Search found 134 matches
- Thu Jun 24, 2021 2:29 pm
- Forum: Using MOPs
- Topic: Instancer, mesh distribution, not following animated mesh in prim centers or edge centers
- Replies: 2
- Views: 16528
Re: Instancer, mesh distribution, not following animated mesh in prim centers or edge centers
Nope, you're not overlooking anything... looks like mesh interpolation isn't working in this mode. I'll patch this up, but in the meantime the best solution is to uncheck "Enable Template Interpolation".
- Sun Jun 06, 2021 4:44 pm
- Forum: Bug Reports
- Topic: Attribute Mapper string value error
- Replies: 5
- Views: 20097
Re: Attribute Mapper string value error
Today's build adds drag-drop reordering to the Attribute Mapper. Let me know how it works for you!
Henry
Henry
- Sat Jun 05, 2021 5:43 pm
- Forum: Bug Reports
- Topic: Attribute Mapper string value error
- Replies: 5
- Views: 20097
Re: Attribute Mapper string value error
If you notice this bug happening in a clean scene, please let me know. I'll keep working on the reordering thing.
Thanks for purchasing, and I'm happy you're enjoying MOPs!
Thanks for purchasing, and I'm happy you're enjoying MOPs!
- Sat Jun 05, 2021 12:22 pm
- Forum: Bug Reports
- Topic: Attribute Mapper string value error
- Replies: 5
- Views: 20097
Re: Attribute Mapper string value error
Hi Nathan,
I'm not able to replicate this bug on my end. Can you tell me what version of Houdini you're using? Is the scene you're working on an upgrade from a much older build of MOPs Plus? I'm testing in both 18.0 and 18.5 and have no trouble modifying string attributes.
I'm not able to replicate this bug on my end. Can you tell me what version of Houdini you're using? Is the scene you're working on an upgrade from a much older build of MOPs Plus? I'm testing in both 18.0 and 18.5 and have no trouble modifying string attributes.
- Sat Jun 05, 2021 10:19 am
- Forum: Bug Reports
- Topic: Attribute Mapper string value error
- Replies: 5
- Views: 20097
Re: Attribute Mapper string value error
That bug's a new one! I'll check it out.
You mentioned the reordering in a past thread... I'm working on something, it's just taking a while to beat Qt into submission.
You mentioned the reordering in a past thread... I'm working on something, it's just taking a while to beat Qt into submission.
- Fri May 21, 2021 12:23 am
- Forum: Using MOPs
- Topic: Copying the values from an old node to a new one
- Replies: 1
- Views: 14989
Re: Copying the values from an old node to a new one
There's no guaranteed way to update a node to a more recent version. In general, if I make a change to a node that isn't backwards compatible, I'll version up the HDA so that older files will still work as they did. You can use the Asset Bar (you can enable this from the assets window) to switch bet...
- Mon May 17, 2021 1:03 pm
- Forum: Using MOPs
- Topic: MOPs Typography
- Replies: 1
- Views: 15117
Re: MOPs Typography
Hi Lu, You don't need to unpack geometry for Redshift to be able to access it in materials. The RS Curvature node is scale-dependent, so at the default scale of the letters generated by MOPs+ Typography, you might want to try using a Radius of 0.02 as a starting point. You should be able to clearly ...
- Wed May 05, 2021 10:59 am
- Forum: Using MOPs
- Topic: Spring Modifier help
- Replies: 2
- Views: 16521
Re: Spring Modifier help
Looks like this was a bug or omission from a previous update... I've just added an Enable Falloff parameter to the Spring Modifier. The update is in the `henry_dev` branch on GitHub... if you switch to that branch and download the latest zip, it will have this new change. I'll fold this into the nex...
- Thu Apr 08, 2021 3:59 pm
- Forum: Installation Help
- Topic: error when trying to activate MOPs +
- Replies: 7
- Views: 28651
Re: error when trying to activate MOPs +
This is a bug caused by Houdini having multiple active network viewers. If you revert to one of the standard Houdini layouts, activation should work as normal. I'll patch this out eventually, it's just not always easy to tell which network viewer is the "right" one to create the activator in.
- Wed Feb 10, 2021 11:39 am
- Forum: Using MOPs
- Topic: MOPs explode with point deform
- Replies: 2
- Views: 18515
Re: MOPs explode with point deform
This is a tricky one, because the original mesh is deforming so there's going to sometimes be gaps no matter what because the exploded primitives are effectively "rigid" and can't be deformed, only transformed. Additionally, areas where the mesh nearly collides (elbows and other tight intersections)...