ronald_a
Is timesampled motionblur supposed to work with the hair procedural in H20 or is it still just vectormotionblur?
Still just velocity or acceleration blur.
ronald_a
Is timesampled motionblur supposed to work with the hair procedural in H20 or is it still just vectormotionblur?
Ben Toogood Aardman
@robp_sidefx - are you able to give a steer on whether it would be possible enable the SOP GuideDeform 'Arbitrary Geometry' mode within the current Solaris Hair Procedural? We'd be up for customising the hair_graph.bgeo.sc (have had success following the steps mentioned on the other thread to avoid the issue of moving roots to the skin) but only to the level of bypassing/enabling parts of the existing graph.
Does the existing embedded graph have the logic for enabling 'Arbitrary Geometry' in deformation mode and it's just not exposed at the user level, or is the graph a more stripped back implementation?
If it's a no go with hacking the existing hair_graph.bgeo.sc, would implementing that behaviour into the Hair Procedural be a quick and easy thing for Sidefx to do.. or is there a good reason why it's not there already?
many thanks
NicTanghe
Hello i made this post where i explained my specific problem.
https://www.sidefx.com/forum/topic/94486/ [www.sidefx.com]
does annyone know if this is possible or if i have to do the varient selection in diferent nodetrees ?
PS.goldleafPS. if you use drawmode and switch between those, wouldn't they still be in memory?
Nope variantSets don't intrinsically have a concept of "LOD", though they can be used for that. That HDA in LOPs is just an example setup; maybe SESI have plans for something that looks for LOD-prefixed variants in a given variantSet?
USD has some other mechanisms for LOD, such as Purpose and Draw Mode. As VariantSets can't be animated over time, they couldn't work for any dynamic LOD conventions.
Hope that helps!
I'm using the asset reference node to load in my usd assets.
`chs("../primpath")`
and that should help your scene to be more un-loadable.I guess I could reframe my question as "can i add / create the payloads" once the assets have been loaded into the scene?
usd_applyapi()
oldteapot7
Id love to see more advanced scene files for each key element. Like it was with 3Ds MAX. Even reading help file wasn't needed back then