This works perfectly - thanks dulo!
Guess I gotta start thinking in expression terms instead of just numbers 8)
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Houdini Indie and Apprentice » Expression for "every other frame"?
- Dave.Ladner
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Houdini Indie and Apprentice » Expression for "every other frame"?
- Dave.Ladner
- 12 posts
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So simply ($F)%?
Or I probably don't even need the brackets… just $F%?
Will try - thanks!
Or I probably don't even need the brackets… just $F%?
Will try - thanks!
Houdini Indie and Apprentice » "Q" to repeat last action not working
- Dave.Ladner
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I reset all my hotkeys to default just incase before asking, but in a few tutorials it cites using “Q” after putting in an operator to simply repeat it again, but when I hit Q in my node tree nothing happens. Tried a few times, even from scratch.
Somewhat unrelated but also: is there a way to get a new operator to automatically link to the selected previous operator? For instance, say I have a grid and want to put a mountain SOP on it. If I have the grid selected, and tab + type Mountain, and hit enter, it doesn't link, I have to do it manually. Any way to fix?
Somewhat unrelated but also: is there a way to get a new operator to automatically link to the selected previous operator? For instance, say I have a grid and want to put a mountain SOP on it. If I have the grid selected, and tab + type Mountain, and hit enter, it doesn't link, I have to do it manually. Any way to fix?
Houdini Indie and Apprentice » Expression for "every other frame"?
- Dave.Ladner
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Well, I suppose you could look at it that way yes, since every other frame will be either always odd or always even.
I tried using a ($F%2), but technically that would just give me a value or 1 or 0, and in the Creation Frame, that means it would read as emitting on frame 0 or 1, and once it's past that, it basically acts as if it was only emitting on frame 1. Make sense?
So I'm wondering if there's a way to get it to actually look at the frame, or every other frame, using a $F kind of expression?
I tried using a ($F%2), but technically that would just give me a value or 1 or 0, and in the Creation Frame, that means it would read as emitting on frame 0 or 1, and once it's past that, it basically acts as if it was only emitting on frame 1. Make sense?
So I'm wondering if there's a way to get it to actually look at the frame, or every other frame, using a $F kind of expression?
Houdini Indie and Apprentice » Expression for "every other frame"?
- Dave.Ladner
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I was fooling around and trying to get a FLIP fluid to emit every other frame, under the Creation Tab. The default value is 1, so the fluid emits from frame 1 and then stops. I also used $F, to have it emit every frame.
I'm just curious if there is an expression to tell it to emit every OTHER frame?
I'm just curious if there is an expression to tell it to emit every OTHER frame?
Houdini Indie and Apprentice » Moving a field of particles over an object
- Dave.Ladner
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Are the particles following the line, or are they emitting off the line?
I'm not sure how you would have set it up, but what if you made the terrain/objects you want it to interact with Terrain Objects, or even Static Objects?
I'm not sure how you would have set it up, but what if you made the terrain/objects you want it to interact with Terrain Objects, or even Static Objects?
Technical Discussion » Rigid Body Collisions Basics
- Dave.Ladner
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I actually dug a little deeper and answered my own question while trying to get some objects to float; but it was indeed a Feedback Scale value in the flipsolver.
Thanks icarus!
Edit:
With regards to my other questions, does anyone know an expression, or a way to get the Creation Frame to be every other frame, instead of just every frame using $F, or just the first frame using 1? If I use ($F%2) it treats it as if it was only the value 1 still.
Thanks icarus!
Edit:
With regards to my other questions, does anyone know an expression, or a way to get the Creation Frame to be every other frame, instead of just every frame using $F, or just the first frame using 1? If I use ($F%2) it treats it as if it was only the value 1 still.
Technical Discussion » Rigid Body Collisions Basics
- Dave.Ladner
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Instead of making a new thread I thought I'd follow up with another similar question, this time including Fluids into my RBD simulation.
I have my ball sitting at the edge of my tube, and I have a sphere emitting a FLIP Fluid at the top of the tunnel. The fluid flows down great, and shoots out as I want it to, interacting with the ball and going around it - however, I'd like it to shoot the ball out so I can continue to animate the ball falling, etc.
I can't seem to find any specific tutorials or documentation to have the ball be affected by the fluids, rather than the fluids affected by the ball. The ball is an RBD Object, so it rolls a bit beforehand, but when the fluids hit it, it does almost nothing, they just go around it.
Is this a Mass setting somewhere, or is there a way to have my fluids “carry” my ball out with it? As well, is there a way to have my fluids emit every OTHER frame, instead of every frame (using $F) in the Creation Frame setting? And is there a way to have my Fluids be viewed as particle dots, instead of the huge fluid globs currently? Sorry 3 questions in one.
Screenshot provided as always:
I have my ball sitting at the edge of my tube, and I have a sphere emitting a FLIP Fluid at the top of the tunnel. The fluid flows down great, and shoots out as I want it to, interacting with the ball and going around it - however, I'd like it to shoot the ball out so I can continue to animate the ball falling, etc.
I can't seem to find any specific tutorials or documentation to have the ball be affected by the fluids, rather than the fluids affected by the ball. The ball is an RBD Object, so it rolls a bit beforehand, but when the fluids hit it, it does almost nothing, they just go around it.
Is this a Mass setting somewhere, or is there a way to have my fluids “carry” my ball out with it? As well, is there a way to have my fluids emit every OTHER frame, instead of every frame (using $F) in the Creation Frame setting? And is there a way to have my Fluids be viewed as particle dots, instead of the huge fluid globs currently? Sorry 3 questions in one.
Screenshot provided as always:
Technical Discussion » Rigid Body Collisions Basics
- Dave.Ladner
- 12 posts
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zdimaria
or go to the Rigid Body Solver and switch it to RBD, so that it uses the collision volume your displaying in the viewport.
This caused it to work.
Thank you very much!
Work in Progress » Surreal Explotion
- Dave.Ladner
- 12 posts
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Very cool man. Is that rendered / calculated entirely in Houdini? No krakatoa/realflow?
Great stuff.
Great stuff.
Technical Discussion » Rigid Body Collisions Basics
- Dave.Ladner
- 12 posts
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Incase what I said didn't make sense, here is my problem with a screenshot:
The ball seems to stop at where the top of the box used to be, where I have cut the hole with a tube and turned it into a boolean. I imagine this is my problem, but there has to be a way to get it to read a dynamic object?
The ball seems to stop at where the top of the box used to be, where I have cut the hole with a tube and turned it into a boolean. I imagine this is my problem, but there has to be a way to get it to read a dynamic object?
Technical Discussion » Rigid Body Collisions Basics
- Dave.Ladner
- 12 posts
- Offline
I have what I feel to be a pretty basic Rigid Body Collision question for Houdini 12.
I've got a polygonal object I created, which is basically a giant Box with a Tube-like hole going through the top and out the side of the box (think like a tunnel). I created it using a box + bent tube, then a Boolean.
I then took a Sphere, and wanted to have the sphere travel THROUGH the tunnel as it fell, so made it an RBD Object, and made the Wall/Tunnel object a Static Object. That didn't work, as the ball just stopped where the hole it was falling into was, even though it could fit. I made sure the Collision Guide Uniform Divisions was high enough so that the tunnel was properly read. It was, at 100.
I then tried the same thing but with the wall as a Terrain Object instead, still same thing - the ball just stops as if the box had no hole at all.
Am I missing something? How to get ball to fall through hole? Thanks!
I've got a polygonal object I created, which is basically a giant Box with a Tube-like hole going through the top and out the side of the box (think like a tunnel). I created it using a box + bent tube, then a Boolean.
I then took a Sphere, and wanted to have the sphere travel THROUGH the tunnel as it fell, so made it an RBD Object, and made the Wall/Tunnel object a Static Object. That didn't work, as the ball just stopped where the hole it was falling into was, even though it could fit. I made sure the Collision Guide Uniform Divisions was high enough so that the tunnel was properly read. It was, at 100.
I then tried the same thing but with the wall as a Terrain Object instead, still same thing - the ball just stops as if the box had no hole at all.
Am I missing something? How to get ball to fall through hole? Thanks!
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