Hi everyone !
I think that my question have connections with this thread. I want to delete some elements (cloth, rbd) depending on their active attribut.
From here, nothing difficult but I want to apply a “delay” on the delete. Like delete elements after an amount of time activation (similar to age for particles) AND with randomness in this delay.
I wonder if i can give float value to activation? Because now it's strictly 0 or 1. And maybe use that in wrangle:
if (@active > ch('threshold')){
removepoint(0,@ptnum);
}
Maybe wrong code, I'm pretty new with vex… and with that there isn't randomness too.
EDIT: stupid question about float value. I guess that an object can just be active or inactive. Maybe more on the way “age of activation”?
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Houdini Lounge » Deleting point based on attribute?
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- Arch
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Technical Discussion » Ship reactor
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- Arch
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Anybody? Just want to add the rotation of my initial alembic from Maya to my fire pre-calculated in Houdini. Or another way to parenting this two elements..
I take this opportunity to ask another question: in my scene my groundplane catch some light of my fire. How can I keep just the light without the geometry of the ground? Light disappear with a matte_shading or shadow catcher..
I attach pictures for my two problems
Thanks !
I take this opportunity to ask another question: in my scene my groundplane catch some light of my fire. How can I keep just the light without the geometry of the ground? Light disappear with a matte_shading or shadow catcher..
I attach pictures for my two problems
Thanks !
Technical Discussion » Ship reactor
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- Arch
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It does not seem to work with this method…
My ship was animated in Maya so i don't know if Houdini have the right informations.. I can see center positions but nothing about translate, rotation or scale
My problem is surely an amateur thing. Maybe with an animation constraints or something like that?
EDIT: Center positions of my alembic give me translate animation as I suspected but my object turns on itself at the beginning. My fire doesn't follow the rotation of the spaceship. Any idea?
My ship was animated in Maya so i don't know if Houdini have the right informations.. I can see center positions but nothing about translate, rotation or scale
My problem is surely an amateur thing. Maybe with an animation constraints or something like that?
EDIT: Center positions of my alembic give me translate animation as I suspected but my object turns on itself at the beginning. My fire doesn't follow the rotation of the spaceship. Any idea?
Edited by Arch - Jan. 25, 2018 04:05:49
Technical Discussion » Ship reactor
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- Arch
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Hi !
I come back now on this project, others have required my attention…
Enivob your solution for the steady fire with pre-simulated flames works perfectly. But now I need to parent them with the spaceship and I don't know how to do this on the whole sequence.
Someone have a way? My object comes from Maya in alembic.
Thanks !
I come back now on this project, others have required my attention…
Enivob your solution for the steady fire with pre-simulated flames works perfectly. But now I need to parent them with the spaceship and I don't know how to do this on the whole sequence.
Someone have a way? My object comes from Maya in alembic.
Thanks !
Edited by Arch - Jan. 23, 2018 15:38:10
Technical Discussion » Mantra rendering error
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- Arch
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SOLVED
If someone encounter this problem, this is how I resolved this one:
It seems to be my eye's texture. I changed it with an other shader (without texture). I don't know where the problem came from but everything is ok now.
If someone encounter this problem, this is how I resolved this one:
It seems to be my eye's texture. I changed it with an other shader (without texture). I don't know where the problem came from but everything is ok now.
Edited by Arch - Dec. 7, 2017 12:00:19
Technical Discussion » Mantra rendering error
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- Arch
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Hi everyone !
I have an animated creature that I want to render in Houdini (for my water simulation). I imported UVs and textures with principled shader and I can see my creature textured in the viewport.
But when I render in Mantra, rendering stop and this error message comes:
“mantra:Unable to clean up temp geometry”
I'm pretty new in Houdini so maybe I miss something but I don't know what to do to solve the problem.
I attach a picture if it could help..
I have an animated creature that I want to render in Houdini (for my water simulation). I imported UVs and textures with principled shader and I can see my creature textured in the viewport.
But when I render in Mantra, rendering stop and this error message comes:
“mantra:Unable to clean up temp geometry”
I'm pretty new in Houdini so maybe I miss something but I don't know what to do to solve the problem.
I attach a picture if it could help..
Technical Discussion » Delete particles based on framerange
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- Arch
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Hi everyone !
I have a basic spray simulation (whitewater)of a creature that jumps then dives.
In the submerged phase, the behavior of the spray becomes chaotic (like without gravity).
I would like to remove all particles that are born during this period (100 frames).
Maybe based on the age of emission? I thought of delete sop (my coding is more than beginner) but i don't know which expression to use…
Thanks for those who will help me
Ps: sorry for language mistakes
I have a basic spray simulation (whitewater)of a creature that jumps then dives.
In the submerged phase, the behavior of the spray becomes chaotic (like without gravity).
I would like to remove all particles that are born during this period (100 frames).
Maybe based on the age of emission? I thought of delete sop (my coding is more than beginner) but i don't know which expression to use…
Thanks for those who will help me
Ps: sorry for language mistakes
Technical Discussion » Ship reactor
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- Arch
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Another quick question: How can I put my animated camera (imported in alembic archive) in the right axis?
Technical Discussion » Ship reactor
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- Arch
- 10 posts
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Technical Discussion » Ship reactor
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- Arch
- 10 posts
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Hello everyone,
Still a beginner I was wondering about a particular simulation that I have to do.
I have the alembic of a spacecraft that takes off and I have to make the reactors fire. I can't keep a constant fire (like a blue fire, small but very powerful ; without alterations or forces that are applied to it) that follows the animation.
Either the animation is too fast and the fire no longer follows either the shape of fire makes it unreal..
Any tips?
Thank you for your answers and sorry for the mistakes, my english is pretty bad
Still a beginner I was wondering about a particular simulation that I have to do.
I have the alembic of a spacecraft that takes off and I have to make the reactors fire. I can't keep a constant fire (like a blue fire, small but very powerful ; without alterations or forces that are applied to it) that follows the animation.
Either the animation is too fast and the fire no longer follows either the shape of fire makes it unreal..
Any tips?
Thank you for your answers and sorry for the mistakes, my english is pretty bad
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