Thanks, man.
You done a great example what I want! Thank you very much!
Now I understand more about Pyro.
One more qeustion here.
What attribute should I set, can make POPs inherit previous velocity?
I want make Pyro Fx be a shockwave-like shape.
Here is some examples:
http://briandemetz.com/_/sw_on_earth_sm.jpg [briandemetz.com]
http://briandemetz.com/_/AB02MMPonbkgd_sm.jpg [briandemetz.com]
Found 82 posts.
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Technical Discussion » Pyro driven by POPs.
- dim1984kimo
- 84 posts
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Technical Discussion » Pyro driven by POPs.
- dim1984kimo
- 84 posts
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Hi,
Thank you, Johner. But it seens like not Pyro system.
or it is same concept in Pyro? I really dont know it very well. Can you guide for me? Thank you very much.
JC.
Thank you, Johner. But it seens like not Pyro system.
or it is same concept in Pyro? I really dont know it very well. Can you guide for me? Thank you very much.
JC.
Technical Discussion » Pyro driven by POPs.
- dim1984kimo
- 84 posts
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Hi,
My target is that particles could be a sphere-like emit for pyro. If it's possible I hope I can use copy node to stamping those particles as spheres. Even I could scale thier size. As I know, FumeFX in max system could scale their emitter size. Furthermore, when emitters' position too close, they will mix together just like metaball.
Very cool.
My target is that particles could be a sphere-like emit for pyro. If it's possible I hope I can use copy node to stamping those particles as spheres. Even I could scale thier size. As I know, FumeFX in max system could scale their emitter size. Furthermore, when emitters' position too close, they will mix together just like metaball.
Very cool.
Technical Discussion » Pyro driven by POPs.
- dim1984kimo
- 84 posts
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Hi,
I use a POPs which emit particles by location, then I use copy node to stamping my particles as spheres.
finally, I make them as my pyro's base, but pyro gives me a wired solution.
It just like a normal ball burning at center place.
What's wrong with my steps?
I use a POPs which emit particles by location, then I use copy node to stamping my particles as spheres.
finally, I make them as my pyro's base, but pyro gives me a wired solution.
It just like a normal ball burning at center place.
What's wrong with my steps?
Technical Discussion » particle driven by script control. (tranfer MEL to Hscript)
- dim1984kimo
- 84 posts
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Technical Discussion » particle driven by script control. (tranfer MEL to Hscript)
- dim1984kimo
- 84 posts
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velocity -= <<0,abs(noise(position *0.09)*10),0>>;
this is maya mel for controlling particles fall.
how should I do, could make the same effect in houdini particles?
this is maya mel for controlling particles fall.
how should I do, could make the same effect in houdini particles?
Technical Discussion » I've loaded pyro .sim files but how to render it?
- dim1984kimo
- 84 posts
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Hi,
I use the ROP output driver to cache pyro info in my disk.
and I use file node where autoDops to load those .sim file.
But when I press render, nothing happen. Why?
Thanks for your help.
I use the ROP output driver to cache pyro info in my disk.
and I use file node where autoDops to load those .sim file.
But when I press render, nothing happen. Why?
Thanks for your help.
Technical Discussion » Import Obj Uv's
- dim1984kimo
- 84 posts
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Technical Discussion » Camera Transfer from 3ds Max to Houdini.
- dim1984kimo
- 84 posts
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Technical Discussion » Camera Transfer from 3ds Max to Houdini.
- dim1984kimo
- 84 posts
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Thank you!
But one thing I'm still wondering, where is ortho option in Maya's camera?
I cannot find it, help me please!
But one thing I'm still wondering, where is ortho option in Maya's camera?
I cannot find it, help me please!
Technical Discussion » Camera Transfer from 3ds Max to Houdini.
- dim1984kimo
- 84 posts
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yes i got it, but as we know there is a knid of camera without perspective called “user” in 3dsmax, how could it work in maya or houdini?
further more, is there other way to modify camera to non-perspective?
thanks for your reply!
further more, is there other way to modify camera to non-perspective?
thanks for your reply!
Technical Discussion » Camera Transfer from 3ds Max to Houdini.
- dim1984kimo
- 84 posts
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I dont understand what you mean.
You mean I have to export my “Camera” to FBX?
Is it?
(I want to export camera, not model.)
You mean I have to export my “Camera” to FBX?
Is it?
(I want to export camera, not model.)
Technical Discussion » Camera Transfer from 3ds Max to Houdini.
- dim1984kimo
- 84 posts
- Offline
Hi all,
Recently, I made some models in 3ds max , and I want use these models to be a matte shading in houdini. The purpose is all fx will be made in houdini.
But now, I'd noticed camera can not transfer into houdini accurately. Is there any way to make it?
Please help me, thank you very much!
Recently, I made some models in 3ds max , and I want use these models to be a matte shading in houdini. The purpose is all fx will be made in houdini.
But now, I'd noticed camera can not transfer into houdini accurately. Is there any way to make it?
Please help me, thank you very much!
Technical Discussion » Realistic Grass ( How? )
- dim1984kimo
- 84 posts
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Technical Discussion » How to make Pyro flame burn without smoke?
- dim1984kimo
- 84 posts
- Offline
thanks!
I've tried cancel the smoke visibility. when I render it, it doesn't show its smoke, that's great…
but it doesn't show its fire shape, too.
I just saw some fire color on the object's surface, no fire fluid shape.
Where I done wrong?
I've tried cancel the smoke visibility. when I render it, it doesn't show its smoke, that's great…
but it doesn't show its fire shape, too.
I just saw some fire color on the object's surface, no fire fluid shape.
Where I done wrong?
Technical Discussion » How to make Pyro flame burn without smoke?
- dim1984kimo
- 84 posts
- Offline
How to make Pyro flame burn without smoke?
I want that flame just has its own fire, remove its smoke.
How should I do?
Please tell me, thanks!
I want that flame just has its own fire, remove its smoke.
How should I do?
Please tell me, thanks!
Technical Discussion » Moving Fx Question.
- dim1984kimo
- 84 posts
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Hi,
Thank you all for this question.
I explain it now. My target is make an emitter which emits many woods and clays, they will automatically go to their position to build a house.
But it's not that kind of simple movement, I want it to be an acceleration or negative acceleration. If this target goaled, it should be step to next level, such as Simple Harmonic Motion with negative acceleration. That's my final goal.
If I wanna change to Simple Harmonic Motion with negative acceleration, then the AS needs to fix like this:
speed = (Xpos-this._x)*0.3+speed*0.9;
Thank you all for this question.
I explain it now. My target is make an emitter which emits many woods and clays, they will automatically go to their position to build a house.
But it's not that kind of simple movement, I want it to be an acceleration or negative acceleration. If this target goaled, it should be step to next level, such as Simple Harmonic Motion with negative acceleration. That's my final goal.
If I wanna change to Simple Harmonic Motion with negative acceleration, then the AS needs to fix like this:
speed = (Xpos-this._x)*0.3+speed*0.9;
Technical Discussion » Moving Fx Question.
- dim1984kimo
- 84 posts
- Offline
Technical Discussion » Moving Fx Question.
- dim1984kimo
- 84 posts
- Offline
It is a question about moving fx.
Let's look a script in Flash ActionScript 2.0:
***
onClipEvent (load) {
var speed:Number;
var Xpos:Number = 5;
this._x=0
}
onClipEvent (enterFrame) {
speed = (Xpos-this._x)*0.1;
this._x += speed;
}
***
Now, I create a box and try to re-write this ActionScript in Houdini.
How to set it in Houdini?
How to make variables calculate every single frame?
speed should be changed every frame, and fix object's x position every frame,too.
If you have any question about this, please point it out.
Let me fix it ASAP.
Thanks!
Let's look a script in Flash ActionScript 2.0:
***
onClipEvent (load) {
var speed:Number;
var Xpos:Number = 5;
this._x=0
}
onClipEvent (enterFrame) {
speed = (Xpos-this._x)*0.1;
this._x += speed;
}
***
Now, I create a box and try to re-write this ActionScript in Houdini.
How to set it in Houdini?
How to make variables calculate every single frame?
speed should be changed every frame, and fix object's x position every frame,too.
If you have any question about this, please point it out.
Let me fix it ASAP.
Thanks!
Technical Discussion » ground explosion problem
- dim1984kimo
- 84 posts
- Offline
Hi,
here is a hip file, please download it first.
I make some particles and replace them to debris(I used a ball here.), then use these balls to emit other particles which I wanna replace to sprite.
it should be exploded and fall down on floor, then stop emit sprites.
my problem is : what attribute should i make, it can call another node's attribute for kill the useless particles(which replaced by sprite.)?
I tried use add an attribute node and give it $TY value, and set it : if $TY is going to be 0, then const. birth rate =0. If not, the const. rate is 1000.). But it didnt work.
here is a hip file, please download it first.
I make some particles and replace them to debris(I used a ball here.), then use these balls to emit other particles which I wanna replace to sprite.
it should be exploded and fall down on floor, then stop emit sprites.
my problem is : what attribute should i make, it can call another node's attribute for kill the useless particles(which replaced by sprite.)?
I tried use add an attribute node and give it $TY value, and set it : if $TY is going to be 0, then const. birth rate =0. If not, the const. rate is 1000.). But it didnt work.
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