Jeff Lait
jlait
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Since Jul 2005
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StampPoint and many stamps. Aug. 26, 2026, 8:39 p.m.
Looks like it was intentional.
I've submitted Bug: 159987 about this. Off hand I don't know why back face is culled, but we also don't write something for no reason, so we'll have to investigate to see what is going on.
I love the butterflies!
// Cull out back-facing cards. float cpz = rx.x() * ry.y() - rx.y() * ry.x();
I've submitted Bug: 159987 about this. Off hand I don't know why back face is culled, but we also don't write something for no reason, so we'll have to investigate to see what is going on.
I love the butterflies!
StampPoint and many stamps. Aug. 24, 2026, 4:16 p.m.
Please note this compatibility note for tomorrow's build:
THis means the viewer and stamp points should now match, but means you'll have to adjust your newly created nodes.
I do agree that spriteuv generation needs to be added to the configure stamps. It should allow the random selection of tilesheets, etc, as well.
The Stamp Point COP was misinterpreting the spriteuv attribute as
storing the right-top in zw, rather than the width and height.
This has been fixed, ensuring it works with the Sprite SOP, but
means existing files will have to adjust the spriteuv coordinates.
THis means the viewer and stamp points should now match, but means you'll have to adjust your newly created nodes.
I do agree that spriteuv generation needs to be added to the configure stamps. It should allow the random selection of tilesheets, etc, as well.
Using Adjacency with the grunges/2D textures Aug. 22, 2026, 5:26 p.m.
Unfortunately, this does not magically tile 2d images. It allows you to build 2d effects that are tiled by transferring data across the seam so it is consistent. This is how the 3d noises work (as it can get the right values for other side of the seam rather than guessing from extrapolation). And how things like reactive diffusion and distort can work by looking across the seam when acting.