As long as the surface can be parameterized by using two-dimensional coordinates (in other words, mapping the 3D space into a 2D parameter space), it works pretty much the same way. The LIC-texture is generated based on the vector field in parameter space, and finally mapped back onto ...
"perimeter", depending on what you measured), and set ri type to whatever (say "test"), and finally set the variable type to "uniform float". If you write out the rib now, you would see the "test" variable attached to the object. In the shader, just do the usual parameter declarat...
Specifies a node path parameter with a node chooser icon button. If this is used, then you should additionally specify the desired node type for the path parameter via one of the predefiendPRM_SpareDataobjects such asPRM_SpareData::objPathorPRM_SpareData::sopPath. PRM_TYPE_DYNAMIC_PATH_LIS...
Once I was sure the simulation looked good, it was time to export a bajillion particles. The standard workflow is to create a Wedge ROP, set the Wedge Method to “By Channel,” turn off Random Samples, and then add one Wedge Parameter. Set the name to “seed” and the channel to the...