Search found 134 matches

by toadstorm
Wed May 01, 2024 10:34 am
Forum: Using MOPs
Topic: n00b - transform pieces around custom point (rot and translate)
Replies: 6
Views: 2191

Re: n00b - transform pieces around custom point (rot and translate)

If you know the axes that you want to rotate around but the packed primitives aren't currently aligned to those axes, you can use MOPs Reorient to override the existing local axes of each piece. Just create that `v@rotaxis` attribute and then set that as the N vector for MOPs Reorient and any rotati...
by toadstorm
Tue Apr 30, 2024 10:07 am
Forum: Using MOPs
Topic: n00b - transform pieces around custom point (rot and translate)
Replies: 6
Views: 2191

Re: n00b - transform pieces around custom point (rot and translate)

I'm still not entirely sure this is what you're asking for, but are you trying to align the objects to the deformation as if it were a surface? This would be a lot easier if you actually had a surface to adhere to, but there's a little trick you can use in this case because you have that nice smooth...
by toadstorm
Mon Apr 29, 2024 10:25 pm
Forum: Using MOPs
Topic: n00b - transform pieces around custom point (rot and translate)
Replies: 6
Views: 2191

Re: n00b - transform pieces around custom point (rot and translate)

Hey there, There's two ways you could handle this. For rotating around the bounding box centroid, the easiest way is to just use a Transform SOP with $CEX $CEY and $CEZ as the pivot... it'll transform everything around the centroid, including rotation. The other way to go is to use MOPs Pivot. You c...
by toadstorm
Tue Apr 16, 2024 3:45 pm
Forum: Bug Reports
Topic: Cant delete my account
Replies: 1
Views: 3296

Re: Cant delete my account

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.
by toadstorm
Fri Mar 29, 2024 11:13 am
Forum: Using MOPs
Topic: Offset growth animation with falloff and Set Time Sequence
Replies: 6
Views: 11671

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 ...
by toadstorm
Thu Mar 28, 2024 10:12 am
Forum: Using MOPs
Topic: Offset growth animation with falloff and Set Time Sequence
Replies: 6
Views: 11671

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...
by toadstorm
Tue Mar 26, 2024 4:31 pm
Forum: Using MOPs
Topic: Offset growth animation with falloff and Set Time Sequence
Replies: 6
Views: 11671

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.
by toadstorm
Sun Mar 24, 2024 7:43 pm
Forum: Using MOPs
Topic: mops randomize and mops transform modifier doesn't work
Replies: 4
Views: 7141

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...
by toadstorm
Sun Mar 24, 2024 7:26 pm
Forum: Using MOPs
Topic: mops randomize and mops transform modifier doesn't work
Replies: 4
Views: 7141

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?
by toadstorm
Tue Jan 30, 2024 7:22 am
Forum: Using MOPs
Topic: Combining falloffs
Replies: 2
Views: 4884

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.