Showing posts with label seperate. Show all posts
Showing posts with label seperate. Show all posts

Friday 6 September 2019

seperated AOVs eg(z depth at 32 bit)

Half precision and 32 bit for z depth 
16 bit half precision but utility passes in 32 bit. 

- on your AOV, tick Separate File
- set the filepath to the same location as your beauty render but with the name of the pass suffixed, e.g. for the Z depth it might be: _$HIP/../../render/$OS/$HIPNAME/`$OS`_Z.$F4.exr_
- set Precision to 'Float 32 bit'

Tuesday 2 April 2019

separating objects for booleans/other things

Case example - you have a 


To separate out an object, maybe for booleaning, or to avoid intersections when doing some other sort of calculation, make a point class attribute (connectivity)
then in a point wrangle do something like this-

@P.x+=@class;
@P.y+=@class;

This should separate the pieces enough. If not, use a multiplier.
Then promote the class to a primitive attribute - for some reason Boolean Fracture doesn't carry across the class attr to any newly generated points when it is left as a point attr.


Do your booleans...you might want to scatter some points on the surfaces or copy some turbulent grids onto the object points.

Bring the class attribute back to point level and then do the reverse transformation

@P.x-=@class;
@P.y-=@class

 link any multipliers you might have to save time changing values in multiple boxes!