thanks jason!
my gap was in the Bounds optin, now evetrithing works
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Technical Discussion » How to delele particles coming from RealFlow?
- augusto
- 21 posts
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Technical Discussion » How to delele particles coming from RealFlow?
- augusto
- 21 posts
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Hi people,
I'm doing some experiemnts on Realflow particles inported into houdini11, what I'm trying to do is select particles inside a geometry and delete them.
What's the best way to do this?
Thanks everybody in advice.
I'm doing some experiemnts on Realflow particles inported into houdini11, what I'm trying to do is select particles inside a geometry and delete them.
What's the best way to do this?
Thanks everybody in advice.
Technical Discussion » how to use RBD solver with emitted particles?
- augusto
- 21 posts
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sorry mightcouldb1 but I'm not getting the results that you say, can you post a simple example scene?
Technical Discussion » how to use RBD solver with emitted particles?
- augusto
- 21 posts
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Hi poeple,
I'm wandering how to use the rigid bodies solver with a series of boxes emitted from a surface, I'm using a POP for emit particles from a sphere and after using a copy to assign a box to the particles so I get an emission of boxes and when I connect a RBD houdini treats the emission as a unique object so only the first box emitted has a good dynamic or the entire flow of boxes takes the movement of the first box
I'm missing something for sure, can someone help me?
I'm wandering how to use the rigid bodies solver with a series of boxes emitted from a surface, I'm using a POP for emit particles from a sphere and after using a copy to assign a box to the particles so I get an emission of boxes and when I connect a RBD houdini treats the emission as a unique object so only the first box emitted has a good dynamic or the entire flow of boxes takes the movement of the first box
I'm missing something for sure, can someone help me?
Houdini Indie and Apprentice » emission from texture
- augusto
- 21 posts
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Hi Jeff,
I got the solution that more closely fits my needengs in the thecchnical section of the forum.
By the way this is one more way and it's interesting like the others I've seen.
Thanks for your attntion,
Augusto
I got the solution that more closely fits my needengs in the thecchnical section of the forum.
By the way this is one more way and it's interesting like the others I've seen.
Thanks for your attntion,
Augusto
Technical Discussion » emission drived by color
- augusto
- 21 posts
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I did it Swann
no VOPSOP needed, just crete an attribute before the paint sop, activate the “override color” and use the attribute name just created, after the paint use a “promote attribute” and convert from Point to Primitive.
After this into popnet/source set emission to “surfaces (attribute)” and put the attribute name into the “distribution attribute” field.
that's it
by the way both the solutions are very useful, thanks again for your help
no VOPSOP needed, just crete an attribute before the paint sop, activate the “override color” and use the attribute name just created, after the paint use a “promote attribute” and convert from Point to Primitive.
After this into popnet/source set emission to “surfaces (attribute)” and put the attribute name into the “distribution attribute” field.
that's it
by the way both the solutions are very useful, thanks again for your help
Technical Discussion » emission drived by color
- augusto
- 21 posts
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thanks Swann
your link covers exactly what I'm looking for
by the way the example file has a VOP and generates a randomized texture inside this, nothing bad but if I want to paint the withe areas how can I make the VOP use these datas? I have no experience in VOP.
your link covers exactly what I'm looking for
by the way the example file has a VOP and generates a randomized texture inside this, nothing bad but if I want to paint the withe areas how can I make the VOP use these datas? I have no experience in VOP.
Technical Discussion » emission drived by color
- augusto
- 21 posts
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Hi people,
I posted the same question in apprentice area but without answer, maybee this is the right place.
I'm wandering how to make an emission of particles or smoke drived by a texture
for instance I create a withe noise map and I project this on a surface and after this I want to make emission happens on the withe zones only, taking care also of the gradient.
I posted the same question in apprentice area but without answer, maybee this is the right place.
I'm wandering how to make an emission of particles or smoke drived by a texture
for instance I create a withe noise map and I project this on a surface and after this I want to make emission happens on the withe zones only, taking care also of the gradient.
Houdini Indie and Apprentice » Masterclass: Crumpling and Tearing, slow ?
- augusto
- 21 posts
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I have the same problem with a QuadExtreme x9650 3GHz and 8Mb ram 1600 GHz under WIN7-64
Houdini Indie and Apprentice » emission from texture
- augusto
- 21 posts
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Hi people,
I'm wandering how to make an emission of particles or of a fluid effect like pyro can by drived by a texture, for instance I create a withe noise map and I project this on a surface and after this I want to make emission depends on the withe zones taking care also of the gradient of the texture.
I think this is a very useful thing for various FX works.
I'm wandering how to make an emission of particles or of a fluid effect like pyro can by drived by a texture, for instance I create a withe noise map and I project this on a surface and after this I want to make emission depends on the withe zones taking care also of the gradient of the texture.
I think this is a very useful thing for various FX works.
Houdini Indie and Apprentice » objects as bones
- augusto
- 21 posts
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Houdini Indie and Apprentice » objects as bones
- augusto
- 21 posts
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Houdini Indie and Apprentice » objects as bones
- augusto
- 21 posts
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Hi guys
is it possible in houdini to use other objects as bones? for example a box or a particle
I did a serie of boxes linked together as a chain and when I try to make the CaprtureGeometry set them as deforming bones it doesent work
is it possible in houdini to use other objects as bones? for example a box or a particle
I did a serie of boxes linked together as a chain and when I try to make the CaprtureGeometry set them as deforming bones it doesent work
Technical Discussion » Houdini 2 Krakatoa
- augusto
- 21 posts
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thanks ceegee for your attention,
can you help me to do the same? where can i find the realflow export sop? is it already in Houdini or I have to download from side effects?
can you help me to do the same? where can i find the realflow export sop? is it already in Houdini or I have to download from side effects?
Technical Discussion » Houdini 2 Krakatoa
- augusto
- 21 posts
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hi CeeGee
I beleave you but I'm only asking if there is a way to export data from Houdini, I like Houdini but I also like to try how can applications comunicate between them, just in case :wink:
I beleave you but I'm only asking if there is a way to export data from Houdini, I like Houdini but I also like to try how can applications comunicate between them, just in case :wink:
Technical Discussion » Houdini 2 Krakatoa
- augusto
- 21 posts
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Hi everybody,
does anyone knows if there is a way to export houdini particles in the RealFlow BIN format? This could be a great way to export particles between Houdini and a lot of applications.
One of the mayor application for render a wide number of particles in a fast and accurate way is Krakatoa from FranticFilms under 3dsMAX ant it supports the RealFlow BIN format and lets to load and edit it in the main 3dsMAX particle system (particleflow).
here you can fin a good example of what Krakatoa lets to render
http://www.franticfilms.com/software/support/krakatoa/downloads/CPember_MiniCooper_siggraph06.mov [franticfilms.com]
does anyone knows if there is a way to export houdini particles in the RealFlow BIN format? This could be a great way to export particles between Houdini and a lot of applications.
One of the mayor application for render a wide number of particles in a fast and accurate way is Krakatoa from FranticFilms under 3dsMAX ant it supports the RealFlow BIN format and lets to load and edit it in the main 3dsMAX particle system (particleflow).
here you can fin a good example of what Krakatoa lets to render
http://www.franticfilms.com/software/support/krakatoa/downloads/CPember_MiniCooper_siggraph06.mov [franticfilms.com]
Technical Discussion » soft selections
- augusto
- 21 posts
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thank you simon! now all is good!
I was looking for a good softselection system both for sphere and custom geometries and that's it
in this occasion I also discovered the metaball node, it works good for a lot of things
Thanks also to probbins for the tip about the metaball, I was wrong about your affermation but I'm only a junior on Houdini, now I understand
I was looking for a good softselection system both for sphere and custom geometries and that's it
in this occasion I also discovered the metaball node, it works good for a lot of things
Thanks also to probbins for the tip about the metaball, I was wrong about your affermation but I'm only a junior on Houdini, now I understand
Technical Discussion » soft selections
- augusto
- 21 posts
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Technical Discussion » soft selections
- augusto
- 21 posts
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hi simon, this is what i did using your solution and is exactly what I was looking for, as you can see the solution is very slow, how can I speedup this system?
I also had to set the “number of threads” to no treading in the VOP SOP othervise I obtain a doubled selection, why this?
I also had to set the “number of threads” to no treading in the VOP SOP othervise I obtain a doubled selection, why this?
Edited by - April 8, 2008 14:49:22
Technical Discussion » soft selections
- augusto
- 21 posts
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