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

Alvaro Castaneda varomix at gmail.com
Fri May 13 12:21:57 EDT 2011


Thanks Kuba, actually what I'm doing is this
have a popNetwork, creating lines out of those particles with an add SOP
an then using those curves to sweep a circle on them.

THanks


On Thu, May 12, 2011 at 11:33 PM, kuba roth <kuba.roth at gmail.com> wrote:

> Actually restpos works fine. You need to have a rest attribute comping from
> sops otherwise the defaults worldspace values are used. Heres a quick test.
> http://dl.dropbox.com/u/6454372/temp/displacementSwim.hip.zip
>
> On Thu, May 12, 2011 at 10:10 PM, kuba roth <kuba.roth at gmail.com> wrote:
>
> > If I got this right your animation takes place at the sop level and you
> are
> > using turbnoise diplacement or similar procedural texture. If you dive in
> at
> > the /shop/displacement/ifScaleNotZer0/ifUseNoise level. Try to pipe in
> > the uvcoords into the position input of the turbnoise1. So in other words
> > use your geometry uvs instead of world space values to drive the noise.
> I'm
> > not quite sure but it looks like the restpos1 is broken.
> >
> >
> > On Tue, May 10, 2011 at 12:38 PM, 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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