• mbattcock
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  • Name Michael Battcock
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instancer orient to normals
I fixed the other issue with the groups. I've attached a file if anyone runs into the same problem.


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instancer orient to normals
It seems like you need to plug the tangent into aimWorldUp as opposed aimUp.. I think its working now... Thanks again
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instancer orient to normals
It doesnt look like I can get a tangent or binormal from the point node so I tried pointsOnMeshInfo node but it doesn't seem to be working (i've not used this node before).. Could you make a quick example? If this doesn't work I can instance the geometry by hand and use follicles to attach them. This wouldn't be ideal as its not live etc..
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instancer orient to normals
Thanks Peter, I though of this as I left last night. Exactly the same as Houdini. Can I get this from the point node or should I use a pointOnMeshInfo or attributeTransfer?

Any idea about instancing to specific points with the group node? I want to have a set of 5 meshes instanced to alternating rows and another 5 mesh randomly instanced to the rows between those. So I was going to use two separate instancer nodes for this. Do you think that's best or should I use an if statement in the point nodes weightPP to select objectIDs (I thought that would be slower)?

Cheers
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instancer orient to normals
I think this has been asked before but I couldn't find the post or a definitive answer..

I am instancing some geometry onto a mesh using a point node and an instancer. I can orient the instances by using the normalPP from the point node plugged into aimDirection. However they are still twisting around that normal vector, how can I prevent this? I guess its the cross product of the normal with an up vector or something..? Also i'd like to use a group node to select which points are instanced to but this seems to have no effect.

I've attached an example file illustrating the two problems.

Thanks,
Mike


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nCloth Pressure map
Thank you very much, that's a clever trick!
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nCloth Pressure map
Exactly, I want to control which areas of the cloth have pressure (since we don't have a texture map attribute for this). I think I understand your setup, so are you bypassing pressure entirely and making it yourself? Do you get the same result? Do you have an example scene I could look at?
Thanks
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nCloth Pressure map
Ok, and my idea of scaling the normals wouldn't work? Or I guess the solver would normalise the normals first so maybe it wouldn't have any effect.. unless they were scaled to 0? (just thinking out loud)
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nCloth Pressure map
Is there anyway using SOUP to control pressure on nCloth, either pre-vertex and with bounding objects or with a texture?

I assume that pressure is applied along the normals so I was wondering if I could use a point node to scale the normals around a bounding object thus affecting the pressure...?
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Group node to dynamicConstraint
Pretty much as soon as posting this I figured out on the nComponent node (automatically created with a dynamicConstraint) you can set the "Elements" to borders!

I'm still interested in the second half of my question though! (i.e. in what situations to use the arrayTo... nodes)
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Group node to dynamicConstraint
I posted this by accident in the C++ and python section, but it should be here:

Is there a way to take the outComponents from a group node and use that as the component IDs for a dynamic constraint?

If for example I have a polySmooth node before turning the mesh into nCloth, and I then add a constraint, if I change the polysmooth the vertex numbers change so the dynamicConstraint will be broken. But i'm hoping I can use a group node (say to get the boundary edges) to update this procedurally.

I can't seem to connect outComponents to componentIds[0]...

Also whats the best way to determine how certain attributes should be connected? I.e. whether I need an arrayToMulti (that doesnt work) or arrayToDynArrays etc. I'm still not confident where each of these should be used..

Thanks
 
 
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Group node to dynamicConstraint
Is there a way to take the outComponents from a group node and use that as the component IDs for a dynamic constraint?

If for example I have a polySmooth node before turning the mesh into nCloth, and I then add a constraint, if I change the polysmooth the vertex numbers change so the dynamicConstraint will be broken. But i'm hoping I can use a group node (say to get the boundary edges) to update this procedurally.

I can't seem to connect outComponents to componentIds[0]...

Also whats the best way to determine how certain attributes should be connected? I.e. whether I need an arrayToMulti (that doesnt work) or arrayToDynArrays etc. I'm still not confident where each of these should be used..

Thanks
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Houdini attributes to Maya using array to point color
I was stuck on this problem for a while, I don't if someone has posted a solution already but it works for me if you do the following (it doesn't actually require SOUP):

Houdini:

- promote Cd from point to vertex
- delete any other attributes (except P, N, uv etc if needed)
- use the -rcs flag with the AbcImport mel command (and debug just in case), i.e.:

AbcImport -debug -rcs -mode import "path to alembic file.abc"

Then it should bring in the colour set and you should see the colours in the viewport
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Convert rgbPP for a shader
Hey thanks for the reply but that's not quite what I'm trying to do. I'm not using particles at all, just deforming a mesh with the peak deformer and then I'd like to use the deformation weight to drive something in the shader, e.g the more displacement the brighter the shader. What you said about the pointsOnMeshInfo node could work though. Thanks
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Convert rgbPP for a shader
I'm doing some deformation with the peak deformer - I have the following:

3D texture -> texture2array -> peak

with a bounding box using a multiattributetransfer. However i'm not sure how I can use the outRgbPP from the texture2array in conjunction with my shading network. For example I would like to be able to have more emission the higher the peak displacement. Is this possible?
I saw there was an array2texture2d but i'm not sure how to use it...

Also is there a way (SOuP or standard Maya) to remap values from 0 to 1 onto a colour ramp, like you would in Houdini?
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