Sorry about the trouble... not sure why you were having trouble contacting me, my email address is posted all over the place including on my account profile here.
I'll handle removing your account ASAP.
Search found 131 matches
- Tue Apr 16, 2024 3:45 pm
- Forum: Bug Reports
- Topic: Cant delete my account
- Replies: 1
- Views: 350
- Fri Mar 29, 2024 11:13 am
- Forum: Using MOPs
- Topic: Offset growth animation with falloff and Set Time Sequence
- Replies: 6
- Views: 4682
Re: Offset growth animation with falloff and Set Time Sequence
Based on your scene, what you'd want to do is use the Redshift Proxy Output SOP to write your plant sequences to disk as .rs files, then load them back in using the Redshift Packed Proxy SOP. Copy those to points using the variants workflow you already have in place, then use MOPs Set Sequence Time ...
- Thu Mar 28, 2024 10:12 am
- Forum: Using MOPs
- Topic: Offset growth animation with falloff and Set Time Sequence
- Replies: 6
- Views: 4682
Re: Offset growth animation with falloff and Set Time Sequence
With Alembics you need to enable the sequence length / cycling override and specify the start and end ranges. The included example file "animated_instances.hip" should show you the workflow. If you're able to post your hip file here I can try to debug it for you. Or email it to me at henry@motionope...
- Tue Mar 26, 2024 4:31 pm
- Forum: Using MOPs
- Topic: Offset growth animation with falloff and Set Time Sequence
- Replies: 6
- Views: 4682
Re: Offset growth animation with falloff and Set Time Sequence
I'm not an Octane expert, but according to https://render.otoy.com/forum/viewtopic ... 01&t=76202 it's possible to directly instance bgeo files using the instancefile attribute, which MOPs supports.
- Sun Mar 24, 2024 7:43 pm
- Forum: Using MOPs
- Topic: mops randomize and mops transform modifier doesn't work
- Replies: 4
- Views: 2982
Re: mops randomize and mops transform modifier doesn't work
The reason this isn't working is a little tricky... you're trying to randomize the mops_falloff attribute, but you also have "Enable Falloff" toggled on and there's no incoming falloff attribute to speak of! In this specific case, MOPs Randomize doesn't automatically initialize a falloff attribute f...
- Sun Mar 24, 2024 7:26 pm
- Forum: Using MOPs
- Topic: mops randomize and mops transform modifier doesn't work
- Replies: 4
- Views: 2982
Re: mops randomize and mops transform modifier doesn't work
It looks like you have "Ignore zero falloff prims" enabled. If you don't have a falloff attribute upstream and this toggle is enabled, MOPs nodes will have no effect.
If that doesn't help, could you upload your hip file so I can take a look?
If that doesn't help, could you upload your hip file so I can take a look?
- Tue Jan 30, 2024 7:22 am
- Forum: Using MOPs
- Topic: Combining falloffs
- Replies: 2
- Views: 2495
Re: Combining falloffs
There is a MOPs Combine Falloffs SOP with several included blend modes that should do exactly what you need.
Every Falloff node actually has one of these internally. If you chain two Falloff nodes you can just set the blend mode on the second one to combine them.
Every Falloff node actually has one of these internally. If you chain two Falloff nodes you can just set the blend mode on the second one to combine them.
- Thu Jan 11, 2024 11:56 am
- Forum: Using MOPs
- Topic: mops_Set_Sequence_Time
- Replies: 1
- Views: 2558
Re: mops_Set_Sequence_Time
Are you able to post the hip file in question? It's hard to diagnose the problem from just a screenshot.
If you can't zip and attach it here publicly, you can email it to me personally: henry@motionoperators.com
If you can't zip and attach it here publicly, you can email it to me personally: henry@motionoperators.com
- Fri Jun 30, 2023 4:39 pm
- Forum: Using MOPs
- Topic: Scatter polygons on a terrain using the MOPs Instancer node
- Replies: 3
- Views: 54179
Re: Scatter polygons on a terrain using the MOPs Instancer node
Here's your file back. This is what I had in mind when I was telling you to try instancing clumps of grass rather than individual blades. I animated the clumps using procedural noise instead of Vellum, then cached the animation to disk and instanced them on the heightfield as a Packed Disk Sequence....
- Sat Jun 24, 2023 2:24 pm
- Forum: Using MOPs
- Topic: Scatter polygons on a terrain using the MOPs Instancer node
- Replies: 3
- Views: 54179
Re: Scatter polygons on a terrain using the MOPs Instancer node
This scene file doesn't include any attempt at instancing or copying to points, so I'm just guessing at what you're going for exactly. My advice would be to simulate a clump of grass rather than a single blade, and then cache that simulation to disk via Alembic output. You'd then load that Alembic f...