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  • Name Jeremy Raven
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TextureToArray - color balance
Can you attach that image inline on your post? For some reason it wont display it.
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Edge selection from animated topology
Outer shell isolated edges...
Screen Shot 2017-12-14 at 2.15.11 PM.png
 
Extruding those edges dont conform to surface normal
 
Screen Shot 2017-12-14 at 2.15.31 PM.png 
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Edge selection from animated topology
No I wasnt very clear here. I managed to isolate the edges to only the ones on the outer shell and want to extrude that new selection. As you can see the extrusion seems to take off at odd angles rather than align to the original extrusion. For some reason I thought the extrusion was based on average of vertex normal but it looks like Im wrong here because an AttributeTransfer has no effect of extrusion direction.
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TextureToArray - color balance
Interesting, the online function graph is cool. I can give the code a go see how I go on that :)
But yeah I though the remapArray is the ticket here but with additional functionality. cheers
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Edge selection from animated topology
Great. Any ideas on how to control the angle of extrusion? Ideally want it to extrude out from object centroid.



Screen Shot 2017-12-13 at 2.02.06 PM.png 
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Edge selection from animated topology
Awesome I can work with that - Ill take a closer look - thanks!
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Edge selection from animated topology
Hi,
The edges in question are the result from a deleteComponent which is animated. I want to be able to extrude or bevel these edges. I think last time we tried to work it with the tension map but this node requires a reference node and in this setup because of the extrusion and deleted faces it wont work I dont think. Anyway the scene is attached in the above post, thanks for taking a look.
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TextureToArray - color balance
Scenario: I have one ocean texture driving a componentList, but I want to use the same texture with slight adjustment to the alpha values - essentially ramping up the alpha offset thereby adjusting the componentList slightly while maintaining the same animation.

Only way to do this is by duplicating the ocean texture and creating another texture to array node and then changing the alpha offset inside the color balance settings. I tried using a remap array but Im not sure the offset works the same as the color balance one. I did check it but couldnt get it to work.

So would it be worth putting a color balance section inside the textureToArray node allowing the user to 'crush' or 'bleed' the alpha or is there another SOuP node up for the challenge? :)


Image below shows the effect Im after, where the blue values have been crushed using a second ocean texture and the animation remains the same for both green and blue.

Screen Shot 2017-12-13 at 10.38.57 AM.png
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Edge selection from animated topology
Scene attached
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Edge selection from animated topology
I think this may be an on-going issue but Im not sure whether we have found a solution or not yet.

So I am animating an ocean texture and using the outAlpha to delete faces on a mesh, then extruding that mesh. Face and edge IDs will be changing all over the place. What I want to do is detect the changing edges on the fly, Ive selected a portion of the edges Im referring to. Using a couple of group nodes with filter doesnt work because the extrude happens after the delete and if I switch those two around the delete doesnt work at all.
Click image for larger version - Name: Screen Shot 2017-12-12 at 10.26.49 AM.png, Views: 5, Size: 244.42 KB
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SOuP pointCloudParticleEmitter
Cant edit that last post for some reason, all good, decided that the randomizeArray on the weightPP works just as well for random emission.
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SOuP pointCloudParticleEmitter
Add attribute: Emission pruning
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remesh node
wicked
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pointCloudToMultiCurve

[EDIT]

Ahh not to worry, I just found the setup under the tools menu so its all working now. Just for future, how did you create the curveVarGRoup to automatically generate the curves? If I just create the node in the node editor it doesnt work the same way.

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pointCloudToMultiCurve
Thanks, I wondered what the node name was

Bruce Lee wrote:
maya document explanation:      http://help.autodesk.com/cloudhelp/2017/CHS/Maya-Tech-Docs/Nodes/curveVarGroup.html

I am also very interested in this node. maya has a lot of powerful nodes, but they are just like black boxes, and our users do not know them, we can only create them using the commands on the menu. I hope peter can design a function, you can sort all the Maya nodes, to facilitate our use of a combination of soup.
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