Found 31 posts.
Search results Show results as topic list.
Technical Discussion » Hrender/commandline subframes?
- neonshaun
- 31 posts
- Offline
Technical Discussion » Hrender/commandline subframes?
- neonshaun
- 31 posts
- Offline
Is there a way to render geo rop subframes from the command line?
hrender -i only seems to accept ints to skip frames, not generate subframes… am i missing something?
hrender -i only seems to accept ints to skip frames, not generate subframes… am i missing something?
Technical Discussion » trouble rendering my project?
- neonshaun
- 31 posts
- Offline
Harsh.
give this a looksy, manmonkey
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=faq#39 [sidefx.com]
give this a looksy, manmonkey
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=faq#39 [sidefx.com]
Technical Discussion » trouble rendering my project?
- neonshaun
- 31 posts
- Offline
mokeyman1
oh sorry, i feel like im making this hard. the file is this…:
CUsers/Abdullah Ahmed/pba_computer_animation_abdullah.hipnc
I can't access your file from linux… there seems to be a space in the path.
Technical Discussion » what‘s the full name of VEX
- neonshaun
- 31 posts
- Offline
Technical Discussion » Bullet physics implementation and other stuff
- neonshaun
- 31 posts
- Offline
cybermax
Anyway, I created my first SPH fluid solver which I am implementing to the bullet right now. First test show me that its really fast - 320 000particles with 6fps.
I have collision fluid with bullet convex object, where fluid and objects has reaction, so its two side.
Some stuff is simulated on GPU wia OpenCL - the reason for the speed.
sesi, where are you? hire this guy!
Technical Discussion » Set Gamma for Renderview
- neonshaun
- 31 posts
- Offline
Technical Discussion » need help! to control a component when copystamping!
- neonshaun
- 31 posts
- Offline
Technical Discussion » Bullet physics implementation and other stuff
- neonshaun
- 31 posts
- Offline
no problems here…
For the basic kinematic example, is there any way to have the bullet object inherit velocity/angular velocity when activated in bullet?
Like if I have something animated as spinning, and I want it to keep spinning in bullet until it collides with something… is that possible?
For the basic kinematic example, is there any way to have the bullet object inherit velocity/angular velocity when activated in bullet?
Like if I have something animated as spinning, and I want it to keep spinning in bullet until it collides with something… is that possible?
Houdini Lounge » Motion Blur
- neonshaun
- 31 posts
- Offline
lor
Soooooooo…..just so I have this straight…..
With Trailing motion blur, the motion blur is leading.
With Leading motion blur, the motion blur is trailing.
That right? :twisted:
lor
old thread is old
Technical Discussion » render cop on different frames?
- neonshaun
- 31 posts
- Offline
Technical Discussion » render cop on different frames?
- neonshaun
- 31 posts
- Offline
ello there,
I've got this scene with 2 mantra rops set to 2 different frames.
I'd like to bring them into cops and manipulate them without writing to disk.
I've set up a basic dummy scene, but it doesnt seem to be working. render cop 1 always shows the same image as 2, even though rop1 and 2 are forced to different frames.
Am i missing something stupid? please help! haha…
I've got this scene with 2 mantra rops set to 2 different frames.
I'd like to bring them into cops and manipulate them without writing to disk.
I've set up a basic dummy scene, but it doesnt seem to be working. render cop 1 always shows the same image as 2, even though rop1 and 2 are forced to different frames.
Am i missing something stupid? please help! haha…
Technical Discussion » getting attributes into pyro?
- neonshaun
- 31 posts
- Offline
Hi guys,
I've been playing around a bit with pyro… great stuff.
What i'm trying to figure out now is how to control smoke emission from a point attribute.
My plan was to see how temperature and fuel are taken into the pyrosolver, as I know they affect the smoke when applied to points in sops…
I was going to basically copy this setup, and change it over to another attribute and multiply it with the source in /pyrosolver/add_noise to affect the amount of smoke per point, but I cant seem to figure out where the temperature or fuel attribs are coming into the solver from sops…
can anyone explain where temperature comes in?
I've been playing around a bit with pyro… great stuff.
What i'm trying to figure out now is how to control smoke emission from a point attribute.
My plan was to see how temperature and fuel are taken into the pyrosolver, as I know they affect the smoke when applied to points in sops…
I was going to basically copy this setup, and change it over to another attribute and multiply it with the source in /pyrosolver/add_noise to affect the amount of smoke per point, but I cant seem to figure out where the temperature or fuel attribs are coming into the solver from sops…
can anyone explain where temperature comes in?
Technical Discussion » Downloads gone wild
- neonshaun
- 31 posts
- Offline
dont know if it's related, but a lot of the learning materials/tutorials seem to be down.
I just started going into the pyro vids too
I just started going into the pyro vids too
Technical Discussion » How to make particles rolling?
- neonshaun
- 31 posts
- Offline
metaball attractors would probably be the easiest way if you can get it working…
if not, take a look at the turn pop. You can make the particles turn and swirl based on distance from the metaball, or on a random attribute (that's based on velocity/life/whatever)
if not, take a look at the turn pop. You can make the particles turn and swirl based on distance from the metaball, or on a random attribute (that's based on velocity/life/whatever)
Technical Discussion » flip a switch if an attribute exists?
- neonshaun
- 31 posts
- Offline
How would you go about flipping a switch based on if an attribute exists?
Say i want the switch to be 0 until particles are birthed, then 1 until they die, but their birth/death can be changing, so no keyframes.
I know there's chexist… but i was thinking something like velocity doesn't exist until there are particles, correct? So is there a simple ifattribexist? haha
any ideas?
Say i want the switch to be 0 until particles are birthed, then 1 until they die, but their birth/death can be changing, so no keyframes.
I know there's chexist… but i was thinking something like velocity doesn't exist until there are particles, correct? So is there a simple ifattribexist? haha
any ideas?
Technical Discussion » Rest position with fur?
- neonshaun
- 31 posts
- Offline
Well i think i fixed it…
(clumporigin was based on tx ty tz instead of restx resty restz)
(clumporigin was based on tx ty tz instead of restx resty restz)
Technical Discussion » Importing Geometry Sequences
- neonshaun
- 31 posts
- Offline
Technical Discussion » Importing Geometry Sequences
- neonshaun
- 31 posts
- Offline
You mean just file it in?
tab>geometry>file>browse for geometry file (make sure show sequences as one entry is ticked)
or click the file shelf tool.
tab>geometry>file>browse for geometry file (make sure show sequences as one entry is ticked)
or click the file shelf tool.
Technical Discussion » Houdini's fluids
- neonshaun
- 31 posts
- Offline
Sidefx has some decent fluids tutorials, if you haven't seen them already (http://www.sidefx.com/index.php?option=com_content&task=blogsection&id=14&Itemid=132) [sidefx.com]
cardanFX also has some fluids videos for purchase, though i haven't tried them yet.
That's about all i can think of. I wish there were more too
cardanFX also has some fluids videos for purchase, though i haven't tried them yet.
That's about all i can think of. I wish there were more too
-
- Quick Links