I have use vop sop to promote color from animated texture to point attr.
When i push play this op caching until all my memory isn't complete and houdini become feeze. This is not normal because my geo is not changed. only color per-point.
cache settings from prefs is ignored for this op.
BUG: vop sop ignore cache limit preference
6334 6 2- aliax
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Oddly I ran into this same issue earlier tonight. Vista 32, Core Duo, Qaudro 2500. I had an animation stored in picnc format, 100 frames, 480 pixels square, and was transfering the image to a grid with 200x200 divisions using a VOP SOP.
As a work around, I am now using a pic() expression in the color channels of a point COP. This works fine and my grid is even more dense, 500x500 divisions.
If you require UVs to map the image to the geo properly you can use the Vertex Split SOP to split the mesh on its UV seams and use a Point SOP (UV values in the position channels) to morph the mesh into it's UV space. Apply the Point SOP with an appropriate pic() expression, then either transfer the attributes back to the mesh or morph the unwrapped mesh back to it's original shape. Example of the workaround is attached.
As a work around, I am now using a pic() expression in the color channels of a point COP. This works fine and my grid is even more dense, 500x500 divisions.
If you require UVs to map the image to the geo properly you can use the Vertex Split SOP to split the mesh on its UV seams and use a Point SOP (UV values in the position channels) to morph the mesh into it's UV space. Apply the Point SOP with an appropriate pic() expression, then either transfer the attributes back to the mesh or morph the unwrapped mesh back to it's original shape. Example of the workaround is attached.
- aliax
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- MichaelC
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- aliax
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- aliax
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