pshipkov Show full post »
ruchit
Getting below msg for Tools, Examples, Wiki page. Only https://soup-dev.websitetoolbox.com/ is loading properly.

soupTools.png 


And entire header is not loading properly

soupHeader.png 


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pshipkov
I don't think there is anything i can do about that.
Get that firewall fixed. :)
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plars
For the diffusion setup, would it be possible to force emission from vertex colors at certain frames throughout the simulation? That would be useful for doing something similar to this. However that seems like it would also require an additive emission mode.

With mesh intersections, it would be interesting if emission rate could also be based on emitter object vertex colors.
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pshipkov
Don't get misguided by the simple GUI. The system is wide open underneath.
You can emit and advect anything at any point.
The nodal network is pretty simple. Take a look and let me know if you are still not sure what you need to do.
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noiseOfId

Quote: What is the problem you are seeing ?
Sorry should have been more specific.
setup.png movie file:

https://wetransfer.com/downloads/16783c02cfc2719b5236badef7e76d4e20170303143117/1afe85
That does not look right, doesn't it?
Averaging points should put them in between the locators anyways , right?

It is Maya 2017.

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pshipkov
I am wondering if this is parallel evaluation issue.
Will check on my side.
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pshipkov
Check this video: http://www.soup-dev.com/files/forums/reaction_diffusion_4.mov

And here is the scene: http://www.soup-dev.com/files/forums/reaction_diffusion_4.ma

I am still emitting only point weights into the system.
But you can emit arbitrary data by connecting it to other kdTree.inDataPP[#] attributes and it will be advected along with the rest.
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plars
Oh I see. Thanks! That is really interesting. I'm going to enjoy experimenting with some of its uses.
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JeremyR
Looks really cool thanks Peter.
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kopatych

Hi Peter!

soup instance manager doesn't work with udim textures in (use textures as a mask) in the point attributes?

If i put texture in points (use textures as a mask), his work only last udim as density mask http://joxi.ru/brREg9YtJ8WyzA

and nothing happens if i use textures in instances (use textures as a mask)

Can I ask you to expand the support of the udim textures for mask?

Thank you!

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pshipkov
Will take a look, but to be honest - it will be low priority.
Flattening multiple UDIMS on a single tile (inside new uv set) for using with InstMan or other tools is pretty straightforward.
As a rule of thumb - it is always best to have separate UVSet or even better - geometry for this kind of stuff, but not work with the main asset directly.
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kopatych

pshipkov wrote: Will take a look, but to be honest - it will be low priority.
Flattening multiple UDIMS on a single tile (inside new uv set) for using with InstMan or other tools is pretty straightforward.
As a rule of thumb - it is always best to have separate UVSet or even better - geometry for this kind of stuff, but not work with the main asset directly.


Would be nice to have all possible ways

For example peregrinel yeti, but his instance only geometry and not perfect tool for scattering

Thank you!

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pshipkov
Will consider it.
It makes sense, just never had the time really.
Thanks.
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omento
Hi Peter,

Just had a quick question about Linux installs. In the download, you have two variations, one compiled with GCC 4.5.1 and the other GCC 5.3.1.

Is there a recommended path to take? I'm using CentOS 7.3, and wasn't sure if because it internally uses 4.8.5 I should use the 4 branch, with the 5 branch reserved for those distro's using 5.x+. I've been using the 4.5.1 version until now.

Thanks!
Mike
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pshipkov
If both work - use whichever. No difference.
Otherwise - use the ones that works.

Next SOuP will be with 4.8.2 and 5.3.1 - had to move the lower bar a bit up to cover some C++11 features that were missing in 4.5.1.
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