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Solaris and Karma » Importing Material Assignments from Older HDAs
- Ted Pallas
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Solaris and Karma » Importing Material Assignments from Older HDAs
- Ted Pallas
- 12 posts
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Nice! This technique works great with HDAs. It would be nice if it would work with Object Merge nodes as well, to get to sop_materialpath from sops.
Solaris and Karma » Importing Material Assignments from Older HDAs
- Ted Pallas
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hello Solaris team --
I have a tricky issue I've been trying to solve for a few days - I've got several years of HDAs, things like tables and chairs, which all assign materials in SOPs. In general these don't use groups, but rather assign materials before a merge. for example, a chair with a slatted seat and back would have slatMat assigned and legMat assigned, and then the two streams are combined for output.
i've got the material library in LOPs no problem - is there a way to assign it using shop_materialpath?
thanks!
I have a tricky issue I've been trying to solve for a few days - I've got several years of HDAs, things like tables and chairs, which all assign materials in SOPs. In general these don't use groups, but rather assign materials before a merge. for example, a chair with a slatted seat and back would have slatMat assigned and legMat assigned, and then the two streams are combined for output.
i've got the material library in LOPs no problem - is there a way to assign it using shop_materialpath?
thanks!
MARDINI Daily Challenge 2021 » Day 1 | Motion | Bounce
- Ted Pallas
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This is an acoustic propagation visualzier. Purple = direct, red = many many echoes. Walls instanced with MOPs
Edited by Ted Pallas - 2021年3月1日 16:45:28
HOULY Daily Challenge » Day 8 | Motion: Falling
- Ted Pallas
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fortune teller hda, so far it's wildly accurate. go on, ask it some questions and see.
Edited by Ted Pallas - 2020年7月8日 23:26:31
HOULY Daily Challenge » Day 7 | Motion: Speed
- Ted Pallas
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today's entry is a previz tool for hubcaps, with a simple keyframeable handle for miles-per-hour.different FPS's will get different looks, it's worth changing your scene FPS to check out what happens.
any centered hubcap should work!
Edited by Ted Pallas - 2020年7月7日 13:36:53
HOULY Daily Challenge » Day 6 | Motion: Swing
- Ted Pallas
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Wear your crash recoveries with pride for this contest in my opinion - there should be a prize for most “recovereds”
Made this one as the start of a chandelier for xr, and figured it would be fun to process the flipbook with cops for a bit more vibe.
The file is fully procedural, bgeo is there if you wanted to go right to playing with this animation. Uses some Labs nodes, so keep that in mind.
HOULY Daily Challenge » Day 5 | Motion: Wave
- Ted Pallas
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Tribute to Peter Saville today, made with MOPs. It loops! You can download it at the link and loop it, I can't embed the looping code here.
Edited by Ted Pallas - 2020年7月5日 22:19:35
HOULY Daily Challenge » Day 4 | Elements: Fire
- Ted Pallas
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HOULY Daily Challenge » Day 3 | Elements: Water
- Ted Pallas
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This is my entry for Day 3 of HOULY! Today's theme was water - growing up just off of Jones Beach means it's hard for me to think about water without thinking about all the trash that floats around inside of it.
I decided to meet today's theme with a rig that would simulate the dynamics of some waterlogged plastic bits and bobs. This one is pretty simple - make a geo for the FLIP, convert it to a FLIP source with the shelf tool, add a geo for the trash, make it RBD, and then go and tweak FEEDBACK SCALE on the SOLVER tab of the VOLUME MOTION tab. I found “5.44” was a good setting for the FEEDBACK SCALE, some older forum posts made it seem like it wanted to be a huge number but that wasn't the case for me.
HIP attached, this is a fun rig!
Edited by Ted Pallas - 2020年7月3日 17:28:06
HOULY Daily Challenge » Day 2 | Elements: Wind
- Ted Pallas
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This is my submission for Day 2 “Wind”
All the submissions look great so far! This is fun!
HOULY Daily Challenge » Day 1 | Elements: Earth
- Ted Pallas
- 12 posts
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This is an extended reality scenic concept, I have a render in Unreal as well but I don't think it would count! These are all made with an HDA that processes heightfields into these sculptural bits. The tile in the back is an HDA that spits out the cool tile seen in the lobby of the house in Westworld. Rendered with Redshift.
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