• Posts 29
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  • Name Robert Kolbeins
  • Birthday August 28,1974 (43 years)
  • Location: London
  • Occupation: 3D Generalist
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texture To Array
I'm not having much luck with using the transfer maps tool to convert ptex to uv texture file.  mudbox might do the trick but would be annoying having to go out of maya.  xgen is quite powerful and would be great to be able to use soup tools in combination.  Like the grooming tool and then easily hook up the ptex data into soup du jour 
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texture To Array
Hi Peter,

I have a ptex painted map using xgen and would like to use it as a rotation into copier.   the textureToArray doesn't like the ptex file.  Any chance to get ptex support ?
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vdb fracture
Anyone know howto to get the fracture into one mesh with vdb node ?  scene attached
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connection helper and organizer
Little tool I'm exploring with.  It can get rather messy in the node editor when you have many nodes scattered.  In some situation I'm having to repeat same setup so I thought maybe it could be nice to have helper tool to organize your flow of nodes.  I'm using regular expression to find pattern in names.  Also if I organize with prefix I could use container node to collapse a branch into one node.  Your Thoughts are welcomed :)

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modeling tentacle
Feel free adding it.
R
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modeling tentacle
Sharing a procedural tentacle.   Fully procedural would be to find a way not to use the flare deformer.  Ideas?

-R
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post copier split mesh
I've been experimenting with the maya container node and soup.  It kinda works.  Not so well with the arrayExpression node.  I can't publish much to the asset container UI.  I create an extra attribute on the arrayExpression node which I can publish to the container node.  But when I try to call the value and pipe it into the expression I get an message:

// Warning: float $v = "getAttr arrayExpression2.colorValue"; //
// Warning: Line 14.49 : Converting string "getAttr" to a float value of 0. //

float $v = "getAttr arrayExpression2.colorValue

if ($E == float($v)) $E = 1;
else $E = 0;

When you have many many nodes doing same thing it starts to make sense to put them in a container and have them as a asset node.  Maya container node should really solve it.
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post copier split mesh
Got one type working attached. Any plans of making soup container node ?
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post copier split mesh
Hi Peter,

I've got a scene here that I think is very close to work.  The displayComponent node tells me that but it's not giving the result like your previous example file attached.  Would be great if you could have a look and see what's going wrong.

Cheers,
Robert
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post copier split mesh
That's very cool.  I was thinking adding the same geo multiple times to the copier and try to separate the output using the random index.  Your setup is limited to the rgb I guess.  I need to nCloth the output and my cpu is not getting utilized for the nucleus so I though if I can separate the geo into the numbers of cores I would get faster calculation.  Maybe there is a better way?

thanks,
R
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post copier split mesh
Hello,

Copier gives me 100 spheres as one mesh.  I need to split the one mesh into 8 or any number of meshes to feed into multiple nCloths nodes.  Any thoughts ?

-R
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soup and aero
Sharing a simple way to drive aero color set using texture to array.  texture noise mapping the density and temperature.

Screenshot from 2016-12-14 21-01-46.png 
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even distribution using sactter or mesh2arrays
here's my crash file.  Connect the textureToArray.outrgbaPP to copier inDataPP.

Here's my latest feather rig.  I use soup to define root and tip colors on feathers.  Works great but not perfect.  I still need to get rid of the jitter o fhe feathers.   tension map could be useful to make the feathers relax when bending. 




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even distribution using sactter or mesh2arrays
Well thank you Autodesk then.  My mistake was using createColorSet instead of using polyColorPerVertex.  I'm able to use both plugging createColorSet.colorSetName  into polyColorPerVertex.colorSetName.  Maybe would be great to have colorSet input field on the polyColorPerVertex node especially when colorSets are baked into the shape node.   Playing with your file when I tweak the ramps they don't update unless I run dgdirty -a.  Is that normal ?

I don't know if you consider it a bug but if I forget to connect the outMesh into the textureToArray.inMesh before connecting it to the copier.inDataPP Maya crashes.

I'll post some progress on the feather rig once ready :)

Cheers and million thanks for your help.

R
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