Found 76 posts.
Search results Show results as topic list.
Technical Discussion » Vellum Grain pressure
- mihatsu
- 76 posts
- Offline
I got it work but now the next problem is explosion when particles hit the collider. I have to have very high sub steps (100) that particles fall down smoothly. What attribute drives the impact? Repulsion is 10000 already.
Technical Discussion » Vellum Grain pressure
- mihatsu
- 76 posts
- Offline
Hi,
I'm trying to create simple hourglass simulation with grains. When grains come out from the most narrow point, they behave like pressured water and start to expand. I want that they just drop down. Friction and repulsion doesn't help. Maybe particles compress in the narrow area and then expand and explode out? What parameters should I look? I don't have constraints just vellum grain and solver.
Thx
Mika
I'm trying to create simple hourglass simulation with grains. When grains come out from the most narrow point, they behave like pressured water and start to expand. I want that they just drop down. Friction and repulsion doesn't help. Maybe particles compress in the narrow area and then expand and explode out? What parameters should I look? I don't have constraints just vellum grain and solver.
Thx
Mika
Technical Discussion » How to convert lines to spline for MOPS
- mihatsu
- 76 posts
- Offline
vusta
golly…I keep telling ppl when you're debugging….keep your scene SIMPLE
I was seriously going blind looking at your orig scene…what with 50x50 grid…and the sphere scale of 0.01…by golly
Once I put the grid down to 3x3 and the sphere scale up to 1…and blast 1 bazzilion spheres away so I can see ONE….much easier to see the problem
here's the fix.
Only when you've got your simple scene working….THEN upscale the complexity.
ps: you can delete the fuse too.
Great thx! i try to google tool like polypath but no luck.
i think you slightly exaggerate my resolution, not great not terrible… but ok i got it, next time i will post simpler!
Technical Discussion » How to convert lines to spline for MOPS
- mihatsu
- 76 posts
- Offline
Hi,
I try to use MOPS move along spline sop to drive particles around the square circle but it does recognize square as spline but just a single line. How can i fuse lines together so particles travel around?
I try to use MOPS move along spline sop to drive particles around the square circle but it does recognize square as spline but just a single line. How can i fuse lines together so particles travel around?
Technical Discussion » For each point loop problem
- mihatsu
- 76 posts
- Offline
tamte
block Begin in Fetch Feedback mode brings in Geo from previous iteration, you have the Geo plugged in the wrangle's first input without any Block Begin so it will use the same geo every iteration
Thanks I got it almost work. Only problem is that since i use meta data for iteration, it can skip some point groups because point numbers change when points are removed. Can i keep remaining point numbers same even i remove other points or how i can handle this?
Technical Discussion » For each point loop problem
- mihatsu
- 76 posts
- Offline
Hi, I have a point cloud and i want to remove all points which has two neighbors in distance x. I have a point wrangle which do this but now i try to implement that in for each loop. The problem is that i don't understand how i can feed updated point cloud data for each new loop. Let say that i have 200 points and first loop check the first point and find two neighbors in x distance, all three points are removed. Next loop should happen for 197 points. See demo file
Thx
Thx
Technical Discussion » Weird slider behave
- mihatsu
- 76 posts
- Offline
Technical Discussion » Weird slider behave
- mihatsu
- 76 posts
- Offline
Hi,
I have a pretty weird problem with sliders. My last animated frame is 168 and if I slide the “Top Position on Circle” or “Bottom Position…” they work as should, but if move time line to frame 280 and try then slider, they don't work anymore. Animating slider does not work neither. Seems to be a bug because this behaving doesn't make any sense?
I have a pretty weird problem with sliders. My last animated frame is 168 and if I slide the “Top Position on Circle” or “Bottom Position…” they work as should, but if move time line to frame 280 and try then slider, they don't work anymore. Animating slider does not work neither. Seems to be a bug because this behaving doesn't make any sense?
Technical Discussion » Follow Path object position
- mihatsu
- 76 posts
- Offline
Technical Discussion » Follow Path object position
- mihatsu
- 76 posts
- Offline
Hi,
I have created the Follow Path for Null and i need to know what is the position of the Null. I cannot find that position anywhere?
Mika
I have created the Follow Path for Null and i need to know what is the position of the Null. I cannot find that position anywhere?
Mika
Technical Discussion » Mechanical joints
- mihatsu
- 76 posts
- Offline
Angel Fucaraccio
Honestly, if you just parent those geometries and block the channels you don´t want to animate would be more than enough.
Using the bones I was able to build something simple what i want. I have to say that i tried many different parenting trick but i could not create the same result than with the bones.
Technical Discussion » Mechanical joints
- mihatsu
- 76 posts
- Offline
Angel Fucaraccio
Doing this with bones is fairly simple, but if you have no knowledge on how to use bones, that´s another issue. You don´t need bones in this case, you could just copy a parameter from one control and paste relative to the other controls.
Hi,
Thanks for the answer. I need to animate movement and if i want to constant movement for the last joint, the control formulas will be very complicated for the rest of joints.
I tried the bones and i think only problem what i had, I could not figured out how to lock degrees of freedoms from joints what i dont want control myself. For example joint 2 and 3 has just one degrees of freedom.
Technical Discussion » Mechanical joints
- mihatsu
- 76 posts
- Offline
Hi,
I tried to build a mechanism with few joints. The problem is that I don't want to control all my joints but let Houdini calculates angles and speeds when I control just a one point myself. I think the attached picture explains my situation better. So i just want to control joint 4. angle and joint 5. angle and position and let Houdini calculates how joint 1 2 3 behaves.
Looks that Bones do something like this but i never has used it. Is there some other way? Bones looks pretty complicated and not so mechanical way to do this?
Thx
Mika
I tried to build a mechanism with few joints. The problem is that I don't want to control all my joints but let Houdini calculates angles and speeds when I control just a one point myself. I think the attached picture explains my situation better. So i just want to control joint 4. angle and joint 5. angle and position and let Houdini calculates how joint 1 2 3 behaves.
Looks that Bones do something like this but i never has used it. Is there some other way? Bones looks pretty complicated and not so mechanical way to do this?
Thx
Mika
Image Not Found
Edited by mihatsu - Jan. 18, 2020 12:24:20
Technical Discussion » Gaea Bridge in 18?
- mihatsu
- 76 posts
- Offline
Hi,
In https://youtu.be/7X-r_XarMLI?t=1161 [youtu.be] they show the Gaea bridge tool but I cannot find it from SideFX Labs?
In https://youtu.be/7X-r_XarMLI?t=1161 [youtu.be] they show the Gaea bridge tool but I cannot find it from SideFX Labs?
Technical Discussion » Camera and @orient attribute
- mihatsu
- 76 posts
- Offline
jsmack
vector4 orient = point(“opobj/geo1/point_to_sample”, “orient”, pt);
Thx! I got it work! “op” was missing element
Technical Discussion » Camera and @orient attribute
- mihatsu
- 76 posts
- Offline
jsmack
You can create a custom constraint using a transform wrangle.
Heres an example vexpression using a quaternion representing a 45 degree rotation about the Y axis:#include <voplib.h> // Fetch transform inputs chopTRS c0 = c->fetchInput(0); float yrot = radians(45); vector4 orient = set(0, sin(yrot/2), 0, cos(yrot/2)); vector4 rot = eulertoquaternion(radians(c0.r), XFORM_XYZ); rot = qmultiply(orient, rot); // Compute transform @t = c0.t; @r = degrees(quaterniontoeuler(rot, XFORM_XYZ)); @s = c0.s;
Ok this seems to be what I need but how I can import attributes from geometry node? I tried point() trick but it doesn't seems to work as in normal point wrangle?
Technical Discussion » Camera and @orient attribute
- mihatsu
- 76 posts
- Offline
Hi,
How i can put my camera in point the way it uses @orient attribute for camera rotations? I can move the camera in point using point() but camera rotations are in Euler angles.
Thank you
Mika
How i can put my camera in point the way it uses @orient attribute for camera rotations? I can move the camera in point using point() but camera rotations are in Euler angles.
Thank you
Mika
Technical Discussion » Object visibility for the camera
- mihatsu
- 76 posts
- Offline
Hi,
Can I somehow limit object visibility for the camera in viewport? If I have camera 1 and 2 and object A and B, i want that camera 1 just sees object 1 and cam 2 just object 2.
Thx
Mika
Can I somehow limit object visibility for the camera in viewport? If I have camera 1 and 2 and object A and B, i want that camera 1 just sees object 1 and cam 2 just object 2.
Thx
Mika
Technical Discussion » How to copy ptnums in frames
- mihatsu
- 76 posts
- Offline
mkps
How about just using a blast set to points and put $F in the group. Then check Delete Non Selected.
Yeah this works!
Thx
Technical Discussion » How to copy ptnums in frames
- mihatsu
- 76 posts
- Offline
Hi,
This is too simple but i cannot figure it out. I have 600 points and i want to copy one of each points in frame so I have 600 frames and one point per frame. (frame 1 has ptnum0 etc). How can I do this in point wrangle?
Thx
This is too simple but i cannot figure it out. I have 600 points and i want to copy one of each points in frame so I have 600 frames and one point per frame. (frame 1 has ptnum0 etc). How can I do this in point wrangle?
Thx
-
- Quick Links