Using the rbd material fracture node for the first time.
Transform box and add material fracture node - then click RBD OBJECTS on the shelf.
The resulting fetch transform node in the box1 object has an error “cannot set instance attribute because the dop object geometry does not reference a sop node”. Is this something I should be concerned about? Also on the transform_hres node - I had to add a rest position to get the transforms to work…. I am surprised this had to be added to be honest. Is this the correct workflow?
Thanks
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Technical Discussion » rbd material fracture and rbd objects shelf tool - error on fetch transforms node
- sm909
- 4 posts
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Technical Discussion » python - how to create a hou.FolderParmTemplate
- sm909
- 4 posts
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I have a node with an existing folder and I am having trouble referencing it .
basically instead of making the folder from scatch like so …
hou_parm_template = hou.FolderParmTemplate(“passes3”, “Passes”, folder_type=hou.folderType.Tabs, default_value=0, ends_tab_group=False)
I would like to make “hou_parm_template” reference an existing folder on an existing node
/out/myNode/passes is the folder on a node myNode
Not sure how to do this in python
Thanks in advance
Stephen
basically instead of making the folder from scatch like so …
hou_parm_template = hou.FolderParmTemplate(“passes3”, “Passes”, folder_type=hou.folderType.Tabs, default_value=0, ends_tab_group=False)
I would like to make “hou_parm_template” reference an existing folder on an existing node
/out/myNode/passes is the folder on a node myNode
Not sure how to do this in python
Thanks in advance
Stephen
Technical Discussion » sticking metacloud texture to moving particles
- sm909
- 4 posts
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I think the noise not sticking problem derives from the billowy_smoke shader attached to the iso sop (which is bringing in the .i3d textures). How can I get the billowy_smoke shader to stick to the original particles as they move?
cheers
s
cheers
s
Technical Discussion » sticking metacloud texture to moving particles
- sm909
- 4 posts
- Offline
Hi,
I am new to Houdini's metacloud and i3d workflow. I am having troublle figuring out how to to get the metacloud density to stick to moving particles. I have a created a simple scene where I have a few particles moving upwards. I am then generating i3d files from the points using the standard metacloud vex shader. I have switched on “per point noise” in the shader but the mantra render still shows the points moving through the noise pattern -I would like the texture to stick to each point as it moves. I also tried using a rest position of just one frame of the bgeo file, but that doesn't seem to work either.
Cheers!
I am new to Houdini's metacloud and i3d workflow. I am having troublle figuring out how to to get the metacloud density to stick to moving particles. I have a created a simple scene where I have a few particles moving upwards. I am then generating i3d files from the points using the standard metacloud vex shader. I have switched on “per point noise” in the shader but the mantra render still shows the points moving through the noise pattern -I would like the texture to stick to each point as it moves. I also tried using a rest position of just one frame of the bgeo file, but that doesn't seem to work either.
Cheers!
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