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

Andrew Lyons tstexture at gmail.com
Tue May 10 19:01:19 EDT 2011


Almost certainly your shader(s). Do you have the source?

Cheers

On 10 May 2011 14:45, Alvaro Castaneda <varomix at gmail.com> wrote:
> 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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Andrew D Lyons | Digital Artist | http://www.tstex.com
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