Search found 131 matches
- Sun Jul 26, 2020 4:25 pm
- Forum: Using MOPs
- Topic: Looping Noise Modifier
- Replies: 11
- Views: 21378
Re: Looping Noise Modifier
Yep, that sounds right. I think those noise functions don't accept a fourth input. Glad to hear it's working!
- Sun Jul 26, 2020 4:08 pm
- Forum: Using MOPs
- Topic: Looping Noise Modifier
- Replies: 11
- Views: 21378
Re: Looping Noise Modifier
Just to be certain, did you download the latest experimental build? You need to either switch from the master branch to the experimental branch on GitHub, or use the MOPs Updater shelf tool to grab the Experimental branch. It should be v1.1.18.
- Sun Jul 26, 2020 3:51 pm
- Forum: Using MOPs
- Topic: Looping Noise Modifier
- Replies: 11
- Views: 21378
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.
- Sun Jul 26, 2020 12:56 pm
- Forum: Using MOPs
- Topic: Looping Noise Modifier
- Replies: 11
- Views: 21378
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?)
- Sun Jul 26, 2020 9:50 am
- Forum: Using MOPs
- Topic: Error with Reorient
- Replies: 1
- Views: 6760
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.
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.
- Sat Jul 25, 2020 2:16 pm
- Forum: Using MOPs
- Topic: Looping Noise Modifier
- Replies: 11
- Views: 21378
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.
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.
- Sat Jul 25, 2020 11:11 am
- Forum: Using MOPs
- Topic: Looping Noise Modifier
- Replies: 11
- Views: 21378
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...
- Fri Jul 24, 2020 12:04 pm
- Forum: Bug Reports
- Topic: MOPs_Relax_Modifier
- Replies: 1
- Views: 14681
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: 25566
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: 25566
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 ...