Workaround to MOPS+ Node
699 6 2- zooropa
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Hi. I am following a tutorial where the instructor uses MOPS Shape FallOff to apply a gradient to a rope:
Then he uses a mops fetch attribute.
I need to find a workaround since Mops inside solver is only available having Mops +
I did this following a YT video:
Is this the right way to replace the Mops option and bring the mops shape falloff information in the solver space?
I am asking cause the sim is extremely slow and wanted to make sure the fundamentals are correct before leaving it cooking.
Thank you
Then he uses a mops fetch attribute.
I need to find a workaround since Mops inside solver is only available having Mops +
I did this following a YT video:
Is this the right way to replace the Mops option and bring the mops shape falloff information in the solver space?
I am asking cause the sim is extremely slow and wanted to make sure the fundamentals are correct before leaving it cooking.
Thank you
Edited by zooropa - Oct. 15, 2024 06:19:35
- cncverkstad
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- zooropa
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- cncverkstad
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This Tutorial from Patreon. If so its a case, you have Paid, Just send request to Him to Help you .Best solution
https://www.youtube.com/watch?v=R4BHGJEJc_A [www.youtube.com]
https://www.youtube.com/watch?v=R4BHGJEJc_A [www.youtube.com]
Conservation of Momentum
- w_maro
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- toadstorm
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MOPs+ Fetch Attribute is just a convenience tool that pulls attributes from SOP geometry into DOPs. You can do this yourself either with a Geometry Wrangle (this is the fastest way) or with a SOP Solver DOP as w_maro suggested.
All you really need to do is use a bit of VEX to grab the attribute you want from the SOP geometry and apply it to the DOP geometry. Something like this:
Then make sure your inputs are configured on the Geometry Wrangle so that Input 2 (index 1) is the SOP geometry you want to update from.
I wrote a little more about this in detail on my blog a few months ago: DOPs are not SOPs [www.toadstorm.com]
All you really need to do is use a bit of VEX to grab the attribute you want from the SOP geometry and apply it to the DOP geometry. Something like this:
float falloff = point(1, "mops_falloff", @ptnum); @mops_falloff = falloff;
Then make sure your inputs are configured on the Geometry Wrangle so that Input 2 (index 1) is the SOP geometry you want to update from.
I wrote a little more about this in detail on my blog a few months ago: DOPs are not SOPs [www.toadstorm.com]
MOPs (Motion Operators for Houdini): http://www.motionoperators.com [www.motionoperators.com]
- zooropa
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toadstorm
MOPs+ Fetch Attribute is just a convenience tool that pulls attributes from SOP geometry into DOPs. You can do this yourself either with a Geometry Wrangle (this is the fastest way) or with a SOP Solver DOP as w_maro suggested.
All you really need to do is use a bit of VEX to grab the attribute you want from the SOP geometry and apply it to the DOP geometry. Something like this:float falloff = point(1, "mops_falloff", @ptnum); @mops_falloff = falloff;
Then make sure your inputs are configured on the Geometry Wrangle so that Input 2 (index 1) is the SOP geometry you want to update from.
I wrote a little more about this in detail on my blog a few months ago: DOPs are not SOPs [www.toadstorm.com]
Thank you so much for taking your time. I believe it works now.
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