[Sidefx-houdini-list] Paint in absolute mode
simon at primalpictures.com
Tue Apr 28 04:30:28 EDT 2009
I've been hit by this before too, never really understood why we can't have an absolute mode, deltas seem procedural but I can't think of many situations where they will still work if the input changes. Fine for sculpting but painting colours is mostly best as absolute, rather perversely more so in a procedural setup.
I think I ended up doing the same thing as Francois.
From: sidefx-houdini-list-bounces at sidefx.com [mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Premamurti Paetsch
Sent: 28 April 2009 01:54
To: sidefx-houdini-list at sidefx.com
Subject: Re: [Sidefx-houdini-list] Paint in absolute mode
I had a similar situation and ended up using separate attributes to paint on and combine the initial data and whatever the user paints, in a VOP SOP using add/mult/etc.The downside however is, the user will have to paint on a fresh 'canvas' and can't see what you prepared beforehand, since you can only display one attribute at a time in a Paint SOP (to my knowledge).
Hope this helps.
2009/4/28 Francois Duchesneau <sidefx at trinix.ca>
> Is there a way to paint in absolute mode with the Paint Sop?
> In the doc they say the Paint Sop only store the delta between the
> incoming geometry and the result.
> I'm creating a node that calculates some default attributes as a
> starting point and let the user paint on a following Paint Sop but I
> want to avoid the painting to be messed up if the parameters change on
> the incoming procedural node.
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> Sidefx-houdini-list at sidefx.com
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