hi guys,
this is an interesting topic!
i tried this whole thing by my self and somehow my copied box is rotated unexpectedly. I don't get it, my expressions are correct, aren't they?
here's the hip file, maybe anyone can figure it out!
greetings,
Manu
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Houdini Indie and Apprentice » adding "mount points" for props to a procedual pol
- asnowcappedromance
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Technical Discussion » number of primitive groups
- asnowcappedromance
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Technical Discussion » number of primitive groups
- asnowcappedromance
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hi there,
i created a scene where i let a partition SOP create different primitive groups by color.
Now i want get the total number of those groups by expression to use it in the copy SOP's “number of copies” field.
any ideas?
regards,
Manuel
i created a scene where i let a partition SOP create different primitive groups by color.
Now i want get the total number of those groups by expression to use it in the copy SOP's “number of copies” field.
any ideas?
regards,
Manuel
Houdini Indie and Apprentice » Groups within PopNet
- asnowcappedromance
- 512 posts
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i was observing this thread,
Jeff thanks for the hipfile, it's very informatively!
regards,
Manu
Jeff thanks for the hipfile, it's very informatively!
regards,
Manu
Houdini Lounge » Advanced Tutorial about the foreach SOP
- asnowcappedromance
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huch, that's strange!
how about this one?
http://vimeo.com/user2522760 [vimeo.com]
I tried the link above, it's working …
how about this one?
http://vimeo.com/user2522760 [vimeo.com]
I tried the link above, it's working …
Houdini Lounge » Advanced Tutorial about the foreach SOP
- asnowcappedromance
- 512 posts
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hey guys,
for those of you who crave for new tutorials, i added one on my vimeo channel,
check it out!
best regards,
Manu
for those of you who crave for new tutorials, i added one on my vimeo channel,
check it out!
best regards,
Manu
Houdini Lounge » Advanced Tutorial about the foreach SOP
- asnowcappedromance
- 512 posts
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hey everybody,
i decided to contribute a little of my Houdini knowledge to you guys and
made a tutorial about the foreach SOP and some helpful expressions.
feel free to have a look, i hope this is helpful for some of you
http://vimeo.com/user2522760/videos [vimeo.com]
regards,
Manuel
i decided to contribute a little of my Houdini knowledge to you guys and
made a tutorial about the foreach SOP and some helpful expressions.
feel free to have a look, i hope this is helpful for some of you
http://vimeo.com/user2522760/videos [vimeo.com]
regards,
Manuel
Work in Progress » Fun with Particles
- asnowcappedromance
- 512 posts
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hey Graham,
its always a pleasure to have a look at your solutions,
i'm glad there are so many helpful people in this forum!
regards,
Manu
its always a pleasure to have a look at your solutions,
i'm glad there are so many helpful people in this forum!
regards,
Manu
Work in Progress » Fun with Particles
- asnowcappedromance
- 512 posts
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yeah i hope so!
but i have to hit the bed right now, it's almost 5am in Germany so that's pretty late
wish you the best, lets work on this tomorrow!
good night!
but i have to hit the bed right now, it's almost 5am in Germany so that's pretty late
wish you the best, lets work on this tomorrow!
good night!
Work in Progress » Fun with Particles
- asnowcappedromance
- 512 posts
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actually my setup is very flawly,
for example the spheres lose their velocity attribute. Even if i apply an attribute transfere to get those point attributes of the particles back to my new created groups, the rbd solver simply ignores it.
it's a shame that i only did a few RBD Collisions yet and thus have little experience
for example the spheres lose their velocity attribute. Even if i apply an attribute transfere to get those point attributes of the particles back to my new created groups, the rbd solver simply ignores it.
it's a shame that i only did a few RBD Collisions yet and thus have little experience
Work in Progress » Fun with Particles
- asnowcappedromance
- 512 posts
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that's how you turn the spheres into rbd objects,
it is import to have the partition SOP before you got out with the NULL SOP, because it creates groups based on a rule, and that's what the RBD fractured object is looking for.
there's one problem with the simulation, we have to resolve this buddy
here it is: in the POP SOP i turned on some preroll time, because the particles turn only into mesh and get simulated by frame 0.
somehow we must tell the rbd solver to get all spheres, no matter when they are created ?!
it is import to have the partition SOP before you got out with the NULL SOP, because it creates groups based on a rule, and that's what the RBD fractured object is looking for.
there's one problem with the simulation, we have to resolve this buddy
here it is: in the POP SOP i turned on some preroll time, because the particles turn only into mesh and get simulated by frame 0.
somehow we must tell the rbd solver to get all spheres, no matter when they are created ?!
Work in Progress » Fun with Particles
- asnowcappedromance
- 512 posts
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Work in Progress » Fun with Particles
- asnowcappedromance
- 512 posts
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the “enable emission” really does the trick, although i didn't find the “hide particle location”
i meant by that:
don't feed the particles directly into the RBD Collision, but the “real geometry” with the spheres copied to the POP SOP template.
So you would take the copy1 SOP and make a fractured object out of it, then simulate! this way your sphere's collide correct with the floor.
understood now?
and .. i just made a new scene and rebuild some of your stuff, that's the only way to see where one makes flaws !!
i meant by that:
don't feed the particles directly into the RBD Collision, but the “real geometry” with the spheres copied to the POP SOP template.
So you would take the copy1 SOP and make a fractured object out of it, then simulate! this way your sphere's collide correct with the floor.
understood now?
and .. i just made a new scene and rebuild some of your stuff, that's the only way to see where one makes flaws !!
Work in Progress » Fun with Particles
- asnowcappedromance
- 512 posts
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haha i just got that myself, you keyframe animated the parameters
ok, where can i find this “particle location hidden” ??
ok, where can i find this “particle location hidden” ??
Work in Progress » Fun with Particles
- asnowcappedromance
- 512 posts
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hey man,
i hope you don't mind if i've got some questions to your scene with the glowing spheres?!
a) you put a bezier() expression into your light color parameter.
how does that expression work exactly? if i type bezier() in my lightcolor
parameters, the color stays always the same
b) how did you ensure the color of the light and the color of the
glow material are similar to each other?
( of course you match them to be identical with a ch() expression
but you didn' do this )
c) you turned on “raytraced shadows” in your light. As the particles
are located within the spheres i get a black image. How did you
prevent this?
ahh and a little observation i made: if you would simulate the real geometry (copies that stick already to the POPSOP template), your sphere's wouldn't sink in the ground with half their size
cheers
Manu
i hope you don't mind if i've got some questions to your scene with the glowing spheres?!
a) you put a bezier() expression into your light color parameter.
how does that expression work exactly? if i type bezier() in my lightcolor
parameters, the color stays always the same
b) how did you ensure the color of the light and the color of the
glow material are similar to each other?
( of course you match them to be identical with a ch() expression
but you didn' do this )
c) you turned on “raytraced shadows” in your light. As the particles
are located within the spheres i get a black image. How did you
prevent this?
ahh and a little observation i made: if you would simulate the real geometry (copies that stick already to the POPSOP template), your sphere's wouldn't sink in the ground with half their size
cheers
Manu
Work in Progress » Fun with Particles
- asnowcappedromance
- 512 posts
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hey thank you very much!
i don't care if it's simple actually, it's nice to have a look at those 2 scenes, especially i like the fact that you used light instancing in the first scene!!
here's what i would do with your alienparticles scene: apply a spring SOP to your particles to get a little deformation to your mesh and use depth of field to render, i bet it would look incredible
well i have something in mind and will build it maybe tomorrow, first i have to sleep a little bit
gn8
Manu
i don't care if it's simple actually, it's nice to have a look at those 2 scenes, especially i like the fact that you used light instancing in the first scene!!
here's what i would do with your alienparticles scene: apply a spring SOP to your particles to get a little deformation to your mesh and use depth of field to render, i bet it would look incredible
well i have something in mind and will build it maybe tomorrow, first i have to sleep a little bit
gn8
Manu
Work in Progress » Fun with Particles
- asnowcappedromance
- 512 posts
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yaa since 4 months, though i mostly concentrated on the fundamentals and tried to get familiar with expressions since i've never coded before and i love it i have to finish one major project that i'm currently working on with 3ds max and then i will hopefully start my first real houdini project …
Work in Progress » Fun with Particles
- asnowcappedromance
- 512 posts
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Technical Discussion » Stupid copyGroup problem
- asnowcappedromance
- 512 posts
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try setting the outputgroup of the primitives to something like this:
mygroup_$NCY
that puts all your copied primitives into one group.
( $NCY = Number of copies, $CY=current copy )
mygroup_$NCY
that puts all your copied primitives into one group.
( $NCY = Number of copies, $CY=current copy )
Technical Discussion » Stupid copyGroup problem
- asnowcappedromance
- 512 posts
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hi there,
have you seen the checkbox “Create Output Groups” within the CopySop?
regards,
Manuel
have you seen the checkbox “Create Output Groups” within the CopySop?
regards,
Manuel
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