Hi,
So in days of old when you used to create a Sop Vex Geometry Type Operator you had access to ptnum as a read-only global variable. Now if I try that in a cvex operator I get “Error 1067: Reference to undefined variable: ptnum”.
What is the current method for getting the current point number in the cvex context?
Cheers,
WD
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Technical Discussion » Sop vex ptnum vs cvex
- woodenduck
- 5 posts
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Houdini Indie and Apprentice » FBX Export Import
- woodenduck
- 5 posts
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Hi,
When I export a .chan from Nuke (camera tracking data) and import in to Houdini via chops, I get 7 channels. I'm guessing the first 6 are tx, ty, tz, rx, ry, rz. Does anyone know wha the seventh channel represents?
I thought it might be focal lneght, but that doesn't correlate with my scene.
Any thoughts are very welcome.
Cheers,
WD
When I export a .chan from Nuke (camera tracking data) and import in to Houdini via chops, I get 7 channels. I'm guessing the first 6 are tx, ty, tz, rx, ry, rz. Does anyone know wha the seventh channel represents?
I thought it might be focal lneght, but that doesn't correlate with my scene.
Any thoughts are very welcome.
Cheers,
WD
Technical Discussion » Particles flowing around an object
- woodenduck
- 5 posts
- Offline
Hi Kustaa,
Do you know how this might be adapted to work with deforming geometry? If the particles were generated from a walking character, so that the character would appear to flow through and around the static object?
Do you know how this might be adapted to work with deforming geometry? If the particles were generated from a walking character, so that the character would appear to flow through and around the static object?
Technical Discussion » Wedge crash
- woodenduck
- 5 posts
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Hi,
I am trying to render out a particle sim using a geometry rop and wedge. I am referencing the random seed channel of a scatter node connected to the popnet, in the wedge rop.
My simulation works fine with 100 particles but as soon as I up it to 1000 or more it crashes on frame 2 (occasionally makes it to frame 3).
My particles are advected to a smoke sim, but I have made sure divisions are not too high and that substepping and oversampling is as low as poss so as not to overload the processors.
Any thoughts on what I might be doing wrong here?
I am trying to render out a particle sim using a geometry rop and wedge. I am referencing the random seed channel of a scatter node connected to the popnet, in the wedge rop.
My simulation works fine with 100 particles but as soon as I up it to 1000 or more it crashes on frame 2 (occasionally makes it to frame 3).
My particles are advected to a smoke sim, but I have made sure divisions are not too high and that substepping and oversampling is as low as poss so as not to overload the processors.
Any thoughts on what I might be doing wrong here?
Technical Discussion » Particles flowing around an object
- woodenduck
- 5 posts
- Offline
I have a cloud of particles moving through a scene. I want these particles to encounter a static object and flow around it, but then reform in to their original shape on the other side of the static object and continue on their way. Similar to the way water would flow around a rock in a river.
I have had some success with geometry points and a metaball with radial force, but I would really like to do it inside a popnetwork.
I toyed with an attractor pop but with limited reults, it may be my best bet but I'm hoping someone out here as some ingenius suggestions!
Anyone got any thoughts on how this might be achieved?
Cheers guys,
Joe
I have had some success with geometry points and a metaball with radial force, but I would really like to do it inside a popnetwork.
I toyed with an attractor pop but with limited reults, it may be my best bet but I'm hoping someone out here as some ingenius suggestions!
Anyone got any thoughts on how this might be achieved?
Cheers guys,
Joe
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