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  • Name Jeremy Raven
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Container Asset best practice
See example
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Container Asset best practice
mmm, they seem to work okay on smaller network stuff okay.
For example building a small SOuP network and contain it in an asset. Publish the inGeo and outGeo stuff with a couple of attributes exposed to control the nodes works well. Connect a couple of containers together to build more effects hiding some of SOuPs complexity and automating things a little more. Im not sure how far it can be taken this way but I like it so far.

Just the containers themselves dont seem very portable from person to person, kinda want them to be created as you would nodes. Looks like you have to pass them around in a scene or import them from a scene.
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Container Asset best practice
Hey guys,

Anyone had much experience with asset containers? I have built a couple of assets with published attributes so whats the best way to share these things? would you create a shelf with mel code behind it that builds the asset on demand, or is there a better way?
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Expressions
Thanks guys. just run out of time right now but I will have another play and get back.
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Expressions
Am I able to use a setAttr in the point node for example to change another nodes attributes? Ive tried doing that in the start block inside a point node but the attribute wont change...

`setAttr "pointOnCurveInfo1.parameter" 0.1`;

Do the two nodes need to be connected somehow like through message for example? 
Feeling a tad stoopid right now.

 

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Scatter points on curve
okay
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InstanceManager
Adding some more to this thread.

Random rotation of buildings for example doesn't quite fit the bill. It would be good if there was an option to randomly rotate buildings but at 90 degrees increments only.
The only solution for this is to create 2 instances of the same building rotated which isnt too bad I guess.

Also, is it possible to somehow make each layer aware of the other layers scattered points? This is so you can adjust the overall min point distance so that no buildings overlap on all the layers.
This is fine when dealing with organic instances but you can see the problem when designing a city, most town planners would be fired on the spot 😉

Better yet, because each instance may have a random scale, could we have something that takes the bounding volume of each instance into consideration? Kinda like how PaintFX adds collisions now to objects.

Also.......where can I change the orientation so that my instances can align to world up axis and not mesh normal? Can this be an option in instaman also.
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Scatter points on curve
How to actually get scatter points on the curve itself and not the CVs?
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paintfx and moving uvs
IS it because of the method I have used which has caused this or is this very common?
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paintfx and moving uvs
i have a standard paintfx tree system that is animating using the paintfx animation controls. after mapping cylindrical uv map the uvs seem to swim across the mesh as it animates which it undesirable. how do i lock the uvs so they remain static on the animating mesh.
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solver node examples
Well in a way Ive already completed the challenge! 😃 Most of my spare time is already taken up with creating SOuP tutorials and documentation, I dont think I could squeeze anymore spare time out of me before my kids start giving me angry looks ;)
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solver node examples
@plars - Just reviewing your imgur page, could you also do some cool still renders of some of those things? Some of them could work just as well as hardware renders using Viewport ambient occlusion mid shot - closeups etc. When you get a chance. Im really liking the grey animated column one.
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solver node examples
I think we are lacking "high end" looking examples of where and how SOuP is being utilised, maybe we could think about showcasing examples in actual gaming or feature film where SOuP has been used to achieve certain results. Obviously this involves getting permission from production companies which may be a little hard to do but it would make for an awesome portfolio for sure and something SOuP could do with right now I think.

Having said that this forum is also about sharing workflows and ideas and most of the time working in shaders and high quality rendering and decoding is not the point. There is a lot of good stuff happening with SOuP right now so lets keep the momentum going.
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solver node examples
Yeah these are cool, I think the solver node is next on my list.
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Lego World - Tutorial
well here it is...

https://streamable.com/b86e7

Quite happy to follow this with a tutorial if people are interested
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