Rolando Bonilla Pauly

robonilla

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PolyReduce node - Tolerance odd behaviour July 31, 2019, 2:22 a.m.

Hi,

I have been playing with the polyreduce node and found some odd behaviour which I'm not sure if it's intended or buggy.

I was testing if there was any difference in reduction and speed between passing along a whole geometry with a bunch of meshes , or do a compiled loop through each mesh with the same polyreduce settings.

If I'm reducing just by percentage it does what is expected, same result on both.

But when using the option Continue Reducing Within Quality Tolerance I get a completely different results, with smaller meshes being less reduced than bigger ones when reducing per piece loop.

Is the tolerance value influenced by the bounds f the mesh that is passed along? Or anyone has any idea on why would the results differ from doing it to the whole mesh compared to piece by piece?

I've attached a simple scene showing the difference.

Thanks in advance!


Rolando

VEX Procedural Volume doesnt render if outside /mat ? March 8, 2017, 4:41 a.m.

Hello,

I am almost sure its a bug so I already logged it through the site, however I thought it could be just a change in workflow and wanted to ask here if someone came across the same trouble.

I am attaching a scene with the problem containing this:

In it there are 4 boxes.

Each box is rendered as a procedural volume noise and each has a different material assigned to it
The box materials are as follows:

1. vex procedural volume from /SHOP/ network
2. vex procedural volume inside shopnet created inside the box geometry
3. vex procedural volume from /MAT/ network
4. vex procedural volume inside matnet created inside the box geometry

1,2,3 render as expected but i cant seem to make 4 render no matter what.


Also as a side note, the vex prodcedural volume nodes don't have the IFD bounds parameters as they did in 15.5 so i had to add them. I don't know if it is intended or a miss in H16

I created the scene on Hou FX 16.0.504 but also tested it on 16.0.540 and didn't work either.

Best regards
Rolando

Accuracy of Bullet Collisions May 5, 2014, 6:15 a.m.

at the moment the RBD engine does not accept packed primitives so your setup does not work for that engine.

However if you want to use the RBD engine you have to import your objects unpacked with an RBD Object DOP or Fractured RBD Object DOP.
In that case the collision geometry is defined by the collision volumes so to increase accuracy you would just increase the volume divisions on the Collisions->RBDSolver->Volume tab.