I tried above, not luck, but take a look here. Maybe it can move You somewhere.
https://forums.odforce.net/topic/12615-shadow-catcher-material/ [forums.odforce.net]
Found 18 posts.
Search results Show results as topic list.
Technical Discussion » shadowmatte - set object to cast shadows, but not on itself
- Bretislav Kaspar
- 18 posts
- Offline
Technical Discussion » addpoint VEX function
- Bretislav Kaspar
- 18 posts
- Offline
Technical Discussion » shadowmatte - set object to cast shadows, but not on itself
- Bretislav Kaspar
- 18 posts
- Offline
Technical Discussion » Intersaction Analysis
- Bretislav Kaspar
- 18 posts
- Offline
Ok, I fount this thread if anybody needs this
https://forums.odforce.net/topic/31299-selecting-edges-based-on-intersection-with-curve/ [forums.odforce.net]
B.
https://forums.odforce.net/topic/31299-selecting-edges-based-on-intersection-with-curve/ [forums.odforce.net]
B.
Technical Discussion » Intersaction Analysis
- Bretislav Kaspar
- 18 posts
- Offline
I mean I have arrey, with 2 numbers (when there is an intersection), otherwise its an empty arrey. So I want > if there is something in the array take one of the primnum only and then I can use it in force…
Technical Discussion » Intersaction Analysis
- Bretislav Kaspar
- 18 posts
- Offline
Hi, I have a bunch of polylines (closed like circles), made a grain dynamic for them, now some intersect during the simulation (mostly when they born), I put down the Intersaction Analysis, found the interaction points, now I can use it to manipulate the force (transfer attribute), like push polylines based on N if there is an intersection, but, what I would like to do is push just one of the intersecting lines… not both… I can see “sourceprim” as a output of the “Intersaction Analysis” two numbers, but have no clue how to use it…
Thanks
Thanks
Technical Discussion » Can we resume our cache from some particular frame
Technical Discussion » Can we resume our cache from some particular frame
- Bretislav Kaspar
- 18 posts
- Offline
Cache of what? Some Dop? There is no way if you did not saved the checkpoints of Sim. This is great thing to use, but as it saving a lot of data it can slow the overall time. So save checkpoint just every like 10th frame…
Technical Discussion » shadowmatte - set object to cast shadows, but not on itself
- Bretislav Kaspar
- 18 posts
- Offline
I'm not quite sure what you are after. What renderer? There is a light mask on any object, sort of light-linker…
Technical Discussion » Using Detail attribute for light intensity?
- Bretislav Kaspar
- 18 posts
- Offline
Thanks Brian, on my way home it goes to my mind. First the opimputpath or this. I was probably just confused, because I cached the geo and the attribute is present there on the light. But obviously a bit overthinking. :-) thanks.
Technical Discussion » Using Detail attribute for light intensity?
- Bretislav Kaspar
- 18 posts
- Offline
Hi
I have a mesh light, the growing geo, and the problem is that the Arnold mesh light intensity is for the object, so it emits the same amount of light whatever is the size of the mesh, so I calculated surface area attribute passed it to the detail (sum it for the whole mesh) and want to use it now in light intensity (or light Exposure) but I'm just can't get it to work…
I have a mesh light, the growing geo, and the problem is that the Arnold mesh light intensity is for the object, so it emits the same amount of light whatever is the size of the mesh, so I calculated surface area attribute passed it to the detail (sum it for the whole mesh) and want to use it now in light intensity (or light Exposure) but I'm just can't get it to work…
Technical Discussion » addpoint VEX function
- Bretislav Kaspar
- 18 posts
- Offline
Hi Guys,
I try this approach
When a circle (or curve) average segment length is greater than the target length a point is added in a random segment. The points then move to even out the spacing. This avoids the jittering and smoothing effects of an overall resample.
Any idea how to do this? In VEX use “addpoint”?
vector origin = {0,0,0};
int numpoints = npoints(0);
if (numpoints == 20){
addpoint(0,origin);
}
But how to place it on the random segment, and shift the points to even out the spacing?
Thanks.
I try this approach
When a circle (or curve) average segment length is greater than the target length a point is added in a random segment. The points then move to even out the spacing. This avoids the jittering and smoothing effects of an overall resample.
Any idea how to do this? In VEX use “addpoint”?
vector origin = {0,0,0};
int numpoints = npoints(0);
if (numpoints == 20){
addpoint(0,origin);
}
But how to place it on the random segment, and shift the points to even out the spacing?
Thanks.
Technical Discussion » FOR EACH LOOP metadata
- Bretislav Kaspar
- 18 posts
- Offline
Thanks, Ivan, but I get a syntax error. I mean “Bad data type”..
I tried the op as well
detail(“op:../foreach_begin3_metadata1”, “value”, 0)+60
again it works for the @pscale btw
I tried the op as well
detail(“op:../foreach_begin3_metadata1”, “value”, 0)+60
again it works for the @pscale btw
Edited by Bretislav Kaspar - Aug. 11, 2019 12:34:39
Technical Discussion » FOR EACH LOOP metadata
- Bretislav Kaspar
- 18 posts
- Offline
Technical Discussion » FOR EACH LOOP metadata
- Bretislav Kaspar
- 18 posts
- Offline
Hi Ivan, can I have one more please?
I scatter some new cubes every iteration. As i wrote. Now, I have a group of points (based on normals, so it is just on top of the objcet) and I want to expand the group, I mean every new iteration its more on sides not just top, so I put the “value” from metadata into a group (under “keep by normals” to spread angle) so I beleieve every iteration have a slightly bigger value of this angle. But its not working this way. It stays as a first iteration. Even the detail attr “value” is say 250 it still counts like 1.
But, if I put this into a pscale its working… Any idea?
Thanks.
BK
I scatter some new cubes every iteration. As i wrote. Now, I have a group of points (based on normals, so it is just on top of the objcet) and I want to expand the group, I mean every new iteration its more on sides not just top, so I put the “value” from metadata into a group (under “keep by normals” to spread angle) so I beleieve every iteration have a slightly bigger value of this angle. But its not working this way. It stays as a first iteration. Even the detail attr “value” is say 250 it still counts like 1.
But, if I put this into a pscale its working… Any idea?
Thanks.
BK
Technical Discussion » FOR EACH LOOP metadata
- Bretislav Kaspar
- 18 posts
- Offline
Thanks for the great answer Ivan!
The one with running just one loop for the final number of iteration … great.
The first not work for me, and I'm not sure why, but if I delete it, the growing behave very differently. Not sure why exactly.
The last (Feedback Each Iteration) I have but it loads the whole geo this way every loop. So I will run it once and then use iteration metadata to take one iteration for one frame. Right? Thanks again!
Take care.
B.
The one with running just one loop for the final number of iteration … great.
The first not work for me, and I'm not sure why, but if I delete it, the growing behave very differently. Not sure why exactly.
The last (Feedback Each Iteration) I have but it loads the whole geo this way every loop. So I will run it once and then use iteration metadata to take one iteration for one frame. Right? Thanks again!
Take care.
B.
Technical Discussion » RBD Material Fracture - PROBLEM
- Bretislav Kaspar
- 18 posts
- Offline
OK - RTFM
Note
This is meant to be used for glass panels (flat objects). Curved glass isn’t currently supported.
Note
This is meant to be used for glass panels (flat objects). Curved glass isn’t currently supported.
Technical Discussion » RBD Material Fracture - PROBLEM
- Bretislav Kaspar
- 18 posts
- Offline
I have an issue with “RBD Material Fracture” as long as it is on BOX object it looks great… Radial cracks are meandering and curvy, but no matter what if You make Material Fracture on imported object or a pig head test geometry or any other. The radial cracks are just straight… as well as concentric cracks… Why is that?
Thanks.
B.
Thanks.
B.
-
- Quick Links