[Sidefx-houdini-list] Rest on particle generated geo

Andrew Lyons tstexture at gmail.com
Tue May 10 16:17:01 EDT 2011


What is your displacement shader using for P? Is it looking for uv or
s/t or restP?

Without looking at your hipfile you can try:

1./ uvtexture SOP on finished tubes. Set to natural rows columns.
2./ Using a point SOP, set $PT/$NPT as u on curves and similar on
circles for v prior to sweep.

Cheers


On 10 May 2011 13:05, Alvaro Castaneda <varomix at gmail.com> wrote:
> Thanks Robert
> it seems to still swim I want it to stick to the moving geo
> maybe I'm not getting your point
>
> thanks
>
> On Tue, May 10, 2011 at 1:44 PM, Peter Bowmar <pbowmar at gmail.com> wrote:
>
>> attribute POP, "rest" float[3] attribute set to "rand($ID),
>> rand($ID+123.312), rand($ID+531.221)" is a good way to start :)
>>
>> Cheers,
>>
>> PEter B
>>
>> On 10 May 2011 12:38, Alvaro Castaneda <varomix at gmail.com> wrote:
>> > Hi
>> > I'm generating geo based on Particles, making strands of those, then
>> lines
>> > and then just sweeping a circle
>> > to that to generate thickness.
>> > I'm using a displacement shader, it looks great, the problem is the
>> texture
>> > swims on the surface
>> > been trying to fix it with the restSOP but can't seem to fix it, help :)
>> >
>> > here a simpler setup of what I'm doing http://db.tt/jFpZohg
>> >
>> > Thanks
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>>
>>
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Andrew D Lyons | Digital Artist | http://www.tstex.com
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