Tomas Slancik
tamte
About Me
業界:
Advertising / Motion Graphics
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LOCATION
New York,
United States
ウェブサイト
Houdini Engine
Availability
I am currently employed at Method Studios
Recent Forum Posts
Generating single side geometry 2024年7月25日23:06
It highly depends in your geo, hard to generalize
If it was done by simple extrude you may be able to extract polys fully surrounded by first half of points as a base and blend half way towards thr second half of points
In other cases you may find UV space useful as UVs may already be unwarped separately for both sides or on the other hand they may overlap which on its own can also help to separate front and back
For simple non-looping straps you can also reconstruct the flow from procedurally finding one of the caps and expand from there
In any case as mentioned depends on your geo
If it was done by simple extrude you may be able to extract polys fully surrounded by first half of points as a base and blend half way towards thr second half of points
In other cases you may find UV space useful as UVs may already be unwarped separately for both sides or on the other hand they may overlap which on its own can also help to separate front and back
For simple non-looping straps you can also reconstruct the flow from procedurally finding one of the caps and expand from there
In any case as mentioned depends on your geo
In Copernicus, can you drive a switch with an attirbute? 2024年7月25日16:57
Most likely you want to generate separate textures in Copernicus and use switch in the shader based on your index primvar
Copernicus textures are created before the render so there is no way to regenerate the texture on the fly based on which object is being rendered if they overlap the same portions of the uv space
If however you have your ropes occupy different portions of the same uv space you can Rasterize your rope index into a layer and use that to switch the pattern in Copernicus to generate a single texture
Copernicus textures are created before the render so there is no way to regenerate the texture on the fly based on which object is being rendered if they overlap the same portions of the uv space
If however you have your ropes occupy different portions of the same uv space you can Rasterize your rope index into a layer and use that to switch the pattern in Copernicus to generate a single texture
Houdini Vellum - break welds dinamically 2024年7月24日21:40
if you already have it animated in SOPs on the first input geometry for example
then you can just use Geometry Wrangle DOP inside, in Inputs Tab set Input1 to First Contrxt geometry
then you can just use Geometry Wrangle DOP inside, in Inputs Tab set Input1 to First Contrxt geometry
i@weld = point(0, "weld", @ptnum);