Hi.
Is there a clever way of setting a slider parameter to jump through only certain numbers.
For instance, I want a slider value to jump to the numbers 10, 15, 40, 50 ?
Thanks
Eugene
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Technical Discussion » Slider to certain numbers
- EugeneRockstar
- 22 posts
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Technical Discussion » Trigger action on RBD collision
- EugeneRockstar
- 22 posts
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Hey.
File works great.
Is there a way to get it to monitor the collision of a certain object, rather than all collisions ?
Thanks
Eugene
File works great.
Is there a way to get it to monitor the collision of a certain object, rather than all collisions ?
Thanks
Eugene
Technical Discussion » Trigger action on RBD collision
- EugeneRockstar
- 22 posts
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Technical Discussion » Trigger action on RBD collision
- EugeneRockstar
- 22 posts
- Offline
Hey.
Does anyone know how I could trigger other parameters when certain objects collide ?
For instance, a RBD sphere drops, hits the floor and upon the hit, that activates the intensity of a light to 1
Or
When it hits, it triggers another object to begin moving - Rube Goldberg style. I could keyframe it, but I'm trying to make it as dynamic as possible.
Thanks for any guidance !
Eugene
Does anyone know how I could trigger other parameters when certain objects collide ?
For instance, a RBD sphere drops, hits the floor and upon the hit, that activates the intensity of a light to 1
Or
When it hits, it triggers another object to begin moving - Rube Goldberg style. I could keyframe it, but I'm trying to make it as dynamic as possible.
Thanks for any guidance !
Eugene
Technical Discussion » Houdini - node process order ?
- EugeneRockstar
- 22 posts
- Offline
Hey.
Newbie alert !
I'm trying to understand how Houdini processes it's nodes on each frame. Coming from a Nuke background, where every node is evaluated on each frame, does Houdini work in a similar way ?
For instance, we have a Polyreduce node connected and I'm wondering if this is evaluated every frame or only when an option is changed and it needs to re-compute ?
Also, if so, what is the best procedure to combine all nodes (like maya's delete history) ?
Thanks
Eugene
Newbie alert !
I'm trying to understand how Houdini processes it's nodes on each frame. Coming from a Nuke background, where every node is evaluated on each frame, does Houdini work in a similar way ?
For instance, we have a Polyreduce node connected and I'm wondering if this is evaluated every frame or only when an option is changed and it needs to re-compute ?
Also, if so, what is the best procedure to combine all nodes (like maya's delete history) ?
Thanks
Eugene
Houdini Indie and Apprentice » Alembic - Particle fluid emitter
- EugeneRockstar
- 22 posts
- Offline
Hey.
I'm trying to emit particles from an alembic file which has animation inside.
All works fine on frame 1, but the particles don't keep emitting from the moving geometry. They get left behind.
Any clues on how to keep emitting particles from the moving geo ?
Thanks
I'm trying to emit particles from an alembic file which has animation inside.
All works fine on frame 1, but the particles don't keep emitting from the moving geometry. They get left behind.
Any clues on how to keep emitting particles from the moving geo ?
Thanks
SI Users » RBD Instanced Particles that collide with each other ?
- EugeneRockstar
- 22 posts
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Hi.
In SI, if I emit RBD particles from a object, turn off gravity and stick them to the surface, they all jostle for position and move each other out of the way. Turning gravity back on, makes them all fall and collide with the floor
Simple stuff.
I seem to be struggling getting the same effect in Houdini. I can emit and instance the particles, but nothing I can do will make them avoid each other. They won't collide until I turn gravity back on and then they bounce on the floor and then each other.
I'm sure it's the way I'm plugging them together …
I'm trying to achieve a similar look to this :
https://www.youtube.com/watch?v=qCMKYa1OLHk [www.youtube.com]
Any ideas would be super appreciated !
Thanks
Alun.
In SI, if I emit RBD particles from a object, turn off gravity and stick them to the surface, they all jostle for position and move each other out of the way. Turning gravity back on, makes them all fall and collide with the floor
Simple stuff.
I seem to be struggling getting the same effect in Houdini. I can emit and instance the particles, but nothing I can do will make them avoid each other. They won't collide until I turn gravity back on and then they bounce on the floor and then each other.
I'm sure it's the way I'm plugging them together …
I'm trying to achieve a similar look to this :
https://www.youtube.com/watch?v=qCMKYa1OLHk [www.youtube.com]
Any ideas would be super appreciated !
Thanks
Alun.
Technical Discussion » Random Objects in Instancing
- EugeneRockstar
- 22 posts
- Offline
Hi.
Perhaps this scene will make my issue a little clearer.
Any help would be appreciated.
Thanks
Eugene
Perhaps this scene will make my issue a little clearer.
Any help would be appreciated.
Thanks
Eugene
Technical Discussion » Random Objects in Instancing
- EugeneRockstar
- 22 posts
- Offline
Sorry,
I have developed the effect I want the particles to move in (whether the nodes are wrong or right, I'm not sure) but I have an issue with some odd geometry displaying itself at the end section of my particle stream.
Eugene
I have developed the effect I want the particles to move in (whether the nodes are wrong or right, I'm not sure) but I have an issue with some odd geometry displaying itself at the end section of my particle stream.
Eugene
Technical Discussion » Random Objects in Instancing
- EugeneRockstar
- 22 posts
- Offline
Hi… i spoke slightly too soon !
I have a new issue, where big geometry of the instances is appearing at the end locator.
I just want the objects to swirl in a nice vortex, but at the moment, they're hidden by this new appearance of geometry. This scene will show you exactly what I mean.
Thanks
Eugene
I have a new issue, where big geometry of the instances is appearing at the end locator.
I just want the objects to swirl in a nice vortex, but at the moment, they're hidden by this new appearance of geometry. This scene will show you exactly what I mean.
Thanks
Eugene
Technical Discussion » Random Objects in Instancing
- EugeneRockstar
- 22 posts
- Offline
Technical Discussion » Random Objects in Instancing
- EugeneRockstar
- 22 posts
- Offline
Technical Discussion » Random Objects in Instancing
- EugeneRockstar
- 22 posts
- Offline
Hi.
I did that, but the expression didn't seem to work. I plugged in 2 object merges but nothing appeared when I played the sim.
Any thoughts ?
Thanks.
I did that, but the expression didn't seem to work. I plugged in 2 object merges but nothing appeared when I played the sim.
Any thoughts ?
Thanks.
Technical Discussion » Bake Particles & Export
- EugeneRockstar
- 22 posts
- Offline
very well said….
It's the geometry that I want to export. I'm using a copy node to instance the geometry onto particles. I just need to export the geometry with it's animation.
Thanks
It's the geometry that I want to export. I'm using a copy node to instance the geometry onto particles. I just need to export the geometry with it's animation.
Thanks
Technical Discussion » Bake Particles & Export
- EugeneRockstar
- 22 posts
- Offline
Hi.
Is it possible to bake out instanced particles and export them back into maya for rendering ?
I have a particle sim with instanced geometry that I want to bake the animation and then take into maya.
Possible ?
Thanks
Eugene
Is it possible to bake out instanced particles and export them back into maya for rendering ?
I have a particle sim with instanced geometry that I want to bake the animation and then take into maya.
Possible ?
Thanks
Eugene
Technical Discussion » Random Objects in Instancing
- EugeneRockstar
- 22 posts
- Offline
Technical Discussion » Random Objects in Instancing
- EugeneRockstar
- 22 posts
- Offline
Hi.
I'm using a object merge and copy node to instance geometry to particles. This gives me many objects but all the same.
How would I go about setting it up to randomly instance a group or number of different objects ? So, as the particles emit, it randomly assigns a different geometry to that particle.
Thanks
Eugene
I'm using a object merge and copy node to instance geometry to particles. This gives me many objects but all the same.
How would I go about setting it up to randomly instance a group or number of different objects ? So, as the particles emit, it randomly assigns a different geometry to that particle.
Thanks
Eugene
Houdini Indie and Apprentice » Multiple Geometry Instances
- EugeneRockstar
- 22 posts
- Offline
Houdini Indie and Apprentice » Multiple Geometry Instances
- EugeneRockstar
- 22 posts
- Offline
Houdini Indie and Apprentice » Multiple Geometry Instances
- EugeneRockstar
- 22 posts
- Offline
sorry… i get an empty file when I load it up…. can this file be opened in HD Apprentice version ?
Edited by - June 3, 2009 14:53:24
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