point OP?
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