Re: render tree mixer/texture limit

2019-09-06 Thread Matt Lind
To get around the node limit, did you ever consider the FXTree? Each texture in the scene is represented by a clip in the FXTree's Clips menu with an input and output. This allows you to apply image FX (paint, composite, layer, transform, crop, filter, ...) to each texture without increasing t

Re: strands generated on points

2019-09-06 Thread Kris Rivel
Hot damn that worked! Thanks!! Tried to set it to points initially but it didn't do anything unless I cranked it super high, makes sense now. Kris On Fri, Sep 6, 2019 at 11:54 AM Jens Lindgren wrote: > This one is easy :) > First, in you Emit from Surface Compund set Select Rate Type to Total >

Re: strands generated on points

2019-09-06 Thread Steven Caron
Use Jen's suggestion and not mine! :) *written with my thumbs On Fri, Sep 6, 2019, 8:54 AM Jens Lindgren wrote: > This one is easy :) > First, in you Emit from Surface Compund set Select Rate Type to Total > number of Particles and set Emission Type to Point. Rate doesn't really > matter when y

Re: strands generated on points

2019-09-06 Thread Steven Caron
Wow, been a while for me but... Don't use Emit On Surface and instead bring in the mesh, plug it into a get data (set to point position) then plug that into an Add Point node. That's bare bones so you'll need to init some variables for simulation... Ie. Mass, size, shape, etc *written with my thum

Re: strands generated on points

2019-09-06 Thread Jens Lindgren
This one is easy :) First, in you Emit from Surface Compund set Select Rate Type to Total number of Particles and set Emission Type to Point. Rate doesn't really matter when you want to emit from mesh vertices. Then the secret sauce... Go in to your Emit from Geometry compound, then go in to Genera

strands generated on points

2019-09-06 Thread Kris Rivel
Trying to make a long exposure effect of a stick of LEDs twirling around. Have a nice animated grid of strands flying around and it looks great. Problem is the particles generating the strands are just emitting on a grid and stick to their emit location so they're not lined up nicely on the emitter

Re: render tree mixer/texture limit

2019-09-06 Thread Kris Rivel
Yeah its an odd project and honestly we tried Maya, C4D and Houdini and Soft was the best option! Basically have a bunch of growing textures UV mapped onto tracked geometry to simulate a spreading ink/paint looking thing. Simulations were too difficult to control, too much R&D and didn't allow us t