Hey thanks Keyframe !
I actually came up with solution 3 later, but didnt realy like it because I have to put the group name in all the following POP's but I guess I just have to get over it
A follow up on that, would it be possible to somehow suppress $AGE increasing untill they are in the new group ?
Because I would like to use $AGE to base how much they later are affected by a attractor POP.
Maybe use the group node to create 2 groups, “stay” and “leave” and with a Suppress POP ?
/M
ps: Thanks I love learning this software, and Im starting to understand some of the “oooh how did they do that” from movies.
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Houdini Indie and Apprentice » Particles "pealing off" in POP
- MagnusL3D
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Houdini Indie and Apprentice » Particles "pealing off" in POP
- MagnusL3D
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At SOP level I can do a scatter on any geo and then send those into a Particle SOP, putting a Sort SOP inbetween I can rather easy achive diffrent “pealing off” effects with Particle SOP set to Modify Source geo but I have no idea how todo this at POP level.
Putting Impulse Activation to something like $FF == 1 and Impulse Birth Rate to 5000 will spawn 5000 particles from frame 1 looking sorta like scatter but they all start to simulate at the same time.. how would I go about in POP's achive what is so easy todo with Particle SOP ?
/M
Putting Impulse Activation to something like $FF == 1 and Impulse Birth Rate to 5000 will spawn 5000 particles from frame 1 looking sorta like scatter but they all start to simulate at the same time.. how would I go about in POP's achive what is so easy todo with Particle SOP ?
/M
Houdini Indie and Apprentice » Particles slide all the way around ?
- MagnusL3D
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Houdini Indie and Apprentice » Particles slide all the way around ?
- MagnusL3D
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Now I attached a picture of..hmm..what I dont want I would want the particles to slide on the collision object until they are almost underneath ..and then fall again.
How would I go about to achive this ?
/M
How would I go about to achive this ?
/M
Houdini Indie and Apprentice » Attribute's and Shaders ?
- MagnusL3D
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Hrm I was doing right there just seemed to be a update issue when rendering If I connect, disconnect and fiddle around it suddenly just started to work… grrr
/M
/M
Houdini Indie and Apprentice » Attribute's and Shaders ?
- MagnusL3D
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Houdini Indie and Apprentice » Attribute's and Shaders ?
- MagnusL3D
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Hmm but I think im doing exactley that but cant get it to work ..I must miss something that I think im doing right… would it be possible to create a very simple file ?
I hope im not asking for to much
/M
I hope im not asking for to much
/M
Houdini Indie and Apprentice » Attribute's and Shaders ?
- MagnusL3D
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Ah thanks but I wanted to use this Attribute at VEX level, but maybe creating a parameter in VEX and creating the Attribute with the parameter name ? and not as I did put $myAttribute in the parameter input ?
/M
/M
Houdini Indie and Apprentice » Attribute's and Shaders ?
- MagnusL3D
- 1104 posts
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Is there any tutorial or information on how to transfer a attribute created in SOP's with “Attribute Create” to a shader?
Because obviously Im doing something very wrong And cant really find the info im looking for.
/M
Because obviously Im doing something very wrong And cant really find the info im looking for.
/M
Houdini Indie and Apprentice » RBD fracture activate/inactive parts ?
- MagnusL3D
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I have a RBD fracture object, and it's rather big, is there anyway to with a animated bounding box of some sort define which chuncks are active so to speak, not using glue ?
/M
/M
Houdini Indie and Apprentice » Particle RBD collision with disolving object
- MagnusL3D
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Maybe it becomes more clear if I post a .hipnc ?
I want to emit particles at the border where my sphere is “disolving” and also collide against the “disolved” sphere, and it does work except that the pop solver that's handeling “Bounce Particles” goes crazy when polygons are deleted in the collision model.
/M
I want to emit particles at the border where my sphere is “disolving” and also collide against the “disolved” sphere, and it does work except that the pop solver that's handeling “Bounce Particles” goes crazy when polygons are deleted in the collision model.
/M
Houdini Indie and Apprentice » Particle RBD collision with disolving object
- MagnusL3D
- 1104 posts
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Hello !
Im colliding particles against a RBD object, using the POPobject in a AutoDOPnetwork, and all is fine…until !
The RBD object that im colliding against is setup to dissapear, with a VOPSOP im coloring the points, creating a group with expression $CR > 0.1 and deleting the points in the group with a delete SOP, now this works fine, the VOPSOP is setup so in the end all points are red, meaning the entire object has been deleted.
Colliding the particles against it however does not work fine, each frame a point is deleted the particles seem to get unlimited velocity, so most of the particles are nicley falling down (gravity force) colliding against my RBD object, but some just get's thrown away like crazy.
I've tried set the RBD as a deforming object and manny other things, but it seems my approach deleting points is flawed from the start, so should I dissolve my object in some other way or is there a fix for this issue ?
/M
Im colliding particles against a RBD object, using the POPobject in a AutoDOPnetwork, and all is fine…until !
The RBD object that im colliding against is setup to dissapear, with a VOPSOP im coloring the points, creating a group with expression $CR > 0.1 and deleting the points in the group with a delete SOP, now this works fine, the VOPSOP is setup so in the end all points are red, meaning the entire object has been deleted.
Colliding the particles against it however does not work fine, each frame a point is deleted the particles seem to get unlimited velocity, so most of the particles are nicley falling down (gravity force) colliding against my RBD object, but some just get's thrown away like crazy.
I've tried set the RBD as a deforming object and manny other things, but it seems my approach deleting points is flawed from the start, so should I dissolve my object in some other way or is there a fix for this issue ?
/M
Work in Progress » Frame 135
- MagnusL3D
- 1104 posts
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After batteling the QuickTime gamma bug for some while and found som ok settings my test animation is now done.
Since Im not sure if I should upload a 8MB mov, I'll post a link to the animation.
http://www.magnusl3d.com/ST_Test_004.mov [magnusl3d.com]
/M
Since Im not sure if I should upload a 8MB mov, I'll post a link to the animation.
http://www.magnusl3d.com/ST_Test_004.mov [magnusl3d.com]
/M
Work in Progress » Frame 135
- MagnusL3D
- 1104 posts
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Thanks
Yes it does move, the “plasma” in the arms are done with a sphere as a base, copying grids to each point in the sphere, all facing inwards and using their normal point inwards making the particles move inwards.
I put a slight VOP SOP “color noise” on the grids and inherit $CR onto the normals to make the particles move with slightly diffrent speed, since I use the VEX metaball geometry shader to make it feel..well..plasma like
Now I hade straight lines of particles moving inwards and was thinking of using a spline attractor to make the arms move, but after some test I didnt get the control I wanted so I ended upp using a VOP SOP with curlnoise to deform the particles positions which makes the arms move nicley.
Using the same VOP SOP deformation for lines along the arms which i attached a COPY SOP to to place the metal rings along the arm. The bigger rings are COPY stamped so they have individual animation.
Also the center pices conelike reciever tgings are copystamped in place to achive some unique animation for each reciever.
The background is tube where I just placed a VOP SOP curlnoise affecting the color to get some animation in the background to.
So more or less everything is animated
Right now im rendering out this in 1280x and im then comping in a “time machine” node on the renderd sequence, to tweak the look of the “plasma”
Will post the end result when it's done as a .mov
/M
Yes it does move, the “plasma” in the arms are done with a sphere as a base, copying grids to each point in the sphere, all facing inwards and using their normal point inwards making the particles move inwards.
I put a slight VOP SOP “color noise” on the grids and inherit $CR onto the normals to make the particles move with slightly diffrent speed, since I use the VEX metaball geometry shader to make it feel..well..plasma like
Now I hade straight lines of particles moving inwards and was thinking of using a spline attractor to make the arms move, but after some test I didnt get the control I wanted so I ended upp using a VOP SOP with curlnoise to deform the particles positions which makes the arms move nicley.
Using the same VOP SOP deformation for lines along the arms which i attached a COPY SOP to to place the metal rings along the arm. The bigger rings are COPY stamped so they have individual animation.
Also the center pices conelike reciever tgings are copystamped in place to achive some unique animation for each reciever.
The background is tube where I just placed a VOP SOP curlnoise affecting the color to get some animation in the background to.
So more or less everything is animated
Right now im rendering out this in 1280x and im then comping in a “time machine” node on the renderd sequence, to tweak the look of the “plasma”
Will post the end result when it's done as a .mov
/M
Work in Progress » Frame 135
- MagnusL3D
- 1104 posts
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So I bought Apprentice HD because im falling in love with Houdini, and this is a frame from scene I've made to learn diffrent parts of Houdini.
http://www.magnusl3d.com/ST_Test_002.jpg [magnusl3d.com]
/M
http://www.magnusl3d.com/ST_Test_002.jpg [magnusl3d.com]
/M
Houdini Indie and Apprentice » Skining groups
- MagnusL3D
- 1104 posts
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Hello!
With a Color SOP set to Primite/Random and then a Point SOP before a Copy SOP which is using template point attributes, im creating groups with a Partition SOP after the Copy SOP.
The Partition SOP is set to Group by Color. and it work's it creates my groups.
But then I try to use the Skin SOP because I want to skin each of these groups “induvidualy” so to speak but it doesnt work..no matter what setting im using in the Skin SOP it seems like the “color” group's arent used by the skin SOP .. am I missing something here ?
/M
With a Color SOP set to Primite/Random and then a Point SOP before a Copy SOP which is using template point attributes, im creating groups with a Partition SOP after the Copy SOP.
The Partition SOP is set to Group by Color. and it work's it creates my groups.
But then I try to use the Skin SOP because I want to skin each of these groups “induvidualy” so to speak but it doesnt work..no matter what setting im using in the Skin SOP it seems like the “color” group's arent used by the skin SOP .. am I missing something here ?
/M
Houdini Indie and Apprentice » SOP -> POP values.
- MagnusL3D
- 1104 posts
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Ah! haha, RFE's ..well aint I the noob
Im doing what you both say but since I want to use $myValue as my “Impulse Birth Rate” I guess I should connect the attribute node some how but I can't realy connect it infront of the source node now can I ?
Well actually what I want todo is to take the velocity calculated by my trail node in SOP's and use it to drive the Brith Rate, maybe there is a simpler way todo this ?
/M
Im doing what you both say but since I want to use $myValue as my “Impulse Birth Rate” I guess I should connect the attribute node some how but I can't realy connect it infront of the source node now can I ?
Well actually what I want todo is to take the velocity calculated by my trail node in SOP's and use it to drive the Brith Rate, maybe there is a simpler way todo this ?
/M
Houdini Indie and Apprentice » SOP -> POP values.
- MagnusL3D
- 1104 posts
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I think I got lost, did you mean a ‘attribute’ node in the popnet ? not sure where they have value inputs unless it's the value1 ?
and if RFEs are a better way todo this I probably should learn todo it like that anyway But when I search houdini help for RFE it found nothing?
/M
and if RFEs are a better way todo this I probably should learn todo it like that anyway But when I search houdini help for RFE it found nothing?
/M
Houdini Indie and Apprentice » SOP -> POP values.
- MagnusL3D
- 1104 posts
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If I create myValue in a AttribCreate at SOP level, i can use $myValue inside SOP's but how do make such a value available inside POP ?
/M
/M
Houdini Indie and Apprentice » Thank's for all the help =)
- MagnusL3D
- 1104 posts
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Here is the .hipnc file
Now in the video im using a pre shatterd file/object which works much butter, but in a atempt to make the .hipnc file independant I replaced the file with a box/shatter node.
It doesn't look as cool but the basic premisis is the same.
Using a point SOP, setting colors on the primitives with a dopfield() reading Impact data from the DOP network, then a group SOP controling where the particles emit from.
/M
Now in the video im using a pre shatterd file/object which works much butter, but in a atempt to make the .hipnc file independant I replaced the file with a box/shatter node.
It doesn't look as cool but the basic premisis is the same.
Using a point SOP, setting colors on the primitives with a dopfield() reading Impact data from the DOP network, then a group SOP controling where the particles emit from.
/M
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