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Edge Cusp just the Vertex Normals April 25, 2018, 4:37 p.m.

duhhh, yup that was it

Edge Cusp just the Vertex Normals April 25, 2018, 4:53 a.m.

I'm trying some procedures to edgecusp but keeping point fused.

In Softimage I can use the hard edges,for that and it's very convenient

What I've tried:

- Use the Normal SOP like “3dsmax Smoothing Groups” making edges vertex normal Cusped.
It's totally unproductive

- Do edgegroup of “hard edges”, edgeCusp this group in a branch add normals, then transfert back the vertex Normals back to the original model.
Doing that is ok, but I can't really see what's going on

I'm thinking I'm missing a crucial option somewhere or a simple “EdgeCusp Vertex Normal” SOP…
Any Idea ?

For loops and timeshift April 19, 2018, 7:41 p.m.

Hi druitre,
Have a look at the alembic abcframe intrinsic attribute ;-) that's the same as the “shape instance time” of softimage.

In the meantime if you use timshift please use packed geo and not alembic files ;-)

here's how I manage the time of an alembic file in a “primitive wrangle” (the important bit is the last one)
That's a wrangle that taking a @shapeinstancetime attribute and using that to make random shift of alembic files
float abcfps = chf ("abcfps");
float shapeinstancetime = @shapeinstancetime;
float frame = ( shapeinstancetime + chi ("loopstart") ) % chi ("loop");
setprimintrinsic( geoself(), "abcframe", @primnum, frame/abcfps, "set");