As far as I know (from my experience) the Emission Amount parameter is a value of 0 or 1, the on/off button.
If you want to increase emission you should increase your temperature/fuel, im not 100% sure if this is the correct way but it emits more fluid..
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Houdini Indie and Apprentice » Volume Fluids: Emission Rate?
- vleermeneer
- 245 posts
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Houdini Indie and Apprentice » Fetch creation frame of RBD fractured object
- vleermeneer
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Aah yes I think I understand now..
I've also noticed what I was doing wrong, when I created the trail sop and took a look in the details view I saw some variables called vx, vy, and vz and I tought this was one value in total but it actually is a velocity value per point.
I will try out some stuff as soon as I get home!
It all seems a bit more logical now I think about it..
Thanks again, and I'll let you know how it goes!
I've also noticed what I was doing wrong, when I created the trail sop and took a look in the details view I saw some variables called vx, vy, and vz and I tought this was one value in total but it actually is a velocity value per point.
I will try out some stuff as soon as I get home!
It all seems a bit more logical now I think about it..
Thanks again, and I'll let you know how it goes!
Houdini Indie and Apprentice » Fetch creation frame of RBD fractured object
- vleermeneer
- 245 posts
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Yes I was aiming that the MADNESS reaction..
Uhm I think I understand, the one from DOPS has been given free because of the DOP environment, I dont know exactly why.. if you would like to explain this.. please..
I still dont really understand the trail SOP's velocity, when I emit particles from the surface afterwards I noticed it inherits the velocity of my object. Which is pretty neat..
But my main goal was actually using a velocity variable inside anything I like, for example I would like to increase the amount of particles emitted from an object with the value of my velocity.
Trough the DOP's velocity it works out, now my next challenge would be through a SOP local variable (if it is a local variable).
Ive got this scene in front of me, an Utah teapot, Ive generated some noise in its Y axis so I have a little varience in the animation.
Then I've generated particles from the surface by connecting it as a first imput.
What I want to do now is inside the popnet, there's a source node using the first imput connection, now In this node there should be a Const Birth Rate parameter. I would like to use my Y velocity as a value.
Many thanks again for your time and patience!
Uhm I think I understand, the one from DOPS has been given free because of the DOP environment, I dont know exactly why.. if you would like to explain this.. please..
I still dont really understand the trail SOP's velocity, when I emit particles from the surface afterwards I noticed it inherits the velocity of my object. Which is pretty neat..
But my main goal was actually using a velocity variable inside anything I like, for example I would like to increase the amount of particles emitted from an object with the value of my velocity.
Trough the DOP's velocity it works out, now my next challenge would be through a SOP local variable (if it is a local variable).
Ive got this scene in front of me, an Utah teapot, Ive generated some noise in its Y axis so I have a little varience in the animation.
Then I've generated particles from the surface by connecting it as a first imput.
What I want to do now is inside the popnet, there's a source node using the first imput connection, now In this node there should be a Const Birth Rate parameter. I would like to use my Y velocity as a value.
Many thanks again for your time and patience!
Houdini Indie and Apprentice » Fetch creation frame of RBD fractured object
- vleermeneer
- 245 posts
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Ah yes that seems to be working!
Houdini is quite hard when you're a beginner, I have much to learn..
Ok.. but how would this work out inside SOP's? When I generate velocity trough the trail SOP?
Or am I talking madness right now?
Houdini is quite hard when you're a beginner, I have much to learn..
Ok.. but how would this work out inside SOP's? When I generate velocity trough the trail SOP?
Or am I talking madness right now?
Houdini Indie and Apprentice » Fetch creation frame of RBD fractured object
- vleermeneer
- 245 posts
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Hi guys, just tested out some stuff but theres still something in Houdini which I dont quite understand.
When I take a look in the detail view of my object I can see vx, vy, vz these three variables should be velocity if Im correct.
How can I use one of these variables to drive, lets say my particle constant birth rate?
I tried using ch(“../../trial1/vy”), im obviously doing something wrong here, I tried looking around in the manual but im not quite sure what im looking for..
I appreciate all help!
When I take a look in the detail view of my object I can see vx, vy, vz these three variables should be velocity if Im correct.
How can I use one of these variables to drive, lets say my particle constant birth rate?
I tried using ch(“../../trial1/vy”), im obviously doing something wrong here, I tried looking around in the manual but im not quite sure what im looking for..
I appreciate all help!
Houdini Indie and Apprentice » Fetch creation frame of RBD fractured object
- vleermeneer
- 245 posts
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Houdini Indie and Apprentice » Fetch creation frame of RBD fractured object
- vleermeneer
- 245 posts
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Thanks I will check it out as soon as possible!
Do you also happen to know if I can fetch veclocity from objects?
Or do I need to create a script comparing the current frame with the previous one?
Do you also happen to know if I can fetch veclocity from objects?
Or do I need to create a script comparing the current frame with the previous one?
Houdini Indie and Apprentice » Fetch creation frame of RBD fractured object
- vleermeneer
- 245 posts
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Is there a way to use the creation frame of a Breakable RBD object?
Ive been looking around for a while, and could not seem to find it.
I would like to use frame this to trigger multiple events at the same time.
At the moment Im just keyframing, it would be alot nicer if I am able to reuse the creation frame value..
Ive been looking around for a while, and could not seem to find it.
I would like to use frame this to trigger multiple events at the same time.
At the moment Im just keyframing, it would be alot nicer if I am able to reuse the creation frame value..
Houdini Indie and Apprentice » Resize Smoke Box Tutorial with Object
- vleermeneer
- 245 posts
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Hi there,
I dont know really why this is happening but I think it has to do with resolution, I usually give my fluid some space before actually resizing.
In the resizefluid node you can add 10 to X, Y, and Z in the padding -> voxels tab.
Works over here.
I dont know really why this is happening but I think it has to do with resolution, I usually give my fluid some space before actually resizing.
In the resizefluid node you can add 10 to X, Y, and Z in the padding -> voxels tab.
Works over here.
Houdini Indie and Apprentice » Common workflow for facial rigging a character?
- vleermeneer
- 245 posts
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Hey guys,
Thanks for your responses, I think I might try the two deform SOP's, my only question about this is what kind of complications would I occur inside the lighting pipeline?
Thanks for your responses, I think I might try the two deform SOP's, my only question about this is what kind of complications would I occur inside the lighting pipeline?
Houdini Indie and Apprentice » Common workflow for facial rigging a character?
- vleermeneer
- 245 posts
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Hey guys,
Im currently working on a character which I plan to sculpt, texture, (muscle) rigg, animate, and render.
It will be a detailed model of Sylvestre Stallone as Rambo, when its finished I will share it to the houdini community fully textured and muscle rigged.
Ive modeled a base model in Houdini and I've send it to 3D Coat for sculpting and texturing.. and while I was working on the head I was already thinking ahead a few steps on what would be optimal for facial rigging..
After looking around on the internet I'm not sure what I should do with facial rigging, I see some people are using blendshapes, some people use bones, but what I usually see is the head being detached from the body.. is this a common workflow?
My idea would be rigging the whole body including the face.. when I take a look on the internet I dont see many people are doing it this way.
Can anyone fill me up on this subject?
Thanks in advance!
Im currently working on a character which I plan to sculpt, texture, (muscle) rigg, animate, and render.
It will be a detailed model of Sylvestre Stallone as Rambo, when its finished I will share it to the houdini community fully textured and muscle rigged.
Ive modeled a base model in Houdini and I've send it to 3D Coat for sculpting and texturing.. and while I was working on the head I was already thinking ahead a few steps on what would be optimal for facial rigging..
After looking around on the internet I'm not sure what I should do with facial rigging, I see some people are using blendshapes, some people use bones, but what I usually see is the head being detached from the body.. is this a common workflow?
My idea would be rigging the whole body including the face.. when I take a look on the internet I dont see many people are doing it this way.
Can anyone fill me up on this subject?
Thanks in advance!
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