redpaw
redpaw
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Vellum "color" attribute Jan. 17, 2024, 2:15 p.m.
Yah I may submit a bug on that. If the input geom you feed into the constraint node has "color" on it already, and usually its not a single integer attr, just by the nature of what most would consider a "color" it seems to just pass that thru to the constraint geometry and its definitely bad.
Its definitely a "simple" attribute name that I feel like would/could get used a lot, and unfortunately is part of our default pipeline currently.
Thanks for the quick response.
Its definitely a "simple" attribute name that I feel like would/could get used a lot, and unfortunately is part of our default pipeline currently.
Thanks for the quick response.
Vellum "color" attribute Jan. 17, 2024, 12:59 a.m.
Just ran across this, wondering if It's a feature of some sort? or I found an obscure bug?
If you build a fairly default vellum cloth simulation example like so:
grid -> vellum config cloth -> vellum solver
and your geometry has a primitive attribute called "color" on it,
the sim cloth geometry will absolutely freak out and worm its way all over the place in an indeterminate way.
removing that attr will restore normal operations...
is this a sacred attr name that should be avoided for vellum? (or a bug?)
I searched the docs and couldn't find anything regarding an attribute named "color"
regarding vellum constraints nor vellum solver.
If you build a fairly default vellum cloth simulation example like so:
grid -> vellum config cloth -> vellum solver
and your geometry has a primitive attribute called "color" on it,
the sim cloth geometry will absolutely freak out and worm its way all over the place in an indeterminate way.
removing that attr will restore normal operations...
is this a sacred attr name that should be avoided for vellum? (or a bug?)
I searched the docs and couldn't find anything regarding an attribute named "color"
regarding vellum constraints nor vellum solver.
Polyextrude Distance Scale May 26, 2023, 6:02 p.m.
While its annoying that this node doesn't just work with connected faces.. its a simple post fix:
- drop a rest before the extrude
- then do your extrude
- After drop a pointVop and set up a ramp to mix back to the rest position based on your ramp values
- drop a Fuse if you are ramping back to zero and want to consolidate your points