Search found 134 matches

by toadstorm
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: 16494

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".
by toadstorm
Sun Jun 06, 2021 4:44 pm
Forum: Bug Reports
Topic: Attribute Mapper string value error
Replies: 5
Views: 20068

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
by toadstorm
Sat Jun 05, 2021 5:43 pm
Forum: Bug Reports
Topic: Attribute Mapper string value error
Replies: 5
Views: 20068

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!
by toadstorm
Sat Jun 05, 2021 12:22 pm
Forum: Bug Reports
Topic: Attribute Mapper string value error
Replies: 5
Views: 20068

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.
by toadstorm
Sat Jun 05, 2021 10:19 am
Forum: Bug Reports
Topic: Attribute Mapper string value error
Replies: 5
Views: 20068

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.
by toadstorm
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: 14966

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...
by toadstorm
Mon May 17, 2021 1:03 pm
Forum: Using MOPs
Topic: MOPs Typography
Replies: 1
Views: 15098

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 ...
by toadstorm
Wed May 05, 2021 10:59 am
Forum: Using MOPs
Topic: Spring Modifier help
Replies: 2
Views: 16496

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...
by toadstorm
Thu Apr 08, 2021 3:59 pm
Forum: Installation Help
Topic: error when trying to activate MOPs +
Replies: 7
Views: 28577

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.
by toadstorm
Wed Feb 10, 2021 11:39 am
Forum: Using MOPs
Topic: MOPs explode with point deform
Replies: 2
Views: 18485

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)...