Search found 134 matches
- Fri Jul 24, 2020 12:04 pm
- Forum: Bug Reports
- Topic: MOPs_Relax_Modifier
- Replies: 1
- Views: 16370
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...
- Thu Jul 23, 2020 7:32 am
- Forum: Bug Reports
- Topic: Point @orient flipping with mops_aim & mops_shape_falloff
- Replies: 8
- Views: 27818
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.
- Wed Jul 22, 2020 9:55 pm
- Forum: Bug Reports
- Topic: Point @orient flipping with mops_aim & mops_shape_falloff
- Replies: 8
- Views: 27818
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 ...
- Wed Jul 22, 2020 1:28 pm
- Forum: Bug Reports
- Topic: Point @orient flipping with mops_aim & mops_shape_falloff
- Replies: 8
- Views: 27818
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'...
- Tue Jul 21, 2020 11:01 pm
- Forum: Bug Reports
- Topic: Point @orient flipping with mops_aim & mops_shape_falloff
- Replies: 8
- Views: 27818
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...
- Mon Jul 20, 2020 10:53 am
- Forum: Using MOPs
- Topic: problem with using a Mops instances
- Replies: 5
- Views: 13249
Re: problem with using a Mops instances
In your example file, the problem is that in the Unpack SOP you're transferring "UV" from the packed geometry to the unpacked geometry, which mangles your original UVs. Just leave the UVs as vertex attributes before the Instancer, then when you're done with the MOPs stuff, unpack using the default o...
- Sun Jul 19, 2020 10:35 pm
- Forum: Using MOPs
- Topic: problem with using a Mops instances
- Replies: 5
- Views: 13249
Re: problem with using a Mops instances
Packed geometry in MOPs is no different from packed geometry anywhere else in Houdini. If your objects have vertex UVs prior to being packed (or input into the Instancer), those UVs remain embedded in the geometry. They will not be directly accessible to you without unpacking, but the render engine ...
- Tue Jun 02, 2020 8:43 am
- Forum: Bug Reports
- Topic: FBX displays material in viewport but not in render
- Replies: 9
- Views: 34068
Re: FBX displays material in viewport but not in render
If you want the deep dive: https://vimeo.com/262883554/description
- Tue Jun 02, 2020 8:35 am
- Forum: Bug Reports
- Topic: FBX displays material in viewport but not in render
- Replies: 9
- Views: 34068
Re: FBX displays material in viewport but not in render
Ah, perfect! Yeah this is a bit of a flaw in the packed primitive workflow... if it isn't obvious to Mantra where your material definitions are, it'll just skip them unless you embed everything. You can also dodge this problem a little more efficiently by using stylesheets to assign materials, but y...
- Tue Jun 02, 2020 8:17 am
- Forum: Bug Reports
- Topic: FBX displays material in viewport but not in render
- Replies: 9
- Views: 34068
Re: FBX displays material in viewport but not in render
Try this... on your Mantra ROP there should be an option called "Declare Materials". Set that to declare all materials in your IFD. It's possible Mantra just can't figure out what materials should be included in the IFD because of the way they're applied. Let me know if that changes anything.