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  • Name levi ahmu
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Align Nodes
Agreed that the node editor is really lacking.  I talked to an Autodesk rep not too long ago, and it sounds like the plan was to eventually replace it with a bifrost node editor...  

But in the meanwhile, while we're creating a whishlist of node editor features :D, how about a method of labeling parts of the graph?  Not necessarily grouping like JeremyR is suggesting, but like in nuke, how you can color regions of the background and cluster nodes there to make the workflow a little clearer.
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SOuP 2017-09-07
The new solver node looks amazing!  Can't wait to dig into it.
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vortechsfx - VDB utilising GPU
I wish - we're setup in Los Angeles - As I understand they're making a marketing effort before siggraph, I think we were one of 4 other studios they were demoing for that day. 
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shaders to copier node.
pechart wrote:

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).


Makes sense.  Thanks for the update.  In the end I was able to get different textures working inside one shader using that method, but I couldn't get Vray to accept piping multiple shaders into a ramp.    
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vortechsfx - VDB utilising GPU
What timing on this post.  We just had these guys in for a demo a couple days ago.  I was expecting it just be a VDB rendering tool inside nuke, but I was surprised to see how much simulation work it can do right inside nuke, and how quickly.
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Particle Reveal
Hi JeremyR,

I tend to have problems when a particle goal has a zero value.  If you change your runtime expression to something like:

particleShape1.goalWeight0PP = 0.01 + attributeTransfer1.outWeightPP;

They don't disappear anymore for me when I add that small value.

-Levi
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offsetting texture sequence frames on a per particle basis
Hey again!

In case anyone ever needs to make a similar setup, what I ended up doing was exporting the animated texture that I wanted on my instances as a sprite sheet, and using that as the diffuse in my shader.  Then animating the UVs so that the model's texture would appear to be playing back the sequence.  Instead of using the instancer, I ended up going with the soup copier so that I could take advantage of the time offset.

To get multiple textures running within the same copier shader, I ended up using a setup similar to what is described in this thread:

http://soup-dev.websitetoolbox.com/post/shaders-to-copier-node-7143144?&trail=15

although I was rendering with redshift so I had to use a rsVertexColor node to query the vertex color on my models.  

Thanks again for the tools and advice!
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shaders to copier node.
Hey pechart,
Did you manage to find a solution to hooking up vray shaders to the copier node?
 
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offsetting texture sequence frames on a per particle basis
Hi Peter,

I'm mostly doing redshift rendering now - but for this particular effect I can do Vray or even mayasoft render if either would make such a setup simpler.  

Congrats on the commercial launch btw!  Very exciting times for SoUP.

-Levi
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offsetting texture sequence frames on a per particle basis
Hey All!
I've encountered this a few number of times, and it leaves me scratching my head.  When instancing objects with an animated texture, is there a straightforward way to offset the texture based on a per-particle attribute?  For example, if I have an explosion animation mapped onto instanced spheres, and I want the animations to play from the beginning based on the birth of each particle, how would you go about it?  I usually end up doing very non elegant methods like using sprites - but would love to get sprite like .spriteNum  behavior via shaders if anyone knows how.
-Levi 
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Maya particles with two fields
Hey again!  I've attached a 2016 scene which is ~clearly~ incorrectly setup, but it has two particle systems, one attracting towards a radial field over the course of the particles life, and a similar one that's trying to do the same with the pointCloudField but failing miserably.  The way it's setup now, the pointCloudField effects the entire particleShape over the course of the collective particleShape's life.  Thank you for your guidance!     
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Maya particles with two fields
Hello Mr Shipkov!

Thank-you for your response!  

I've had much success plugging arrays into the pointCloudField.MagnitudePP, which as I'm understanding it, weights the influence of the pointCloudField according to it's source geometry/pointCloud inputs.  

What I'm after is the ability to use the pointCloudField as an influence only during a specific portion of a particle's lifespan on a per particle basis.

As Aikiman mentioned in this thread years ago, with maya fields you can do this gimmicky custom attribute trick of naming a custom PP attribute "*_magnitude" and then plugging an arrayMapper with a ramp into the particleShape's age to control the influence of a field on a per-particle basis (over it's age).


While that weird *_magnitude trick doesn't work with pointCloudField, I thought it could be possible to string up a node network in a similar fashion with a ramp driven arrayMapper taking age information from a particleShape and point/weight information from another array, then feeding that into a pointCloudField's magnitudePP.  So far, I've been able to control a pointCloudField's influence only by the age of the entire particleShape, but not on a PP basis.

I'd gladly attach a scene if you had the time to look.

Thanks again!



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Maya particles with two fields
Hello Aikiman, 

I realize that this thread is years old at this point, but if you're still around I was wondering if you have any recommendations on how to get a PP magnitude from SoUP's pointCloudField.  The pointCloudField appears to hook up the same way as all other fields, but using the *_magnitude trick when creating a PP float attribute doesn't produce the same (or any) results.
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cocoon node - target another array
Hey Peter!
This is a late response, but I wanted to say thank-you for the input!  I ended up manipulating a parallel array and piping it into the reference input as you suggested, and it worked well enough.  This is by far the most useful Maya plugin out there - it baffles me why it hasn't been integrated into Maya.
Thanks!! 
-Levi
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cocoon node - target another array
Hi SOuPers!

Been lurking for awhile - first time posting!
I've been using the cocoon node pretty heavily on a few projects and am wondering if it's possible to rig it up so that cocoon will create connections between two different arrays, but not interconnect within either?

For example, if you have two arrays (pointCloudA and pointCloudB), cocoon would use the 'min/max search distances' and 'max connection points' to draw lines between pointCloudA and pointCloudB, but would ignore connections that might occur between any points contained inside pointCloudA (or inside point cloud B).  

Alternately if there's a way to achieve this already that I'm not thinking of, how would you go about it?

-Levi
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