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Found 102 posts.

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Houdini Indie and Apprentice » is possible to decrease num of CPU use task manager

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igou
102 posts
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 Nov. 29, 2013 08:10:15
I know in mantra node, here is a parameter “use max processors”. but I don't think it can control CPU usage very well and PC still lag.
so I go to the windows task manager(WIN7 64bit) to turn off some CPU for mantra. but it will turn on all CPU automatically…

any idea? please.
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Technical Discussion » how to start RBD as sleeping(passive) object?

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igou
102 posts
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 Nov. 12, 2013 19:53:35
thank you Ioness, cool idea!
OK, finally got the result what I want! it's still not a complete setting but can fix by hand. ( the problem is $PT is start from 0 but $OBJ is from 1, so I have +1 manually)
thanks guys. love you all!
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Technical Discussion » how to start RBD as sleeping(passive) object?

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igou
102 posts
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 Nov. 12, 2013 10:00:52
thank you Ioness!
yes I mean passive. but I don't know how to use “RBD kyeframe active” to active when it hit by something. I think in a fracture sim set key by hand isn't a good way…
after saw Joker's hip I notice that if turn off “Create Active Object” the RBD object can't recevie impact data. I guess this is why Joker said “should use RBD Solver and Static Solver with together”. so even “Active Value” can turn RBD to active, but I don't know how to get impact data from a "non-active object.
one of reason that I like passive more than glue is batter performance(if glue is not necessary). in 3dsMax do passive object is easy, so I hope can do same thing in H.

btw, Joker's hip gave me very much idea and I just thinking other way. may be I should delete the RBDpieces which has impact and born the same piece into fracture object dop. but I not finish yet.
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Technical Discussion » how to start RBD as sleeping(passive) object?

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igou
102 posts
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 Nov. 11, 2013 11:13:35
Hi Kreahk, thank your advice. I like glue,too.
but I still wonder a way to make a sleeping object because I think some time will need.
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Technical Discussion » how to start RBD as sleeping(passive) object?

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igou
102 posts
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 Nov. 10, 2013 21:19:42
oops, I'm sorry I uplaod the wrong file.
re uploaded, please download it again.
thank you

in obj level can see piece become red when hit
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Technical Discussion » how to start RBD as sleeping(passive) object?

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igou
102 posts
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 Nov. 10, 2013 11:46:03
Hi Joker, thank your file! but I still has a problem need help.
I changed your network because I want to do RBD Fracture object. every thing is right but the“JK_RBD_Static_Solver” is not. it can't get my point attribute correctly if I use a variable in expression:
point(“../../box_object1/JK_Take_Collison/OUT_active1”,$OBJID-4,“active”,0)

if I use $OBJID it will don't work. what should I do?
thank you!

p.s.
upload wrong attach file so I deleted it. the new in below reply.
jk_rbd_static_solver_555
Edited by - Nov. 10, 2013 21:21:25
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Technical Discussion » how to start RBD as sleeping(passive) object?

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igou
102 posts
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 Nov. 8, 2013 09:01:12
Hello every one
I am wonder how to start RBD as a passive object and turn to active when it collided.
I tried turn off “create active objects”, but it will not be active even got collide.
and “RBD auto freeze dop” is not what I want, too.

can someone give me a idea, please.

thank you!
Edited by - Nov. 12, 2013 10:04:33
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Technical Discussion » how to get a data that which FLIP particle "just hit

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igou
102 posts
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 Oct. 24, 2013 10:34:11
hello every one.
I want to detect which particle just collide in FLIP sim.
in POP, I just need to create a hitID by collision pop and a attribut node to reset this hitID value to 0.
so that when particle hit it will bake a 1 value and in next frame will return to 0.

but how to create a hitID for FLIP? I already check FLIP solver parameter but there seen has not something like hitID.

could someone give me a help, please. other method is welcome, of course.

thank you!
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Technical Discussion » how to use dopoption's rot to rotate mesh

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igou
102 posts
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 July 9, 2013 12:04:46
thank you Charles : )
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Technical Discussion » how to use dopoption's rot to rotate mesh

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igou
102 posts
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 June 28, 2013 01:18:08
sorry, I just notice this file has some bug, so I deleted it
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Technical Discussion » how to use dopoption's rot to rotate mesh

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igou
102 posts
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 June 26, 2013 14:47:20
wow, dopimportrecords is very cool and easier!!
thank you very much
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Technical Discussion » how to use dopoption's rot to rotate mesh

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igou
102 posts
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 June 26, 2013 11:19:58
I just tried use expression “dopoption” to get rigidbody's position and rotation. then use those data to create attributes to a point:
dopoption“Position” > position
dopoption“Rotaion” > normal
then use a copy to move the spheres. ( I want sphere's motion and rbd's are same)
http://youtu.be/er3ZdIoIv00 [youtu.be]

the position is very well but rotation is not. how to use the “dopRotation” correctlly? can someone give me a help, please.
thank you!
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Technical Discussion » how to create Maya's Goal without creep

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igou
102 posts
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 June 21, 2013 10:40:37
thank your Tamte
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Technical Discussion » how to create Maya's Goal without creep

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igou
102 posts
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 June 20, 2013 13:28:38
Hello everyone
I want to create an effect just like Maya's Goal and control position by uv.
creep is a good idea but I wish a way can do outside of POP, so I'm wonder can VOPSOP do it or other node can?
thank you : )
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Technical Discussion » note on memory usage when rendering lots of particles

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igou
102 posts
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 June 8, 2013 01:27:19
I see. thank you for your help
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Technical Discussion » note on memory usage when rendering lots of particles

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igou
102 posts
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 June 5, 2013 09:55:03
Hi Jpparkeramnh:

Thank you for your advice! Sorry that I don't know much about Lighting Model. The way I have is to first create a VopMaterial in SHOP, then create a light model and connect it to Surface output (as the image below). However the result is looking weird… may I ask for more information on the settings of materials please?

Thank you for your time
Edited by - June 7, 2013 22:08:05
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Technical Discussion » note on memory usage when rendering lots of particles

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igou
102 posts
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 June 4, 2013 12:43:42
thank for share
I just have a question that after I delete particle system(use delete SOP and keep points) those points will be can't render with uniform volume ( I want render for spray )
maybe I should use other shader for render spray? any idea will appreciate
thanks!

iGou
Edited by - June 5, 2013 10:53:09
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Technical Discussion » GTX TITAN 6GB

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igou
102 posts
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 May 30, 2013 11:55:41
thank you Twod
sorry for I'm stupid. I have to go to read more information for hardware.
well, all card will get the same result, this info is very help me!
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Technical Discussion » GTX TITAN 6GB

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igou
102 posts
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 May 30, 2013 00:30:43
It'd be a better card than the 680 or 690 because of its solid compute, loads of memory, and the fact that Houdini doesn't take advantage of dual GPUs well.

sorry to dredge up an old post. just wonder what is “solid compute”?
I noticed that if use openCL to sim pyroFX the result will some weird. for ex, dissipation can't work good.

if card has solid compute like TITAN or GTX780, then can get the same result that CPU?
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Technical Discussion » How to get other particle attribute

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igou
102 posts
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 May 10, 2013 10:08:23
thanks! let me try it
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