Jonathan Mack


About Me

United States of America


Recent Forum Posts

UV from Geo TO Flip distorted Sept. 22, 2017, 1:02 p.m.

Manifold attributes don't transfer well, since they often contain seams, and discontinuities. What you can do is use the rest position of the flip particles, and transfer that to the surface. Then in the shader, use the rest position to look up the closest position (xyzdist) on the original uv'd geometry to get it's uv coordinate. Then connect the sampled uv into your material.

VEX intrinsic bounds Sept. 21, 2017, 10:47 p.m.

you forgot the []when accessing the array element. 'f@'refers only to float attributes, while the intrinsic_bounds is an array. Either use 'f[]@intrinsic_bounds'every time, or use it only the first time while using '@intrinsic_bounds'for all subsequent references.


i[]@pts = primpoints(0,@primnum);
vector pos = point(0,"P",@pts[-1]);


i[]@pts = primpoints(0,@primnum);
vector pos = point(0,"P",i[]@pts[-1]);

I'm not sure if you need to store the bounds as a separate float array attribute, since the bounds are always available, so for the case where you don't have to store it, use a regular variable "float bounds[] = ..."

How to have GI emission have an effect on volumetrics Sept. 21, 2017, 11:59 a.m.

Did you increase volume level above 0? Volumes aren't any different than diffuse surfaces in this regard. If the ray limit is 0, no rays are sent into the scene.

This is definitely broken. I did a test with nonzero volume limit, to no effect.

Enabling PBR allows emission to effect volumes with volume limit 1.