Hi
I have trouble with the attribute wrangle in Solaris.
I imported some points and I need to update pscale on the fly. The wrangle as it is is writing a single attribute to the usd primitive but I would like to update attributes on the points inside the primitive. I tried the "run on elements of array attributes" with the differents options but it did'nt work,and I realy did'nt understant how it is suposed to work as I can't find any useful info in the help.
Anyone knows how to edit atributes on points in solaris ?
Thanks
Sory if the question has been answered yet, but I cant find any usefull info in the forum either.
Attribute wrangle in Solaris
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- NAHASSIA
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- tamte
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- NAHASSIA
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- tamte
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do you have a file?
are you targeting the Mesh prim directly?
if the attribute already exists then it would use its array length
but if you are creating one from scratch you can specify Array Length: Specific Attribute, Attrib Name: points
then this for example would generate random value per point:
@widths = rand(@elemnum);
are you targeting the Mesh prim directly?
if the attribute already exists then it would use its array length
but if you are creating one from scratch you can specify Array Length: Specific Attribute, Attrib Name: points
then this for example would generate random value per point:
@widths = rand(@elemnum);
Tomas Slancik
CG Supervisor
Framestore, NY
CG Supervisor
Framestore, NY
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- pixelninja
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I know this is an old thread but I was having this issue myself so I wanted to share the solution.
Make sure to set frame sampling on the attribute wrangle as well.
In my case when I use an attribute wrangle over an array it will set the length of the array to be exactly same on every frame unless frame sampling is on. This caused so many crazy render issues until I figured it out.
I'm not sure if it's a bug or just another quirk of the whole Solaris/USD way of doing things.
Make sure to set frame sampling on the attribute wrangle as well.
In my case when I use an attribute wrangle over an array it will set the length of the array to be exactly same on every frame unless frame sampling is on. This caused so many crazy render issues until I figured it out.
I'm not sure if it's a bug or just another quirk of the whole Solaris/USD way of doing things.
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