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Found 102 posts.

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Technical Discussion » How to achieve while loop in SOP not VOP ,thanks

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igou
102 posts
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 Aug. 15, 2018 08:41:52
cklosters
You could use the foreach SOP and use a stop condition: http://www.sidefx.com/docs/houdini13.0/nodes/sop/foreach [www.sidefx.com]
Thanks Cklosters, that's really want I need!

I just tried this way, set loop iteration a high number(like 1000)and write a bit expression for “stop condition” like:
detail(“../some_node_inside_loop”,“stop”,0) == 1

than when this detail attribute be 1 the forloop will stop.
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Technical Discussion » whitewater look like balls

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igou
102 posts
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 March 29, 2017 10:40:53
Hello,
I'm testing a splash for my project.but the whitewater seem very strange, some where just like “ball”. does anyone know what caused that and how to fix please?

thanks a lot!

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Technical Discussion » SOP solver object mask confusion

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igou
102 posts
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 Feb. 4, 2017 13:02:15
Hi Hibatchi,

Not sure your question. If you want to apply something only on Obj1, you can use “switch” sop inside sopsolver and write:
ch(“../dop_geometry/objpattern”) == $OBJID(witch id you want to keep)
then only Obj1 will affected.

You can check the file
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Technical Discussion » Memory issue when render with huge particle

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igou
102 posts
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 July 24, 2016 13:45:39
Hi trojan,

Thanks for the advice.
Yes, in the end I slice them. render separately and merge in comp. that's cool!

Cheers,
iGou
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Technical Discussion » Memory issue when render with huge particle

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igou
102 posts
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 June 9, 2016 00:14:04
Hi friends,

Currently I doing a shot need to render more than 200 million particle.
It's a sand effects so I just render them as point with mantra surface(diffuse only).

For optimize I've removed all the attribute I don't need.
The lighting only one sun light and one env light.
And everything is delay shader.

But the rendering will took 30+GB memory…..

Sorry I can't provide the scene, but does we have a idea can optimize more?
Any advise will appreciate!

iGou
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Technical Discussion » switch in wrangle?

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igou
102 posts
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 Jan. 10, 2016 02:18:50
Thanks for answer : )
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Technical Discussion » switch in wrangle?

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igou
102 posts
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 Jan. 8, 2016 11:14:30
Hi friends,

It's possible write a switch in wrangle? I mean write a code in VEX. Not switch sop or vop.
I can't found anything about switch in document.
If can, May I ask where I can find the information?

Well… maybe that will not be a big problem. But I would like use switch than if if if more.
Thanks!
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Technical Discussion » Random vop don't work correct with pcopen

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igou
102 posts
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 Sept. 21, 2015 10:01:07
Oh sorry Tamte. round vop was work, I misunderstood your answer.
Cool, Thank you very much!
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Technical Discussion » Random vop don't work correct with pcopen

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igou
102 posts
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 Sept. 21, 2015 08:48:24
tamte
while spreadsheet may not have as high precision as attributes so they are rounded, therefore the values may indeed not be the same, it's weird that Random VOP produces different results even when Clamp Position To Integer is checked, if you round it yourself before everything seems as expected, maybe submit a bug about it

Hi Tamte,
Yes I've try floor or change to integer but didn't work. Also I set it to pos or Cd, and get from pos(or Cd) again, that's don't work, too.(but color or position in viewport is correct…..)
It's seen a bug. It only appear after do random, compare or set to other attribute(different type attribute).
thanks. I will go to submit it.

Enivob
What did you expect? It is generating a random color. You have converted the number 1 into a random color.

Hi Enivob : )
Well,I want to use this value do condition for something, not for random color.
So it will be a problem if the value don't work correctly.
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Technical Discussion » Random vop don't work correct with pcopen

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igou
102 posts
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 Sept. 20, 2015 10:40:27
My point cloud have a attribute “temp”,the value was set to 1.
And then, I use pcopen to search “temp”. All of the points should get a result 1.
If I write out the result, I can see all of the value is 1 in GeometrySpeardsheed. But when I sent this value to random vop, the output color will different!! Why?

This problem is not only happen in random vop, but also in compare vop.

Is there any idea can solve it? Thank you!
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Technical Discussion » How to make Hard Constraint stronger?

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igou
102 posts
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 Sept. 2, 2015 13:04:51
Thank you Cwhite. that is work : )
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Technical Discussion » How to make Hard Constraint stronger?

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igou
102 posts
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 Sept. 1, 2015 09:48:53
Hi friends,

I'm doing a tree simulation with rbd. But the constraints is way too soft.
https://youtu.be/00O7WJQIEtY [youtu.be]

The s@constraint_type is “all” and use Hard Constraint Relationship.
I know increase constraint number maybe can help, but there is already 20,000+ constraints and result was still softy.
So I'm wander if we have a way can make it more stronger without increase the constraint number .

About my setting: I scatter point on those pieces and connect them by Connect Adjacent Piece sop,
and use primitive to scale them so the @restlength all is zero.
Sorry I could not upload the scene file. It's our currently project scene.

Thanks!
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Technical Discussion » POP spin problem with RBD packed obj

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igou
102 posts
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 June 29, 2015 00:26:36
With my friend's help I found the reason. It's just a simple mistake. The spin force should apply after bullet solver. And everything will work find.
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Technical Discussion » POP spin problem with RBD packed obj

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igou
102 posts
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 June 26, 2015 12:28:49
Hi everyone,
I'm doing a RBD simulation with RBD packed obj. I used POP spin dop to get some spin and the result was strange.
https://youtu.be/LaO3sR5ZsVw [youtu.be]

They're not just spin, they fly away!
All setting is basic. I just add a POP spin dop.

So, how to make a correct spin?
Is there any idea, please.
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Houdini Lounge » Questions about Houdini Bullet

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igou
102 posts
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 March 16, 2015 09:52:34
Ooops! I just notice the “Make Objects Mutual Affectors”is turn on in Bullet solver, this is why no collision relationship don't work.
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Houdini Lounge » Questions about Houdini Bullet

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igou
102 posts
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 March 14, 2015 08:00:14
Hi guys
Could I ask more information about collide relationship and nocollider? I just trying to let the box2 only collide with box0, but it don't work. is the setting wrong?
thanks!
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Technical Discussion » ocean wave pattern repeat

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igou
102 posts
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 Oct. 25, 2014 10:24:44
Hi Joker,thanks the example!
I didn't get what you mean at first, but now I understand I think.
btw, when I set Griz Size bigger I can see the displacement map be more complex in comp. but my ocean surface's scale will look smaller!?
anyway Grid Size is seen difficult to control but I guess it is I need. I just have take more time to try it :wink:
and this is some my testing result. it's better than I expected!
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Technical Discussion » ocean wave pattern repeat

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igou
102 posts
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 Oct. 23, 2014 05:51:03
it's solved!
I'm not sure what's the reason but increase Resolusion Exponent and Grid Size look be help : )
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Technical Discussion » ocean wave pattern repeat

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igou
102 posts
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 Oct. 23, 2014 05:02:12
sorry, I forgot upload my scene. it's a bit different with picture one but same problem.
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Technical Discussion » ocean wave pattern repeat

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igou
102 posts
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 Oct. 23, 2014 00:40:40
I created a ocean with ocean fx. it's looks super great and just one problem, the pattern repeating is very obvious even I set the grid very big.
I dive into oceanspectum sop to tried to modifier the pattern noise but can't found the node which can control noise…orz

if i want to modifier the noise, where I can find this node? or other idea can fix the problem,please? :cry:
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