

In the screenshot above, I run code to color my faces if they've been deleted in the second incoming *= 0 Prior to branching your nodes, set then use idtroprim Happens to me a lot, you are used to using or to work on several streams of the same initial object, but in the process you've deleted faces or points and code doesn't work. How do I work on two objects that don't have the same number of points/prims Then do your rotate (or scale) and you will have rotated and scaled velocites (in my example, I'm advecting particles with VDB).Įdit: as usual Matt Estela touches on this topic (attribute types) on Tokeru:

You can also use the Labs Transform Properties. (I'm not sure how it works with a normal volume), if you have a vdb you can either use the Primitive Properties then Volumes>VDB>Vector Type set to Displacement/Velocity/Acceleration, or if you're merging vel.* to a single vec3s volume using VDB Vector Merge make sure you set it to Displacement/Velocity/Acceleration here too. Thought it would work straight outta the box but I had an issue with a rotated volume, so here's how I fixed it before doing my transform: How can I rotate a velocity volume/VDB and have it work for advection ? Then in my SOP nodes or other contexts (in my case a Network Image with a random cat), refer to the image by going to the internal HDA path in the file browser I got to: opdef:/Object/myEmbeddedHdaName and it shows the images:

I right click the asset : Type Properties > Extra Files > Add Textures Files I know Rich Lord did something similar in his nifty example files.Īnyhow, the trick I used (there might be an easier method, IDK), is to add null Subnetwork node to my scene then right-click > Digital Asset > Create New but embed it in the current hip file instead of saving it externally. I don't really recommend it, as like the stash SOP it will increase your file size, but sometimes you want no dependencies.
