Search found 139 matches

by toadstorm
Sun Jul 26, 2020 3:51 pm
Forum: Using MOPs
Topic: Looping Noise Modifier
Replies: 11
Views: 69955

Re: Looping Noise Modifier

If you enable "Time Varying" on the Noise Falloff or Noise Modifier, there should be a parameter enabled called "Looping Noise". You can then set the Period parameter to determine how many seconds it takes for a full cycle.
by toadstorm
Sun Jul 26, 2020 12:56 pm
Forum: Using MOPs
Topic: Looping Noise Modifier
Replies: 11
Views: 69955

Re: Looping Noise Modifier

Anytime! Let me know if it works for you; I haven't really tested the hell out of it just yet but as long as you don't animate the Offset parameters of the noise, it should loop seamlessly for any noise that supports 4-dimensional inputs (most of them aside from sparse convolution I think?)
by toadstorm
Sun Jul 26, 2020 9:50 am
Forum: Using MOPs
Topic: Error with Reorient
Replies: 1
Views: 13901

Re: Error with Reorient

Hello,

I probably need to make the error a little more descriptive. The problem is that the sphere that you're trying to transfer an orientation from, does not have an orient attribute. Try wiring a MOPs Orient Mesh onto the sphere before connecting it to MOPs Reorient.
by toadstorm
Sat Jul 25, 2020 2:16 pm
Forum: Using MOPs
Topic: Looping Noise Modifier
Replies: 11
Views: 69955

Re: Looping Noise Modifier

I just added preliminary support for looping noise in the latest Experimental build:
https://github.com/toadstorm/MOPS/releases/tag/v1.1.18e

Feel free to give it a shot if you don't want to do it manually.
by toadstorm
Sat Jul 25, 2020 11:11 am
Forum: Using MOPs
Topic: Looping Noise Modifier
Replies: 11
Views: 69955

Re: Looping Noise Modifier

Hey Mike, Looping noise is definitely possible... what you want are two identical copies of the same noise operation, offset in time. You then ping-pong back and forth on the "weight" between the two noise patterns so that noise2, which is time offset by say, four seconds, has a weight of 1.0 at fou...
by toadstorm
Fri Jul 24, 2020 12:04 pm
Forum: Bug Reports
Topic: MOPs_Relax_Modifier
Replies: 1
Views: 72984

Re: MOPs_Relax_Modifier

This is an oversight; I've just rewritten that part of the node to estimate the scale of each instance by finding the largest bounding box axis. There's also now an option to specify which bounding box axis determines the point scale, for very oblong instances. These updates are in the `henry_dev` b...
by toadstorm
Thu Jul 23, 2020 7:32 am
Forum: Bug Reports
Topic: Point @orient flipping with mops_aim & mops_shape_falloff
Replies: 8
Views: 164478

Re: Point @orient flipping with mops_aim & mops_shape_falloff

I think this is standard Houdini behavior... the state of the objects doesn't update reliably inside SOP solvers. I don't think it's something I can patch out, unfortunately.
by toadstorm
Wed Jul 22, 2020 9:55 pm
Forum: Bug Reports
Topic: Point @orient flipping with mops_aim & mops_shape_falloff
Replies: 8
Views: 164478

Re: Point @orient flipping with mops_aim & mops_shape_falloff

I think in this case specifically there would have been no way to solve it procedurally. Since every frame is solved independently of the next, there's no good way to get contiguous rotation from one orientation to the next, and so when your randomized rotation suddenly is just a tiny bit closer to ...
by toadstorm
Wed Jul 22, 2020 1:28 pm
Forum: Bug Reports
Topic: Point @orient flipping with mops_aim & mops_shape_falloff
Replies: 8
Views: 164478

Re: Point @orient flipping with mops_aim & mops_shape_falloff

Yeah, I think the nature of this being applied as a procedural operation is making it impossible for things not to flip. The changing input orientation means that from frame to frame, the shortest path from the random orientation to the aimed orientation could be different every single frame. I don'...
by toadstorm
Tue Jul 21, 2020 11:01 pm
Forum: Bug Reports
Topic: Point @orient flipping with mops_aim & mops_shape_falloff
Replies: 8
Views: 164478

Re: Point @orient flipping with mops_aim & mops_shape_falloff

Hmmm, this is a weird one. This is happening because of quaternions. Something about the changing initial orientation is causing certain instances to take one route to interpolate between two orientations on one frame, and the opposite route on the next frame. I guess it's just close enough to being...