• pechart
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Get PFX tips
Of course, thanks a lot!


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Get PFX tips
No, I didn't solve it by now. I'm thinking about some hacky stuff, but most ideas would give me a pretty messy result?
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shaders to copier node.
Quote: Hey pechart,
Did you manage to find a solution to hooking up vray shaders to the copier node?


To be honest, I can't remember exactly. I think I did set up several copiers in the end, one for each shader (there where only three, so that was quick and easy).
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Get PFX tips
Hi all!
I'm doing some oldschool PFX stuff. I'm animating the end clip and use some pressure mappings to create a smooth growing effect, which works pretty well.

Now I need to find the tips of growing branches/twigs. I could use the flowers positions, but they are getting "born" to late (when the twigs are finished).

Is there  a way to get those tips in any way for the whole growing process? Basically I need the newly created vertices on each frame, right? I just need them to create some masks.

Thanks!


EDIT: Just using the new verts won't be enough, the mor I think about that. The verts keep moving after the twigs are completed.
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Instance Manager - Only first object scattered
Thanks for the reply, the frequency and phase did the trick. Is this just a random noise?
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Instance Manager - Only first object scattered
Hi!
I'm currently evaluating the instance manager a bit more in detail. It's very impressive what you've done here, Peter. Thank you very much!

But right now I can't figure out, how to scatter multiple objects. I did everything like your tutorial suggests: Pin a base, create a layer, select some meshes to scatter and add them. But only the top most item gets scattered. When I change the position of, let's say, obj3 to the top of the list, obj3 gets scattered around, the other objects not. Any ideas?

Maya2017 Updt2, Win10, Soup from last week or so. Thanks!

Edit: Whoops, seems to work when I adjust the frequency... Or use any of the other ways to manipulate the objectIDs. Sorry. Just delete this thread.
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Help duplicating 3ds max effect
Or maybe check the sweet tools from the guys over at Lightstorm3D:

http://www.lightstorm3d.com/tools/
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SolidAngle joins Autodesk
My guess is that they dump mental ray and implement Arnold.
BTW., does anybody know what that new Max renderer is based on? I can't believe that ADSK is willing to pay for the development of a completely new renderer and accuire a top notch production renderer at the same time. Maybe that new renderer will only bridge the time until they can implement Arnold for Max? Dunno.
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example files
Quote: Examples category > Node Name topics (Could solve this + allow for admin to add more examples)

Well, a lot of examples are related to different nodes. So you would end up searching the examples, anyway. So the only way would be to do a proper documentation - but nobody will find the time for this, or keep the Wiki up to date: http://www.soup-dev.com/wiki/Nodes.html

The wiki is the best platform, I would think. A lot of your suggestions (Screenshot, Videolink, File(name), Links to forum threads) could be integrated or is already there. It would benefit from a little bit more structure, for sure. But as always on projects like this: Someone has to maintain that stuff. And if that someone decides to focus on other things - bad luck.

If we would update the wiki a little bit from time to time it could be at least a good starting point.


BTW, who is allowed to post/edit in the Wiki section?
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new release 2015-03-19
Oh boy. Now let's hope that the shading of the copier output can be made more easy and accessible. I tried the worklflow with the ramp (from another thread) some time ago, but ended in making multiple copiers, one for each shader. But things get very slow this way, also I evaluated the same point node for each system. But the timeshift made it slow, I guess. But I assume this is related to the way it works.
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new release 2015-03-19
This is amazing, thanks a lot! Did you develop this for an actual production or just for yourself the soup community?
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new release 2015-03-19
Sounds great, thanks a lot! Is the scatter frustum culling dynamic and does it work with animated cameras?
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shaders to copier node.
Has anyone set this up for vray? The example scene (copier_materialOverride.ma) doesn't work for me in Maya 2016. When I render with mentalray I get:

// Warning: line 1: (Mayatomr.Scene) : polySurfaceShape2: empty or corrupted UV set map1 detected, ignored

And the image is black. So I can't reconstruct the setup. Any help would be greatly appreciated, because my alternative is setting up several identical copiers. And that would be terribly slow. Thanks!

EDIT: I think I'm pretty close. Maybe someone wants to take a look at the attached scene.
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Is Maya development in danger ?
Let's keep SOuP as it is, I would say. Peter is doing in amazing job on all those tools. I really don't want to see it going to Autodesk and than have to wait for several years until this now well working and nicely supported set of tools gets usable again.

I really can't understand how anyone would welcome the integration of SOuP into Maya done by Autodesk. I mean - what would be the benefit? It's working as it is, no? It would slow development down, it would make the support trickier and last but not least it would close this forum (most likely).

I get the impression that Peter is very well connected to the Autodesk development already. So I'm pretty sure, that this tools are developed in the right direction.

Just my 2 cents. And again: Thanks to Peter and all the other devs that are publishing their tools to the community!
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procedural node project c++
Looks great! Would love to use the modulate stuff for some background terrain generation!
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