Thanks Mr.Magnus, I was using the sop solver initially but due to my limited knowledge I couldn't figure out how to then make the attribute fade. I managed to find another way by removing the sop solver and using the attribtransf do the work but this provided me with 1 frame cd values, which is the opposite of the problem I had with sop solver but then I used a chop net to lag the attribute, this way its fully controllable.
many thanks!
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Houdini Learning Materials » vex/expression - attribute with age or time limit
- Tm
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Houdini Learning Materials » vex/expression - attribute with age or time limit
- Tm
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Hey guys, building a simple rain rig using attribtransfer which works great but once my particles hit the grid and the grid gets all the little white dots, they stay there forever and I don't want that, I need the cd value to disappear after a specified amount of time. any idea how I could do this?
Im learning but im still a ways away but I thought maybe some sort of expression which counts how long a prim/point has been anything but black then when it reaches a certain e.g. frame limit of 25 it turns the cd value to 0,0,0 again.
many thanks!
edit** I don't think I can use the particles $age value here as once the particles hit the grid theyre not exactly linked anymore are they so the values mean nothing?
Im learning but im still a ways away but I thought maybe some sort of expression which counts how long a prim/point has been anything but black then when it reaches a certain e.g. frame limit of 25 it turns the cd value to 0,0,0 again.
many thanks!
edit** I don't think I can use the particles $age value here as once the particles hit the grid theyre not exactly linked anymore are they so the values mean nothing?
Edited by Tm - Jan. 4, 2017 04:45:16
Houdini Learning Materials » gradual glass shatter - hide seams
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any idea how to shatter glass but hide the seams? Im after a effect where in I dont utilise the 2 frame switch from geo to fractured geo. I need to the glass to gradually shatter from whatever point I choose and not show the fracture marks beforehand. any ideas?
Houdini Learning Materials » Bounding box group packed prim
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Houdini Learning Materials » Bounding box group packed prim
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**revised question**
Custom bounding box select/delete packed prim objects in sops.
Custom bounding box select/delete packed prim objects in sops.
Edited by Tm - Nov. 17, 2016 09:36:18
Houdini Learning Materials » solver sop run set actions on different prim per frame
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Hey guys, how do I set up the solver so that on each new frame it doesnt repeat the same action on the same piece of geo but instead performs that same action on a new piece of geo.
e.g.
copy sop which generates random shapes above solver, solver runs processes on ONLY one prim/shape per frame so piece1 for frame1 then piece2 for frame2.
thanks
e.g.
copy sop which generates random shapes above solver, solver runs processes on ONLY one prim/shape per frame so piece1 for frame1 then piece2 for frame2.
thanks
Houdini Learning Materials » For Each per primitive
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Hey guys I'm trying to achieve something and can't really figure out a way to do it. I need houdini to:
1.create a grid 2x2(square face)
2.extrude face and create group with only top face
3.transform with some code for translate
4.copy sop stamping 6 times with code for rand translate in y so boxes are all different heights(RANDOM EXTRUDE BASICALLY)
**And here is where Im stuck**
5.for each function but it needs to be performed PER PRIM/PER BOX separately and not on all geo at once as specific nodes inside refer to the height value of the box which means it doesn't work as there are 6 different height boxes so the height value isn't specific to one
6.output 6 boxes with the for each applied.
I hope that makes sense, another approach I thought of was running my for each procedure on a single cube then using some code copy stamp and thats where I randomize things like height but wouldnt it then need feed back before the for each so it works?
thanks
1.create a grid 2x2(square face)
2.extrude face and create group with only top face
3.transform with some code for translate
4.copy sop stamping 6 times with code for rand translate in y so boxes are all different heights(RANDOM EXTRUDE BASICALLY)
**And here is where Im stuck**
5.for each function but it needs to be performed PER PRIM/PER BOX separately and not on all geo at once as specific nodes inside refer to the height value of the box which means it doesn't work as there are 6 different height boxes so the height value isn't specific to one
6.output 6 boxes with the for each applied.
I hope that makes sense, another approach I thought of was running my for each procedure on a single cube then using some code copy stamp and thats where I randomize things like height but wouldnt it then need feed back before the for each so it works?
thanks
Work in Progress » Web Girl
- Tm
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