the flip solver can generate consistent point IDs even with reseeding.
is under the paticle motion tab
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Technical Discussion » Help adding point ids to geometry with fluctuating point numbers
- sekow
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Houdini Lounge » is Karma the replacement for Mantra now for rendering?
- sekow
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whatever floats your boat.
Karma has the "overhead" to work in Solaris, which I find more and more useful even when running solo.
Must also say that by building up your scenes from ground up in solaris reaps way more benefits in the long run.
There are still gaps between Mantra and Karma, but those getting tighter with every release. Husk Procedurals are looking big!
Karma has the "overhead" to work in Solaris, which I find more and more useful even when running solo.
Must also say that by building up your scenes from ground up in solaris reaps way more benefits in the long run.
There are still gaps between Mantra and Karma, but those getting tighter with every release. Husk Procedurals are looking big!
Houdini Lounge » will houdini consider adopting the new C4D/blender like UI?
- sekow
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Digipiction
I referred only to the UI visually. UX can be improved for sure in places, and I agree with a few of your points, e.g. better ramp controls or sliders that expand their range when you type a value outside the range.
dont they do that already?
Houdini Lounge » will houdini consider adopting the new C4D/blender like UI?
- sekow
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gotta love those sub 100 post people demanding UI rewrites cause they used to their previous package.
could we not just ignore those?
could we not just ignore those?
Houdini Lounge » Why does my DOP file node keep cooking the simulation?!
- sekow
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HA! didn't notice the opening thread date. and yeah for future interest. dont cache sim files
Houdini Lounge » Why does my DOP file node keep cooking the simulation?!
- sekow
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Technical Discussion » Checking collision in DOP Network
- sekow
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you are able to treat rbd objects (when they are packed prims) like pop points. so point wrangle dop your way thru the bullet attributes!
Technical Discussion » Filecache replaces "$OS.$F.bgeo.sc" with the resolved string
- sekow
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tamte
uncheck Advanced/Save/Harden Base Name On Save
yeah that one got me very good. alt dragged in hurry couple times and ended up with overwritten file caches.
that is switched of by default from now on
Edited by sekow - Jan. 17, 2022 04:01:17
Houdini Lounge » Shape Match vellum constraint
- sekow
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Technical Discussion » H.19 viewport texture issue, with image sequence.
- sekow
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Technical Discussion » Combine Multiple Models Together As One FBX with TOPs
- sekow
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Oh forgot to save it out as fbx but should be straight forward from there
Edited by sekow - Nov. 18, 2021 08:52:10
Technical Discussion » Combine Multiple Models Together As One FBX with TOPs
- sekow
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Technical Discussion » VEX vs MaterialX
- sekow
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You have access to geometry attributes with MaterialX, and everything else could be translated to MaterialX. There are the usual Math and Noise nodes. If you need some pointcloud lookups you could those in sops and pass an attribute.
Technical Discussion » H19 curve tool
- sekow
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I think the add sop has a similar functionality, just add as many pts you need you can place them after hitting enter
Technical Discussion » POP Particles keep moving when they should stop
- sekow
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I had a look, and yeah I can reproduce that jumping behavior with the increased pscale. No clue why though.
I've switched over to surface based collision and changed the collision sourcing by skipping the collision source sop, see attached screenshot and file.
Mind thats a possible way to fix your issues, and by no means the only right way. But it might help
I've switched over to surface based collision and changed the collision sourcing by skipping the collision source sop, see attached screenshot and file.
Mind thats a possible way to fix your issues, and by no means the only right way. But it might help
Technical Discussion » POP Particles keep moving when they should stop
- sekow
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btw, are you using the Volume Sample Mode in the Static Object? If not that the solver will create a rather coarse Collsion Geometry
Technical Discussion » POP Particles keep moving when they should stop
- sekow
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To be honest I never used volume collisions with pure pops. Flip and smoke something different.
Even with some very heavy destruction.
I would also argue that you would have the disadvantage to be stuck on the timescale you cached those volumes out. As those are not very handy to interpolate for substeps.
Back to your issues. Usually pop particles are pretty "dumb" and do not have a collision relationship between individual points. SO it does not matter when they overlap due their pscale.
What is always helping is a bit of drag via pop drag or pop wind.
Like I said without having a look at your setup its hard to say whats up
Even with some very heavy destruction.
I would also argue that you would have the disadvantage to be stuck on the timescale you cached those volumes out. As those are not very handy to interpolate for substeps.
Back to your issues. Usually pop particles are pretty "dumb" and do not have a collision relationship between individual points. SO it does not matter when they overlap due their pscale.
What is always helping is a bit of drag via pop drag or pop wind.
Like I said without having a look at your setup its hard to say whats up
Technical Discussion » POP Particles keep moving when they should stop
- sekow
- 238 posts
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Technical Discussion » POP Particles keep moving when they should stop
- sekow
- 238 posts
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hard to tell without seeing an hipfile. but I reckon something is up with your collision source.
Technical Discussion » Instancing Vellum onto POP stream
- sekow
- 238 posts
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have a look at the hip.
it has a very simple 'target constraint' in the dopnet
I've utilized the popnets internal "just born" group to blast every point that is not freshly emitted. Before that I provided an InstanceID Attribute that will be transferred to the vellum objects, check in the vellumsource the Copy Instance Attr.
it has a very simple 'target constraint' in the dopnet
I've utilized the popnets internal "just born" group to blast every point that is not freshly emitted. Before that I provided an InstanceID Attribute that will be transferred to the vellum objects, check in the vellumsource the Copy Instance Attr.
Edited by sekow - Nov. 12, 2021 03:13:12
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