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Houdini Lounge » OSX LION
- Andrew Graham
- 150 posts
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I'm experiencing this situation too - no help works in lion for me. i have the latest xcode and python 2.7 installed
Technical Discussion » fuse SOP distance
- Andrew Graham
- 150 posts
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im guessing that its much cheaper to use the manhattan distance to calculate if points should be fused…
to get the distance between two points requires calculation of length of a vector, meaning a root or trig will be in the calculation as opposed to straight subraction/addition of the vector components. doing that to a large number of points would mean a big difference in performance.
to get the distance between two points requires calculation of length of a vector, meaning a root or trig will be in the calculation as opposed to straight subraction/addition of the vector components. doing that to a large number of points would mean a big difference in performance.
Technical Discussion » problem with a particle rule
- Andrew Graham
- 150 posts
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Technical Discussion » problem with a particle rule
- Andrew Graham
- 150 posts
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thanks for that. i've got one that might be a bit simpler now and it works -
under the value i have -
($F>rint($HITTIME*$FPS)+rint(rand($PT)*25))&&($HITTIME>0)
so it evaluates to 1 only when the frame number is larger than the generated frame number, and hit time is not negative.
under the value i have -
($F>rint($HITTIME*$FPS)+rint(rand($PT)*25))&&($HITTIME>0)
so it evaluates to 1 only when the frame number is larger than the generated frame number, and hit time is not negative.
Edited by - Feb. 26, 2010 04:28:54
Technical Discussion » problem with motion blur along wiredeform
- Andrew Graham
- 150 posts
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this scene has an arrow that is animated along a path with motion blur. there are a few artifacts apearing though that im not sure how to get rid of…
any tips?
any tips?
Technical Discussion » problem with a particle rule
- Andrew Graham
- 150 posts
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now that i look at the file again it doesn"t seem to be working as desired. basicly after collision particles should start moving anywhere between then and the next 25 frames. in your file when i open it, it appears they all start moving immediately after the collision…
Technical Discussion » problem with a particle rule
- Andrew Graham
- 150 posts
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thanks!
i dont quite understand why that works. what does it being static mean and do?
i would have thought it is just some number, so im just adding some number to the current frame number.
i dont quite understand why that works. what does it being static mean and do?
i would have thought it is just some number, so im just adding some number to the current frame number.
Technical Discussion » problem with a particle rule
- Andrew Graham
- 150 posts
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in this particle system after a collision i have an attribute set to the particle which is the current frame plus some random number between 0 and 25.
$F+round(rand($PT)*25)
i then have another group below that checking if the current frame number is equal to or larger than this attribute and then the particles will go into a new group which will have wind applied to them.
$F >= $STARTF
problem is particles only get sent out to the new group for the wind if the frame is equal to the current frame. it wont work for future frames…
I've attached a scene file demonstrating the problem.
thanks for any help.
$F+round(rand($PT)*25)
i then have another group below that checking if the current frame number is equal to or larger than this attribute and then the particles will go into a new group which will have wind applied to them.
$F >= $STARTF
problem is particles only get sent out to the new group for the wind if the frame is equal to the current frame. it wont work for future frames…
I've attached a scene file demonstrating the problem.
thanks for any help.
Houdini Indie and Apprentice » expression in delete sop
- Andrew Graham
- 150 posts
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Houdini Indie and Apprentice » expression in delete sop
- Andrew Graham
- 150 posts
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I want to delete points in a particle system if they are colored black. what expression should i use?
i tried-
if($Cd==0, 0, 1)
But that didn't work.
i tried-
if($Cd==0, 0, 1)
But that didn't work.
Houdini Indie and Apprentice » problem with raytraced shadows on liquid smoke
- Andrew Graham
- 150 posts
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when i use raytrace shadows on a liquid smoke object i get some strange artifacts and im not sure what the cause is. any ideas?
Houdini Indie and Apprentice » what can i use instead of quicktime on xp 64?
- Andrew Graham
- 150 posts
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when exporting sequences, the only option i get in mplay is quicktime, but quicktime doesn't work in xp64. has anyone figured a solution for this?
Houdini Indie and Apprentice » apply object velocity as bouyancy direction?
- Andrew Graham
- 150 posts
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im wondering how i can take the velocity of a moving smoke object and use it as the bouyancy direction in DOPS?
Houdini Indie and Apprentice » tutorial - blowing an image away using particles
- Andrew Graham
- 150 posts
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i've tried to use your method on a sphere of particles and using a spherical uv map node. however in this situation it doesn't seem to pickup up the color properly. why might this be?
Edited by - Feb. 21, 2010 20:38:11
Technical Discussion » problem with uvs and wrapping a globe - seam
- Andrew Graham
- 150 posts
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im wrapping a uv map using polar coords onto a polygon mesh sphere, and im getting this seam which isn't present in the bitmap. i have ticked “fix boundary seams”. any ideas on how to fix this?
Houdini Indie and Apprentice » how to create an attribute- the total number of points
- Andrew Graham
- 150 posts
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Houdini Indie and Apprentice » how to create an attribute- the total number of points
- Andrew Graham
- 150 posts
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i want to create a variable or detail attribute that equals the total number of points. i know i can get the total number of points with $NPT in a vertex attribute or something, but i dont know how to access that value from another node like an attribcreate node…
Houdini Indie and Apprentice » how to calculate the volume of geometry
- Andrew Graham
- 150 posts
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Houdini Indie and Apprentice » how to cap a clipped poly sphere
- Andrew Graham
- 150 posts
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Houdini Indie and Apprentice » how to cap a clipped poly sphere
- Andrew Graham
- 150 posts
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i am clipping a polygon surface and im wondering if there is a procedural tool to cap it to make it an enclosed volume again. thanks for any help.
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