Jump to content

bentraje

Premium Member
  • Posts

    1,630
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by bentraje

  1. @sncthwan How about having two xp system? One for the major part of the three. And one for the twigs. That way, you'll guarantee having some particles to the twigs.
  2. @Marc Trzepla RE: apparently it blasts over and ignores the key The trick is unticking the "Overdub" parameter. By default it is ticked, so it overrides any existing interpolation.
  3. Hi, I can project any geo object but, for some reason, I can't with a line node. Is there a way around this? You can see the problem below: line_node_project_ray.mp4 line_node_project_ray.hipnc
  4. Hi, I was checking the nodes from @Hrvoje's thread. It has a scene generator object which is the first time I encountered. I tried searching in the commander but I don't see it. How do I create it in a new scene? PS. Also @Hrvoje, for some reason you follow to spline example is not working as expected. It doesn't have the spline input in your example.
  5. Late to the party. Where can I check the 1-click obj transfer scsript?
  6. No worries. It works as expected. Appreciate it 🙂
  7. Hi, Is there a point node equivalent in Thinking Particles? I tried using the PGetData but it doesn't have an index slot, where I can specify what specific particle I want to retrieve the position from. My use case is to constraint an object to a specific particle's position.
  8. @MighT Thanks for the illustration. It's more nuance than I expected but it works so there is that. Didn't know you can actually comment bellow nodes. That's actually nice instead of adding a separate "note" node/element.
  9. @MODODO How do I change it to like that? There were a lot of settings in the resource editor @_____@
  10. Have you tried enabling the Redshift top bar? In the top bar, you have the same commands.
  11. Hi, Is there an efficient way of showing promoted node parameters? Currently, it is a jumbled mess. In Houdini, promoted parameters are just shown with a long rectangle bar. Direct and easy to spot. Making for a clean network. I'm wondering if there is an equivalent in the scene/material nodes.
  12. Thanks for the response. I stand corrected. @MODODO@srek @HappyPolygon The Convert Asset to Group work as expected. I can see now the nodes that make up the brick wall operator. @MighT I see what you mean (re: like a Geometry Modifier Group with only one single Extrude node inside) My fault for not specifying. Specifically, what I wanted to be broken down is the "offset" and "offset variation". This is not specific to Extrude and can be used to other operation such as variation to Colors etc. Granted that it could probably be a noise field or a shading field (with noise texture). Still, it would be nice if we can see how it is done. ======= Will tag this thread as closed now.
  13. Unfortunately, there is no "inspect asset" in Brick Wall. Oh well.
  14. There are some interesting nodes that should be exposed. Like the brick wall operator/node? Shouldn't we see the breakdown/nodes of what went through this operator?
  15. Hi, Just saw some capsule demonstration and it seems like a practical way to use nodes. Not the "scene nodes" which seems to be a gimmick. Anyhow, my concern is the the sample capsule nodes are somewhat close sourced. For example, when I add an "Extrude" capsule. After double clicking, I expect a breakdown of how it was made in the node editor but I don't. As opposed to the Geometry Modifier Group, where it is an empty slate and you can check how it was made. What is this? What's the point of having example capsules?
  16. @Igor Thanks for the response. I got also a reply from Konstantin. It's a work around but it works. https://procegen.konstantinmagnus.de/height-field-erosion-on-meshes
  17. Hi, By default, heightfield erode node is only applicable on heighfield data. I'm wondering if its possible to use it on a regular polygon mesh?
  18. @srek Unfortunately, I'm still at R21 so I can't use capsules yet. That said I asked a friend to check it out. And it seems like that's thing I'm looking for. ========= Anyhow, found a solution with the help from slack. Basically, 1) Use a Shader Effector set to visibility 2) Use either Terrain Mask or C4D Fall Off Shader Works as expected 🙂
  19. Yea it would be nice if it was procedural but anyway I'll take what I can use. How do you do this "selections based on Normals"? I cant see an option here
  20. Hi, Is there a way I can create selection tags based on Normals? In houdini, it would be just @N.y > Threshold Value Slider. I was wondering if there is an equivalent one?
  21. Hi, When asset browser was introduced, it was insistent to use its own format unlike the old browser where you can access folders/directories. Is it change in R26 or is it still the same?
×
×
  • Create New...