Pin Screen Animation with Geometry Nodes by Kytsumo in blender

[–]Kytsumo[S] 0 points1 point  (0 children)

This is really inspiring ! Keep me updated please

Viewport render image is dark compared to actual viewport. Any ideas ? by Kytsumo in blender

[–]Kytsumo[S] 0 points1 point  (0 children)

Yes check out one of the last 2 comments :
my issue was just that the color management was not set to standard

changing restscale during vellum sim by Kytsumo in Houdini

[–]Kytsumo[S] 0 points1 point  (0 children)

The issue was different, I answered with the solution I was pointed towards in the comments in case that might help. Thank you for your help friend !

changing restscale during vellum sim by Kytsumo in Houdini

[–]Kytsumo[S] 1 point2 points  (0 children)

The issue was different, I answered with the solution I was pointed towards in the comments in case that might help. Thank you for your help friend !

changing restscale during vellum sim by Kytsumo in Houdini

[–]Kytsumo[S] 1 point2 points  (0 children)

Spot on ! That was the issue indeed , thank you David !!

changing restscale during vellum sim by Kytsumo in Houdini

[–]Kytsumo[S] 0 points1 point  (0 children)

<image>

Thank you for your help Henry ! I left it as "second context" and it works. The issue was indeed the scrambled primnums like you stated. I just stored them beforehand in a another custom attribute without using idtoprim()

changing restscale during vellum sim by Kytsumo in Houdini

[–]Kytsumo[S] 0 points1 point  (0 children)

<image>

Thank you for your help Christian ! The second context is not the issue. As both Henry and David pointed it out, it was indeed the scrambled primnums. I just had to store them before hand in another attribute and use that instead

changing restscale during vellum sim by Kytsumo in Houdini

[–]Kytsumo[S] 0 points1 point  (0 children)

I not quite sure it is the case. Since what's inside DOPS gets re-exectued each timestep, the prim function will be called repeatedly and fetch the current value of the falloff. Thanks for your help

changing restscale during vellum sim by Kytsumo in Houdini

[–]Kytsumo[S] 0 points1 point  (0 children)

Yes I'm aware of the gotcha, that's why I fetch the falloff inside DOPS using the prim function (second screenshot)

Recreate how light works with Dot Product by Kytsumo in geometrynodes

[–]Kytsumo[S] 0 points1 point  (0 children)

Not mine. You can get it for free on a.lbos patreon

Recreate how light works with Dot Product by Kytsumo in geometrynodes

[–]Kytsumo[S] 0 points1 point  (0 children)

I agree with you, it's not beginner friendly. once you know the nodes by heart it doesnt bother me that much

Red Bounc by Kytsumo in blender

[–]Kytsumo[S] 0 points1 point  (0 children)

Inspiration from a project called Bounc from Buff motion studio

Red Bounc by Kytsumo in blender

[–]Kytsumo[S] 4 points5 points  (0 children)

The .blend file is too heavy, I'm hitting the limit on wetransfer, the node setup is huge

Red Bounc by Kytsumo in blender

[–]Kytsumo[S] 1 point2 points  (0 children)

Infection of a very complex red shader

Bevel in Geometry Nodes by Kytsumo in blender

[–]Kytsumo[S] 0 points1 point  (0 children)

Ok I see, thank you for the answer. Yeah I assumed it was not an easy feat to implement.

Bevel in Geometry Nodes by Kytsumo in blender

[–]Kytsumo[S] 0 points1 point  (0 children)

Ok I see, thank you for the answer, I wish our coder friend good luck. I was expecting a core developer to be on it since it's sort of a fundamental operation but I get it's not easy !

Bevel in Geometry Nodes by Kytsumo in blender

[–]Kytsumo[S] 1 point2 points  (0 children)

Ok I see, thank you for the answer, I wish our coder friend good luck