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

Alvaro Castaneda varomix at gmail.com
Tue May 10 17:45:14 EDT 2011


mmh, can't seem to make it work
textures stick but displacement doesn't weird


On Tue, May 10, 2011 at 2:17 PM, Andrew Lyons <tstexture at gmail.com> wrote:

> 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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