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ourouk

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Reply with quote  #1 
Hello everybody,

Is there a way to remap an attribute from a point node with a ramp ?

Something like in Houdini VOP :  attribute > fit > ramp parameter ( spline or RGB ) > attribute

thx
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MOAB

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Reply with quote  #2 
If you installed openVDB then you can use the BE_Ramp for that. You have the choice to remap float or vector values using a spline or RGB ramp (like in H). I currently work on a tornado setup where I use a ramp to shape the funnel body mesh of the tornado. I will put soon the scene file.
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ourouk

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Reply with quote  #3 
I saw about BE_Ramp but didn't know about using it with "standard" attributes ( not related to any vdb )
I am working on something close to a tornado too ;)

Thanks, will check that.

EDIT : don't seems to work as I am remaping a radiusPP attribute ( from a point node )...

point1 > BE_ramp > displayComponents ( DisplayComponents only display the [1] value of the ramp )
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pshipkov

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Reply with quote  #4 
remapArray does fitting.
I was debating back then should i add a ramp lookup, but went against it at the end.
Will add it to the node at some point later - it is pretty easy.

There are many ways to achieve that with SOuP nodes and some python code glue, but the workflow will be lacking. Let me know if that does not sound concerning and i can show you how you can do it.
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pshipkov

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Reply with quote  #5 
Just spent a moment to add a ramp lookup to the remapArray node. Will be in the next update.
Let me know if you need it and i can try to provide you with a one off build.
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MOAB

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Reply with quote  #6 
In my setup I remapped the weight values with the BE_Ramp.
What I did is I created a point node to assign weight values for each vertices depending on the rows & columns of the mesh... each vertices on a row will have the same weight values. The first row vertices will have a value of 0 while the last row vertices will have 1.0. For that I used the modulo operator. Then I remapped the weight values with the BE_Ramp and I used those remapped values with the peak node to push vertices along their normals.

BE_Ramp1.jpg  BE_Ramp2.jpg

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MOAB

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Reply with quote  #7 
Just spent a moment to add a ramp lookup to the remapArray node. Will be in the next update.
Sounds great Peter thx a lot
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ourouk

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Reply with quote  #8 
Quote:
Originally Posted by pshipkov
Just spent a moment to add a ramp lookup to the remapArray node. Will be in the next update.
Let me know if you need it and i can try to provide you with a one off build.


I don't "need" it as I managed to remap my attribute.
But thanks for the ramp lookup, I'll use it as soon as the next update is out.
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ourouk

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Reply with quote  #9 
Quote:
Originally Posted by MOAB
In my setup I remapped the weight values with the BE_Ramp.
What I did is I created a point node to assign weight values for each vertices depending on the rows & columns of the mesh... each vertices on a row will have the same weight values. The first row vertices will have a value of 0 while the last row vertices will have 1.0. For that I used the modulo operator. Then I remapped the weight values with the BE_Ramp and I used those remapped values with the peak node to push vertices along their normals.


Wow very nice ! thanks for the information, will try that too.
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