Apparently in previous version (the course was made in Houdini 13) you could set up variables in the Distance paramenters. So you could set $CR or $Cd directly and this systems works. Now that all is shifting to Attributes this is no longer possible. I also found a video made by the authour providing a workaround with an attribute wrangle, using the Y position on the points, but of course this way works only if you need a shift in the Y position, cause the points don't move along their normals.
I've just started to learn Houdini so i didn't thing of Displace along normal as an alternative, i'll try as soon as possible, thanks a lot ^^
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Technical Discussion » Polyextrude Distance Scale
- Homer0
- 6 posts
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Technical Discussion » Polyextrude Distance Scale
- Homer0
- 6 posts
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Here's my scene (i'm following the course from Hellolux: Tea and Cookies).
The part for the extrusion start with the Point1 node, where i add a gradient based on the bounding box of the object. Then with a vop i use a ramp to control it. After that i convert the Cd attribute to Primitive (to make it work with the Polyextrude). in the Polyextrude node, as you can see, i'm using the Cd attribute to drive the extrusion based on the gradient, but it has no effect on it. If you try to switch from Connected Component to Individual Elements you'll see that the gradient will work.
The part for the extrusion start with the Point1 node, where i add a gradient based on the bounding box of the object. Then with a vop i use a ramp to control it. After that i convert the Cd attribute to Primitive (to make it work with the Polyextrude). in the Polyextrude node, as you can see, i'm using the Cd attribute to drive the extrusion based on the gradient, but it has no effect on it. If you try to switch from Connected Component to Individual Elements you'll see that the gradient will work.
Technical Discussion » Polyextrude Distance Scale
- Homer0
- 6 posts
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Hi, i was wondering why the Local attribues of the Polyextrude doesn't work unless the node is set to Individual Elements. It's a know issue you're planning to fix or is an intented thing? Cause use attributes to control the extrusion is great, but in 50% of the cases is useless if you can't use with Connected Components…
Found a couple of workaround but they apply only if you're starting with a plan geometry at Y=0.
Found a couple of workaround but they apply only if you're starting with a plan geometry at Y=0.
Houdini Indie and Apprentice » Multiple fluid emitters.
- Homer0
- 6 posts
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Thanks Enivob, i already did that; the problem seems to was elsewhere. Since i didn't create every node manually but simply used the shelf to set up another Emit Particle Fluid and then delete the 2nd Flipfluidobject; the create_surface_volume of the second emitter still had the Particle Separation linked to the Flip i deleted. I corrected that to the first flip and now is working ^^
Now i just have to keyframe the Activation parameter to change the start emitting time.
Another question. Now that i have only one Flip object i have only 1 particle fluid network to import and cache my particles. This is good, but since it'll become a very heavy scene, i was wondering if i at least cache all the particle and then simulate the Whitewater separately using the cached particle.
I know probably it's a silly question, but i just want to know if the whitewater simulation can use cached particle or need a simulated one to work and react properly.
Now i just have to keyframe the Activation parameter to change the start emitting time.
Another question. Now that i have only one Flip object i have only 1 particle fluid network to import and cache my particles. This is good, but since it'll become a very heavy scene, i was wondering if i at least cache all the particle and then simulate the Whitewater separately using the cached particle.
I know probably it's a silly question, but i just want to know if the whitewater simulation can use cached particle or need a simulated one to work and react properly.
Edited by Homer0 - June 1, 2016 06:15:58
Houdini Indie and Apprentice » Multiple fluid emitters.
- Homer0
- 6 posts
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Sean Rowe
You can use multiple sources in your DOP network. Create another Source Volume node and reference each grid separately, then connect both into your merge2 node.
I did, but it simulate only 1 emitter…
ok it worked but only on a new test where i actually made 1 grid and then copied to make the other one. But if i create the second one something does not work, dunno if if the flipfluiobject or something else… any advice?
Edited by Homer0 - May 31, 2016 15:19:47
Houdini Indie and Apprentice » Multiple fluid emitters.
- Homer0
- 6 posts
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Hi all, i've some questions regarding the houdini flip fluids.
Let's say i want a scen with 2 grids emitting fluids and interacting between each other, so i made a container with 2 geometry, 2 create_surface_volume, then merged it and used the whole container as a flipfluidobject (i attached an image to show).
Now i'd like to make 1 grid start emitting at frame 1 and the other one at frame 50. I looked around but i couldn't find the way to set this up.
Thanks in advance for the help ^^
Let's say i want a scen with 2 grids emitting fluids and interacting between each other, so i made a container with 2 geometry, 2 create_surface_volume, then merged it and used the whole container as a flipfluidobject (i attached an image to show).
Now i'd like to make 1 grid start emitting at frame 1 and the other one at frame 50. I looked around but i couldn't find the way to set this up.
Thanks in advance for the help ^^
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