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Found 16 posts.

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Technical Discussion » VEX shader network question.

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poppy
16 posts
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 2008年6月16日 02:39:00
hi, tamte.Thank you very much for your quick reply.
Now I understand what's going on.

poppy
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Technical Discussion » VEX shader network question.

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poppy
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 2008年6月15日 21:53:30
Hi All. I checked a shader network of aged metal shader in the material paltte. I wonder what this parameter node called “pattern_Export” does.
It is connected to the plug called “dispAmount”. So I guess this one controls the amount of displacement value. Is this one of the global parameter that mantra uses at rendering? I don't understand why you have to make this connection other than output1. It more makes sense to me if the output1 has this “dispAmount” plug. Thanks in advance.
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Technical Discussion » particle driven geometry transformation

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poppy
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 2008年5月31日 14:14:24
hi, All.
I am wondering if there is a way to control the geometry transformation
by particle. I know copy sop is the one you can use,but how do you handle with multiple object(primitive groups) like shatter effect? Maya can instance each peace if you specify which obj you want to use with one particle system.
Thanks.
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Technical Discussion » grouping by hand selection

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poppy
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 2008年4月23日 03:57:30
I got it.
make selection->make group with tab menu in the view.
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Technical Discussion » grouping by hand selection

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poppy
16 posts
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 2008年4月23日 03:05:08
is it possible to create a group by hand selection?
Thanks.
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Technical Discussion » group position

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poppy
16 posts
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 2008年4月7日 04:01:11
yes. that is exactly what I liked to do.
Thank you very much, Miguel.


poppy.
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Technical Discussion » group position

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poppy
16 posts
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 2008年4月5日 19:05:50
Hi, all.
I am trying to get the position of each group(like centroid position
There are 25 groups).
but group does not have like $BBX attrib
so I was wondering how to get the position of each box.
Thanks.
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Technical Discussion » collision Layer

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poppy
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 2008年4月5日 15:09:36
hi steve.
Is it possible to change divisions or those bounce, friction for each object indivisually? And in maya, you can make each object collide or not. for example, you set the collision layer #1 for fractured obj A and collision layer #2 fractured obj B ,C and D, so B,C,D collide each other but not with A.
Thanks.

poppy
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Technical Discussion » collision Layer

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poppy
16 posts
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 2008年4月5日 02:27:54
Hi, all.
I imported the some geometries as rbd fracturedobject in dopnet.
How do you control the collision setting like maya's collision layer.
Thanks.
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Technical Discussion » rest position

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poppy
16 posts
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 2007年12月25日 23:46:52
I am trying to follow the tutorial “working with particles” from SESI.
when I set up the rest position node to prevent the smoke from swimming, there's no longer change in the render view when I change the noise frequency of smoke shader. I can't figure out what I am doing wrong.
Any help would be appreciated.Thanks.
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Technical Discussion » particle tab in point sop

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poppy
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 2007年12月25日 02:44:30
Now I understand what's going on. that's cool to know that you can change the way motion blur affect by velocity after the pop. thanks, Jack_Zaloga.
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Technical Discussion » dopoptions expression question

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poppy
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 2007年12月19日 22:02:52
hi, I have been looking at the doc for this expression.

dopoptions(dop, objectSpec, subDataName, fieldName)

dopoptions(“/obj/dopnet1”, $OBJID, “Position”, “glueobject”)

but I can't find what those
subDataName,fieldName argument should be.
where can I find those type of argment list ?

Thanks
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Technical Discussion » particle tab in point sop

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poppy
16 posts
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 2007年12月12日 04:21:13
thanks for reply. yes. it worked when I put the point sop before the pop network. but that is the rule to use particle attribute in point sop all the time? can't you use after the pop? I dont understand why it works like that.
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Technical Discussion » particle tab in point sop

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poppy
16 posts
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 2007年12月9日 23:24:07
I am trying to use particle tab in point sop to add velocity to the particle from the pop network. but it really does not change the velocity at all. I could change the $PSCALE based on the $LIFE. I could use velocity pop in the pop network. but I am just trying to mess around the point sop with particle.am I using it wrong way?
Thanks.
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Technical Discussion » image sequence sprite

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poppy
16 posts
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 2007年11月16日 13:33:47
Thank you for uploading the scene file. Now I got what I was looking for. The expression using fit,round with $LIFE make so sense. Thanks again.
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Technical Discussion » image sequence sprite

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poppy
16 posts
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 2007年11月15日 20:09:13
Hi all. how I can apply the image sequence to the sprite based on the birth time and also is it possible to apply 2 types of image sequence? Any help would be greatly appreciated. Thanks in advance.
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