• Posts 255
  • Reputation 5
  • Member Since
  • Last Active
Email
All Posts Topics Started Likes
SOuP 2017-09-07
The solver node is really great! So many interesting possibilities!
0 0
CultOfRig
Great info! And a really nice guy. Thanks for sharing.
0 0
Attribute transfer and goalPP
Raise the subdivisions on the cube(or scatter points on it first), so there are more points to goal towards. And in the emitter attributes on the particleShape, you may want to set the max count, so it doesn't continue to emit. Set the goalPP on creation as well, so a 1.0 value on creation doesn't send them flying. You should start to get a similar result. Good luck!
0 0
SOuP 2017-02-27
Oh I see. Thanks! That is really interesting. I'm going to enjoy experimenting with some of its uses.
0 0
SOuP 2017-02-27
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.
0 0
SOuP 2017-02-27
Thanks Peter! All very interesting tools. I really like how you set up the direction diffusion, and appreciate the video about it. A couple titles in this video seem to use a similar system.
0 0
open vdb 2016-12-05
Very nice. Thanks a lot Besha!
0 0
Coverage Map for Matte Paint in Maya
Oh I see, that makes sense!

I was thinking about trying to only scatter points on camera viewable geometry, for cases where a really dense point cloud is needed. Out of curiosity, do the camera and vertex color filters on the scatter node cull points after they are calculated, or do they somehow blocking their calculation altogether? Your setup is certainly much faster, but I do really enjoy some of the possible uses for the timeOffset node.
0 0
Coverage Map for Matte Paint in Maya
Neat Peter! Would there be any issue using the rayProject node when you need the camera's perspective?

I saw this question yesterday and tried another way of going about it. Starting with a scatter node culled by camera, then pointCloudToMesh into a timeOffset-1 to return the points from last frame, then into a bounding object>group(inverted)>PATA to return only the new points created on the current frame. Then a Python procedure called in a Maya expression that on frame 1 gets the initial scatter points, and every frame after, adds the new points to the array. And then sets a PCTC with that array, so the curve grows as the camera moves. Probably easier ways of doing it, but it does seem to work.
0 0
myriadgrains
I played around with it in a limited sense, and it's really neat. I especially like how easy it is to have many color sets in a mesh and then edit/combine them in one place. The workflow using an external file for the script is quite nice, and Michal's proto-language is easy to understand.
0 0
SOuP 2016-09-27
Thanks Peter!

The contourDeformer is a really interesting idea. I foresee myself using it quite a bit.
0 0
SOuP menus on Marking Menu
I know you can with individual nodes, but am unsure about the full sub-menus. With the plugin loaded, open the Script Editor, then click the SOuP shelf icon and create a node. The Script Editor will display the node name, ex. attributeTransfer. Then in the Marking Menu Editor, use the createNode MEL command with the node name (createNode attributeTransfer;).

You can also use the SOuP icons in the menu to make it looks nice. Using the icon names from the icon folder(ex. SOuP_attributeTransfer.xpm) in the Marking Menu Editor.

Capture.JPG 


I am wondering if you can create the selection specific Connect sub-menu within a Marking Menu item tho.


0 0
open vdb 2016-06-21
I see! Thanks a lot Besha.
0 0
open vdb 2016-06-21
Very interesting Besha! In the Soup to Mtoa video you are rendering the Soup displayComponents in Arnold as if it were a particleShape by adding a series of attributes? How/why does that work? Arnold is looking for those specific attribute names?

One other question if you don't mind. When it comes to activating voxels with the activate node. What purpose does activating/deactivating voxels have? I notice you use it quite a bit in your videos. Say you are advecting with a velocity grid. Should it be done before or after advection, and if before, should it be done to the source and velocity grids? I've been going through the official Openvdb docs, but have had some trouble understanding specific applications in Maya.
0 0
open vdb 2016-06-21
besha1 wrote:
in what are the nodes this happens?
or give me the scene 
I'll see


I open this scene ( mb openVDB_adv_1.1.mb      ) and try to change BE_VDBActivate1's Source to density. When I refresh the AE, it's still on *. I noticed that saving the scene and re-selecting the node seems to fix it. Maybe it's just a problem with my installation of Maya.
0 0
count post selected

Add a Website Forum to your website.