Ok soo it looks like it is working now Got an Id for my particles from realflow and as tamte suggested I checked the seed attribute from the attribute randomize node and it assigned the pscale based on the attribute. Thanks you Tamte
Would be interesting to know if you guys had other suggestions though if for instance I did not have an id attribute for my particles what would you have done ?
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Technical Discussion » Constantly changing particles points number issues
- Wallou
- 9 posts
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Technical Discussion » Constantly changing particles points number issues
- Wallou
- 9 posts
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hey tamte and thanks for your reply, well I do not have an id attribute from the realflow sim which is probably what is causing so much trouble. Even if I create an attribute named id and assign it a random number and then sort the point by attribute id it doesn't work it keeps jumping every few frames.
Technical Discussion » Constantly changing particles points number issues
- Wallou
- 9 posts
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Hi,
So I'm going to try and explain this problem as simply as possible. Basically I've imported a snow simulation sequence from Realflow to Houdini where I'm using the particles to create VDBs using VDB from particles.
This is all working fine but now the problem comes when the particles are animated (and get deleted), I've used a Pscale attribute to give random scale to the particles in the VDB which is working fine but as I skip through the sequence the individual particles change scale every frame which cause massive flicker in the render.
So I know this is happening because as soon as the particles get deleted then there point number changes and therefore the particles with the scale assigned to them are no longer in the same position.
Does anyone know a solution to this issue ? I'm sure there is a very simple work around but I've been looking and trying for hours and can't seem to fix it.
Thanks !
So I'm going to try and explain this problem as simply as possible. Basically I've imported a snow simulation sequence from Realflow to Houdini where I'm using the particles to create VDBs using VDB from particles.
This is all working fine but now the problem comes when the particles are animated (and get deleted), I've used a Pscale attribute to give random scale to the particles in the VDB which is working fine but as I skip through the sequence the individual particles change scale every frame which cause massive flicker in the render.
So I know this is happening because as soon as the particles get deleted then there point number changes and therefore the particles with the scale assigned to them are no longer in the same position.
Does anyone know a solution to this issue ? I'm sure there is a very simple work around but I've been looking and trying for hours and can't seem to fix it.
Thanks !
Technical Discussion » Houdini grains colour to C4D ?
- Wallou
- 9 posts
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Hi,
So I've done this sand simulation where I've got my particles change colour as they get hit. I'm exporting the sequence as an alembic sequence that I then read in C4D. Now the problem is I can't find any ways of rendering the colours of my particles in C4D, I know the alembic is giving me a vertex colour map which won't work with the vertex map shader in C4D as the geometry I'm cloning on the particles aren't the same as the ones in Houdini if that makes sens.
Was just wondering if anyone knows a way that I could link my grains colours inside C4D using the data I already have ?
Thanks
So I've done this sand simulation where I've got my particles change colour as they get hit. I'm exporting the sequence as an alembic sequence that I then read in C4D. Now the problem is I can't find any ways of rendering the colours of my particles in C4D, I know the alembic is giving me a vertex colour map which won't work with the vertex map shader in C4D as the geometry I'm cloning on the particles aren't the same as the ones in Houdini if that makes sens.
Was just wondering if anyone knows a way that I could link my grains colours inside C4D using the data I already have ?
Thanks
Edited by Wallou - June 21, 2017 08:09:23
Technical Discussion » Animated object colliding with Houdini grains issue
- Wallou
- 9 posts
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Alright it's all solved using deforming object instead of static worked great ! Thanks for the help
Technical Discussion » Animated object colliding with Houdini grains issue
- Wallou
- 9 posts
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Hi Jlait and thanks for your quick answer, I'm going to try out your solutions and see if that works, for now i've broken down my logo which is symmetrical in 4 different shapes instead of one which works already better but it's not perfect. I haven't tried the deforming Object shelf tool but will do an see what happens. You are definitely right that the shape is not closed so that is probably what is causing troubles.
I'll keep you posted
Cheers
I'll keep you posted
Cheers
Technical Discussion » Animated object colliding with Houdini grains issue
- Wallou
- 9 posts
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Hi all !
So I'm doing this animation where I have a box of dry sand and I need to animate a logo as if it's drawing into the sand (like you would kind of draw something with your finger at the beach).
So I've done a first test with a simple torus animating along his radius onto the sand and that worked all fine.
But now that i'm trying with the animated logo it kind of works but it is very jumpy and don't recognise the shape so well. The way I'm animating the logo is using a trace on a PNG sequence of my logo animation and then extruding it and make it draw on top of the sand and I'm using the extrude as a collider.
So my guess right now is that the extruded shape out of the trace isn't really recognise as a ‘'solid’' mesh and therefore it's not really working.
Sorry I'm really new to Houdini and I'm sure this is something that can easily be fixed, maybe you guys know a better way to make my logo animation interact with the sand ?
Thanks in advance for your answers.
So I'm doing this animation where I have a box of dry sand and I need to animate a logo as if it's drawing into the sand (like you would kind of draw something with your finger at the beach).
So I've done a first test with a simple torus animating along his radius onto the sand and that worked all fine.
But now that i'm trying with the animated logo it kind of works but it is very jumpy and don't recognise the shape so well. The way I'm animating the logo is using a trace on a PNG sequence of my logo animation and then extruding it and make it draw on top of the sand and I'm using the extrude as a collider.
So my guess right now is that the extruded shape out of the trace isn't really recognise as a ‘'solid’' mesh and therefore it's not really working.
Sorry I'm really new to Houdini and I'm sure this is something that can easily be fixed, maybe you guys know a better way to make my logo animation interact with the sand ?
Thanks in advance for your answers.
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