PRIM drive by POPS

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hello all,
is there any help to fix this blowing sphere fx.
realy trouble facing the prim to make perfect sphere, then blowing by force that each prim deseaper.

for any help, really appreciated

thanks all, really need help for this fx.

Attachments:
particle_drive Poly2.hipnc (323.0 KB)

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Hello dude.
Lots of nodes that you add in your scene whereas you don't really need them!
I transferred content of pointvop1 into popvop1 in dopnet1.
Also I packed each primitive based on their centroids and in popsource1 I changed Emission Type to All Geometry.
I fixed that for you see HIP file for more info.
Edited by Nima - Nov. 19, 2016 01:30:31

Attachments:
particle_drive Poly FIXED.hipnc (311.4 KB)

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wow, its really smooth way, really great man
thats what i mean, smooth and clean.

is there any clue about adg rotation while they moving, and maybe some velocity direction (facing to the tangent with some random angle rotation) ??
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hello nima, i had the rotoation think, but still not work, i follow other sample file using modified orient attribute, but still not working, and the orient attribute was not there(pop on dop)

can you help me with this,

the final goal is, the sphere was effected by color, then when got on white color, the particle was smoothly moving, and blowing, the rotation was follow velocity direction, and has random angle rotation.

this is the modified files and the pop rotate sample file
Edited by anto187 - Nov. 18, 2016 23:44:35

Attachments:
particle_drive Poly FIXED2.hipnc (348.4 KB)
rotateAroundVelocity_Fixed.hipnc (285.2 KB)

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New HIP file is uploaded for you.
In popwrangle1 you can play with rotation.
Remember if you only use torque attribute, Your POPs rotation will speed up when time more elapsed.
Edited by Nima - Nov. 19, 2016 17:39:04

Attachments:
POPs Rotation FIXED.hipnc (312.8 KB)

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big thanks, by the way,

im still figuring out to where you implement data for the popwrangle1,
is v@w= @torque is local variable? and for float Time Slider (timescale attribute), on the wrangle you wrote, where you get and set data,
i didnt see any set or get data setup for feed on to popwrangle1.? but the rotation is work, how you do that.

by the way, i found the last challange for this setup, this is my last request if you may,
i had create setup when it on popgroup, it will blown away by the turbulance, all was okay, but get trouble with the pscale,
because i feed the pscale by the age attribute
and when the particle is not on the group, the @age attribute have still running, so it wracked the scaling.

i had saw some tutorial about, setting time when it on the group and feed the result to the pscale,
but seems still not work.

lastly , may you implement the scaling of @pscale??
so it will scaling after it enter the group.

here my wracked setup

by the way, after this may we exchange facebook account or skype account, i would love to coop with you for some project on here, jakarta indonesia.
thanks my great teacher.

Attachments:
POPs Rotation FIXED4.hipnc (354.4 KB)

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Variables that starts with @ sign are known as attributes mainly they should use in Wrangle nodes because Wrangles don't know about local variables.
Each attribute also has local variable they start with $ sign and they are available in some nodes like Point SOP, Primitive SOP, Delete SOP, Group SOP etc, you can use them.
For example you can delete based on specific color in Delete SOP:
In VEX form ——-> @Cd.r > 0.2 ——–> they should use in Wrangle nodes.
or
In LV form ——–> $CR > 0.2
You can use Houdini help to see which node supports local variable.
Houdini has some attributes that they do something for us I'm calling them as executive attributes (SideFX team defines them) you will know about them in more tutorials.
@Cd - @pscale - @v - @w - @stopped - @N - @P etc all of these are somehow executive attributes.
I explain some of these:
@pscale ——-> set render and collision size for each particle.
@v ————> is linear velocity of each particle.
@w ————> is angular velocity of each particle.
@torque ——-> is exerted torque on each particle.
In popwrangle1 I just create vector torque attribute then I set that equal to angular velocity.
I've fixed vanishing rate of scale and reuploaded for you.
I'm very delighted if I can help you.
Edited by Nima - Nov. 20, 2016 17:11:18

Attachments:
POPs Rotation Final.hipnc (374.1 KB)

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thanks nima, ill adapt it to my next r&d when i got a time.
im really appreciate it. may i get your facebook account or email, here on indonesia, houdini artist need more backup project from master like you..
and sometime maybe, we can meet.

here's my email
supriyanto2004@gmail.com

here's my facebook acount
anto supri

thanks nima, for all, really appreciate it.
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