thanks you.
it is what i want.
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Technical Discussion » how to keep an geometry's size in pixel?
- flyingc
- 160 posts
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Technical Discussion » how to keep an geometry's size in pixel?
- flyingc
- 160 posts
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when scene view is zooming in or out.how to make an geometry or objet keep its size in pixel?
wish somebody can understand what i said.
wish somebody can understand what i said.
Technical Discussion » How to make a particle move along a ellipse orbit?
- flyingc
- 160 posts
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I want to use some expressions to make a particle move along a ellipse orbit with sepcified radius and center.
but ,if i use position Pop, i will can't modify the velocity and the acceleration.
if i use velocity pop .I have no way to get the correctly orbit
how to deal with this case?
but ,if i use position Pop, i will can't modify the velocity and the acceleration.
if i use velocity pop .I have no way to get the correctly orbit
how to deal with this case?
Technical Discussion » A very strange problem.
- flyingc
- 160 posts
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thank you
Maybe the problem was caused by system.
Yesterday ,I re-opened the file. the network does work correctly.
sorry for waste your time to consider the question.
Maybe the problem was caused by system.
Yesterday ,I re-opened the file. the network does work correctly.
sorry for waste your time to consider the question.
Technical Discussion » A very strange problem.
- flyingc
- 160 posts
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thank you ,but it seems that what you said has no relationship with this question…
I want to know why the voppop1 doesn't work after it was wired to an attribute pop upstream.
I want to know why the voppop1 doesn't work after it was wired to an attribute pop upstream.
Technical Discussion » A very strange problem.
- flyingc
- 160 posts
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In this network.if I wire voppop1 to suppress2 ,the node voppop1 can work well ,but wire it to attribute1 ,it can't work .why?
Edited by - June 26, 2009 12:54:15
Technical Discussion » With force,how to make particle move uniform circularly?
- flyingc
- 160 posts
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tamte
The initial force you applied is 4 in global X direction
then you are just adding incentric force, i cannot see the reason why it should be circular this way
Try using Orbit POP, it is made for this kind of motion
or you can make your own force with VOP POP
thank you .
i want to test how the force affect a particle's motion.
so I refer to the formula :f=mv^2/radius .
and set the start velocity and the centripetal force
Technical Discussion » With force,how to make particle move uniform circularly?
- flyingc
- 160 posts
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I give a particle a start velocity and a centripetal force then play animation.
but the trajectory is not a circle but a spiral curve. why?
Note that I don't want to use circle formula.
but the trajectory is not a circle but a spiral curve. why?
Note that I don't want to use circle formula.
Edited by - June 25, 2009 22:16:15
Technical Discussion » How to make particles rolling?
- flyingc
- 160 posts
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edward
I think there's an example in the helpcard for the Torque POP.
but seemingly , torque POP just make particles spin around its own axis.
Technical Discussion » How to make particles rolling?
- flyingc
- 160 posts
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for example,when a car run cross a region where there are some leaves,the wind due to moving car make leaves flying and rolling .
anothe scene, the wind is blowing to the ground ,and dust is blowed and rolling.
i use metaball as attractor, but can't get the correct effect.
sorry for my noob english.
anothe scene, the wind is blowing to the ground ,and dust is blowed and rolling.
i use metaball as attractor, but can't get the correct effect.
sorry for my noob english.
Technical Discussion » A puzzled question about DOP
- flyingc
- 160 posts
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in a Dop network.
I placed one RBDobject node and a smoke node.but i can't make the RBDoject with customized animation interact with the smoke .
how to realize this effect?
I placed one RBDobject node and a smoke node.but i can't make the RBDoject with customized animation interact with the smoke .
how to realize this effect?
Technical Discussion » What is different between pyro and smoke?
- flyingc
- 160 posts
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PyroFX is a new feature in Houdini 10.
and in Dop a smoke node is exist .
what is different between them?
and in Dop a smoke node is exist .
what is different between them?
Technical Discussion » how to improve the rendering quality with pbr?
- flyingc
- 160 posts
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thank you everyone .
thank you circusmonkey.
i increase pixel samples to 32*32 and max ray samples to 1024 then get a clear image.but it take me a long time to render it.
one more question, what is pbr shader ?and how to use it?
thank you circusmonkey.
i increase pixel samples to 32*32 and max ray samples to 1024 then get a clear image.but it take me a long time to render it.
one more question, what is pbr shader ?and how to use it?
Technical Discussion » how to improve the rendering quality with pbr?
- flyingc
- 160 posts
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one more question.
what is the best way to realize such an effect ?
instance light could be considered? I always think that pbr is a good choice
what is the best way to realize such an effect ?
instance light could be considered? I always think that pbr is a good choice
Technical Discussion » how to improve the rendering quality with pbr?
- flyingc
- 160 posts
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hi
i made a couple of glow balls and render them with pbr in mantra
but the final rendering image has lot of noise .how to improve it?
and why is there an black speckle under the balls?
i made a couple of glow balls and render them with pbr in mantra
but the final rendering image has lot of noise .how to improve it?
and why is there an black speckle under the balls?
Technical Discussion » how to use geometry as a light source ?
- flyingc
- 160 posts
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thank you everyone
this video is the reference effect.
http://www.vimeo.com/2133774 [vimeo.com]
the comment is :Rendered with Micropolygon Rendering in Mantra and Ray-Traced shadows
but how to achieve the result? i have no idea still.
this video is the reference effect.
http://www.vimeo.com/2133774 [vimeo.com]
the comment is :Rendered with Micropolygon Rendering in Mantra and Ray-Traced shadows
but how to achieve the result? i have no idea still.
Technical Discussion » Custom Area Light
- flyingc
- 160 posts
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andrewc
Area lights work by executing a light shader at different positions for different samples. So for a line light, the P variable in the light shader will be moved around depending on the geometry for the light. You should be able to use the coordinates of P to drive the intensity of Cl in your light shader. I'd start with the built-in asad_light.vfl shader.
Andrew
any shape geometry could be used to define an area light?
such as a teapot light?
Technical Discussion » how to use geometry as a light source ?
- flyingc
- 160 posts
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thank you
but if only use light shader without GI,is there any way to make any geometry emit light?
but if only use light shader without GI,is there any way to make any geometry emit light?
Technical Discussion » how to use geometry as a light source ?
- flyingc
- 160 posts
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hi
I use sphere sop create several balls,and want to make them glow and illuminate the scene
how to do it?
I use sphere sop create several balls,and want to make them glow and illuminate the scene
how to do it?
Technical Discussion » How to import particle's positon into a vex shop?
- flyingc
- 160 posts
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Wolfwoodflyingc
another question. how to use pcwrite() to write a point cloud file?
pcwrite() is for generating a point cloud from your shader, which you don't need to do since you already have your points from your particles.
Just write out your particles as .bgeo or .pc then open them with pcopen.
with “save geometry” in network , but I can save the geometry only at the current frame.
If write out “.bgeo”or “.pc” file for all frames ,how to do it? because I want to read particles's life value at every frame.
if use pcwrite() in vex ,will the “.pc” file be rewritten every time open the hip file ? If it is ture,how to avoid it?
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