Just wanted to thank everyone that have been answering my never ending stream of question and show you some of my progress.
The animated glue strength I was asking about is used here and answers to some other questions, and some stuff I actually figured out on my own
/M
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Houdini Indie and Apprentice » Thank's for all the help =)
- MagnusL3D
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Houdini Indie and Apprentice » Particle Collision
- MagnusL3D
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I guess this is realy easy, and im just missing something.
But I have particles emiting from a moving object, source from object.
Applied to the emittor is, gravity (force), drag, and collision.
The particles have Slide on Collision as behaviour, and they slide nice when they collide with the grid, and the drag slows them down so they dont spread out to much.
But after a couple of frames a random amount of particles which motion have stopped, starts to suddenly fall through the grid.
What am I missing ?
/M
But I have particles emiting from a moving object, source from object.
Applied to the emittor is, gravity (force), drag, and collision.
The particles have Slide on Collision as behaviour, and they slide nice when they collide with the grid, and the drag slows them down so they dont spread out to much.
But after a couple of frames a random amount of particles which motion have stopped, starts to suddenly fall through the grid.
What am I missing ?
/M
Houdini Indie and Apprentice » Working with RBD Glue objects
- MagnusL3D
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Ah ! i was looking at that example some days ago for another reason, didnt make the connection that it could be used for this to, thanks !
/M
/M
Houdini Indie and Apprentice » Working with RBD Glue objects
- MagnusL3D
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I'd just like to continue on the same subject with a new question about glue
Could I drive the glue value with something like a radial falloff from a given point ?
Essentially what I want is for my object to have higher glue value further into my shatter geometry.
/M
Could I drive the glue value with something like a radial falloff from a given point ?
Essentially what I want is for my object to have higher glue value further into my shatter geometry.
/M
Houdini Indie and Apprentice » Working with RBD Glue objects
- MagnusL3D
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Oh thanks! I see now, awesome way to work !
My little simulation looks so much cooler with animated Glue
/M
My little simulation looks so much cooler with animated Glue
/M
Houdini Indie and Apprentice » Working with RBD Glue objects
- MagnusL3D
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I guess that the Glue object increases it's “glue strength” with more objects, but is there a way to work with this value having few pieces todo fast simulations and then increase the amount of fractured pieces without having to “tweak” the internal glue value to achive the same look as with few pieces ?
Also are the “Glue Strength” / “Glue Impulse” values animatable? because I tried to key them up but when I drastically decrease the Glue Strength value in the middle of the simulation, everything doesnt fall aparat as I anticipated.
/M
Also are the “Glue Strength” / “Glue Impulse” values animatable? because I tried to key them up but when I drastically decrease the Glue Strength value in the middle of the simulation, everything doesnt fall aparat as I anticipated.
/M
Houdini Indie and Apprentice » Particle Age help
- MagnusL3D
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in that case, here's another question I know I can MMB on the nodes to see my particle count, but is there any other way ? getting maybe a live update in the 3d view?
Houdini Indie and Apprentice » Particle Age help
- MagnusL3D
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Houdini Indie and Apprentice » Particle Age help
- MagnusL3D
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Ah thats fantastic, didnt know you could stomp on pscale like that.
goodbye to the point SOP
Turns out everythings was actually rather easy, I just couldn't find the welth of information you've provided in a couple of answers.
/M
goodbye to the point SOP
Turns out everythings was actually rather easy, I just couldn't find the welth of information you've provided in a couple of answers.
/M
Houdini Indie and Apprentice » Particle Age help
- MagnusL3D
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Just to make sure here, by putting $myScale in the point SOP which works fine, I do still get the multi threading power from VEX ? Because then it's awesome and easy!
And manny thanks again, I spend all afternoon looking on how to scale my particles, and not only did I get the answer but also a better and powerfull way of doing it !
/M
And manny thanks again, I spend all afternoon looking on how to scale my particles, and not only did I get the answer but also a better and powerfull way of doing it !
/M
Houdini Indie and Apprentice » Particle Age help
- MagnusL3D
- 1104 posts
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I named my new attribute to “myScale” and was heading on to step 4 when I suddenly realised I have no idea how to use this new attribute. Where the point sop sorta took care of that for me.
I must say your answers are great, you'r solving things and showing new ones, all just the ones i've been looking for.
/M
Edit: unless im supposed to use my new attribute in a point sop because that seems to work but is it right?
I must say your answers are great, you'r solving things and showing new ones, all just the ones i've been looking for.
/M
Edit: unless im supposed to use my new attribute in a point sop because that seems to work but is it right?
Houdini Indie and Apprentice » Particle Age help
- MagnusL3D
- 1104 posts
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Yes I know a little about the VEX and it's amazing power and I've used it do displace things before, but only positions.
But in reality im pretty new to VEX, since I dont know how to make it affect such a thing as scale, I was kinda hoping for a scale input in the output node but life aint that easy
/M
But in reality im pretty new to VEX, since I dont know how to make it affect such a thing as scale, I was kinda hoping for a scale input in the output node but life aint that easy
/M
Houdini Indie and Apprentice » Particle Age help
- MagnusL3D
- 1104 posts
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Houdini Indie and Apprentice » Particle Age help
- MagnusL3D
- 1104 posts
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Im trying todo something that seems realy easy, but I seem to miss some fundemental knowledge here.
Im putting out a Emitter from the shelf, i jump down in the gemotry node.
Create a sphere, and with a copy node link the popnet and sphere togeather.
So fine, now I have a Sphere on each emitted particle.
But how do I go about to scale these spheres based on the particle age? or is the whole concept of using a copy node to put spheres on the emittor wrong ?
/M
Im putting out a Emitter from the shelf, i jump down in the gemotry node.
Create a sphere, and with a copy node link the popnet and sphere togeather.
So fine, now I have a Sphere on each emitted particle.
But how do I go about to scale these spheres based on the particle age? or is the whole concept of using a copy node to put spheres on the emittor wrong ?
/M
Houdini Lounge » houdini + ubuntu 9.04
- MagnusL3D
- 1104 posts
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If you'r problem is that you can't press the “next” button or interface with houdini with Ubuntu 9.04 and Nvidia cards try putting this:
Option “RenderAccel” “false”
in your Section “Device” part of xorg.conf
There seems to be a issue with the Nvidia drivers regarding this, and turning RenderAccel off helped me in the exact same situation.
Example:
Section “Device”
Identifier “Configured Video Device”
Driver “nvidia”
Option “RenderAccel” “false”
EndSection
/M
Option “RenderAccel” “false”
in your Section “Device” part of xorg.conf
There seems to be a issue with the Nvidia drivers regarding this, and turning RenderAccel off helped me in the exact same situation.
Example:
Section “Device”
Identifier “Configured Video Device”
Driver “nvidia”
Option “RenderAccel” “false”
EndSection
/M
Houdini Indie and Apprentice » VEX introduction
- MagnusL3D
- 1104 posts
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Houdini Indie and Apprentice » Fur simulation lenght
- MagnusL3D
- 1104 posts
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When you simulate cloth you can pretty easy set values for how far you want the polygon's to be able to stretch, I find no such value when using the “Add Fur” in conjution with “Add Dynamics” in the Fur shelf.
Im just putting out a grid, adding the fur and dynamics, and then I add a ground plane and a box to throw into the fur, which I must say works wonderful well and is easy to setup so the box colides with the fur.
But im getting issues on some frame when the fur suddenly grows 100x it's length and almost throw's away the cube.
So that's why I went looking for a stretch limit on the fur guides. But maybe im looking the the wrong value here?
/M
Im just putting out a grid, adding the fur and dynamics, and then I add a ground plane and a box to throw into the fur, which I must say works wonderful well and is easy to setup so the box colides with the fur.
But im getting issues on some frame when the fur suddenly grows 100x it's length and almost throw's away the cube.
So that's why I went looking for a stretch limit on the fur guides. But maybe im looking the the wrong value here?
/M
Houdini Indie and Apprentice » VEX introduction
- MagnusL3D
- 1104 posts
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Now I might be blind, laser surgery in eye's and all that… but could anyone point me in the direction to some introduction material on the subject about working with VEX because I seem not to find any. Preferable free ones
Thank you
/M
Thank you
/M
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