Hi Tamte.
yes it is what's I need! thank you.
btw, can I ask a extra questions? I just got confuse that :
1. this way work in VOPSOP, but it seen don't worl in VOPPOP?
I tried to find parent's color but “Find Attr Value” always output “elemid:-1”???
in VOPSOP all is fine.
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Technical Discussion » How to get other particle attribute
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- igou
- 102 posts
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Technical Discussion » How to get other particle attribute
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- igou
- 102 posts
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Hi Laiwayne, I checked your file. but it seen still to find point number not to find ID
I changed your setting LIFE to Cd, so can clearly to see the result.
as you can see in Console, the id:1 has a Cd {0.510}, but {0.510} is not id1's color, it's id'2's color,
because even I give a id value “1” Houdini will go to find which PT value is “1”…Orz
I changed your setting LIFE to Cd, so can clearly to see the result.
as you can see in Console, the id:1 has a Cd {0.510}, but {0.510} is not id1's color, it's id'2's color,
because even I give a id value “1” Houdini will go to find which PT value is “1”…Orz
Technical Discussion » How to get other particle attribute
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- igou
- 102 posts
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Hi Laiwayne, thank your reply.
yes I'm talking about VOP.
I'm wonder how to use ID to get other particle attributes. for example, when I give a integer “1” to Point number input, importAttribute will to find the particle which point number is “1” but I hope it is to find which ID is “1”, not number.
you mean I can hold point index even some particle die(just use ID)?
yes I'm talking about VOP.
I'm wonder how to use ID to get other particle attributes. for example, when I give a integer “1” to Point number input, importAttribute will to find the particle which point number is “1” but I hope it is to find which ID is “1”, not number.
if you only have one particle system and you want your point index remain consistent in VOP, use ID attriubte.sorry I can't understand well.
you mean I can hold point index even some particle die(just use ID)?
Technical Discussion » How to get other particle attribute
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- igou
- 102 posts
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I tried to use “import Attribute” to get other particle's attribute. Give a integer number to the “point number” input then can get other point attribute.
But there is a problem, for particle the “Point number” is changed every frame. Can I specify the target particle base on a “ID” attribute, not on a Point Number?
If “Import Attribute”can't, any node can? ( just trying “Find att value by index”, but can't understand this node)
Or any idea can get other particle's attribute?
Hope some one can give me a idea, thank you!
iGou
But there is a problem, for particle the “Point number” is changed every frame. Can I specify the target particle base on a “ID” attribute, not on a Point Number?
If “Import Attribute”can't, any node can? ( just trying “Find att value by index”, but can't understand this node)
Or any idea can get other particle's attribute?
Hope some one can give me a idea, thank you!
iGou
Houdini Indie and Apprentice » can flipSolver affects to another flipSolver?
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- igou
- 102 posts
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Houdini Indie and Apprentice » can flipSolver affects to another flipSolver?
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- igou
- 102 posts
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thanks Solitude. thanks Antonio .
I want use multiple solver because I need different setting, like different direction of gravity. and the biggest reason is I don't want those water go to blend.
I'm just trying to create a bubble like this:
https://vimeo.com/11046292 [vimeo.com]
to avoid blending I need tow solver, I guess…
I want use multiple solver because I need different setting, like different direction of gravity. and the biggest reason is I don't want those water go to blend.
I'm just trying to create a bubble like this:
https://vimeo.com/11046292 [vimeo.com]
to avoid blending I need tow solver, I guess…
Houdini Indie and Apprentice » can flipSolver affects to another flipSolver?
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- igou
- 102 posts
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Hi, all
I setup tow flip solver and want they can affect each other. but when they contacted, they just through and no any collision occur.
I'm sure that the “Affector Relationship” in Merge node set to mutual and tried all type of “Relationship”. but flips still can't affect each other …Orz
it's may a silly question, but hope if there has any idea.
thanks !
iGou
I setup tow flip solver and want they can affect each other. but when they contacted, they just through and no any collision occur.
I'm sure that the “Affector Relationship” in Merge node set to mutual and tried all type of “Relationship”. but flips still can't affect each other …Orz
it's may a silly question, but hope if there has any idea.
thanks !
iGou
Edited by - April 14, 2013 07:14:31
Technical Discussion » (solved)when FLIP collide with RBD, it explosion
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- igou
- 102 posts
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Yes, it is 5000. turn back to 1000 then the explosion not occur anymore and have a funny floating motion!
really helpful, thank you!!
really helpful, thank you!!
Technical Discussion » (solved)when FLIP collide with RBD, it explosion
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- igou
- 102 posts
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I set boxes density very low because it too heavy so FLIP can't push them, but after change feedback to 1… amazing! even boxes is so heavy FLIP can move them, wow!!!there is still a little explode but it's find, just a little.
thanks Johnnycore
btw, I'm wonder why you know that I just got another problem about floatingXD your vedio is so cool, helpful
thanks Johnnycore

btw, I'm wonder why you know that I just got another problem about floatingXD your vedio is so cool, helpful

Technical Discussion » (solved)when FLIP collide with RBD, it explosion
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- igou
- 102 posts
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Hi Traiano,
I just go to tried setting as polygons or polygons mesh, and increase those axis division but it's still exploded.
I once think that explosion always happen in the FLIP container boundary, but after some test I'm not sure if the boundary is reason…
http://youtu.be/OB_wgP38yWI [youtu.be]
in this time I tried to move ground upper on container and boxes in the middle but still explode…
btw, I don't know what's “itinerations”, you mean axis division?
thanks for advice, I'll keep to try find the reason
I just go to tried setting as polygons or polygons mesh, and increase those axis division but it's still exploded.
I once think that explosion always happen in the FLIP container boundary, but after some test I'm not sure if the boundary is reason…
http://youtu.be/OB_wgP38yWI [youtu.be]
in this time I tried to move ground upper on container and boxes in the middle but still explode…
btw, I don't know what's “itinerations”, you mean axis division?
thanks for advice, I'll keep to try find the reason

Technical Discussion » (solved)when FLIP collide with RBD, it explosion
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- igou
- 102 posts
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Hi Lari,
here is a remade file but have the same problem, I didn't save the original one.
I think I only changed the density (FLIP and RBD both) because the default density is too weak to push those boxes.
thank you!
iGou
here is a remade file but have the same problem, I didn't save the original one.
I think I only changed the density (FLIP and RBD both) because the default density is too weak to push those boxes.
thank you!
iGou
Technical Discussion » (solved)when FLIP collide with RBD, it explosion
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- igou
- 102 posts
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I tried use a FLIP to push RBD (use bullet solver), but the RBD objects just bounce off at collided moment.
and if RBD inside the FLIP it will explosion. you can see it in this video:
http://youtu.be/4f9urniAa5g [youtu.be]
I tried to find the reason with check the “collision velocity” in the Visualization but still can't understand what's happen…
is there a way can fix this problem? I need some help, please
thanks!
iGou
and if RBD inside the FLIP it will explosion. you can see it in this video:
http://youtu.be/4f9urniAa5g [youtu.be]
I tried to find the reason with check the “collision velocity” in the Visualization but still can't understand what's happen…
is there a way can fix this problem? I need some help, please
thanks!
iGou
Edited by - April 8, 2013 10:10:48
Houdini Lounge » does "Bitonic Merge Sort" important to GPU acceler
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- igou
- 102 posts
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Thanks. those info very help!!
finally, I think now I can go to the shop and choose a new one.
finally, I think now I can go to the shop and choose a new one.
Technical Discussion » Spray motion is strange
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- igou
- 102 posts
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Technical Discussion » Spray motion is strange
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- igou
- 102 posts
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I still don't know the reason but found a way to fix it.
just create a group node before VOPPOP. set group bounding box size and solver's are the same, and give VOPPOP this group as a source group.
then if particle go out from the group that VOPPOP will turn to disable.
just create a group node before VOPPOP. set group bounding box size and solver's are the same, and give VOPPOP this group as a source group.
then if particle go out from the group that VOPPOP will turn to disable.
Houdini Lounge » does "Bitonic Merge Sort" important to GPU acceler
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- igou
- 102 posts
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I just planning to get a HD7970(6Gb) to use as a GPU acceleration for Pyro, 7970's score of OpenCL looks very nice exclude the “Programming Principles: Bitonic Merge Sort”
http://clbenchmark.com/compare.jsp?config_0=11905561&config_1=14470292 [clbenchmark.com]
what is “Bitonic Merge Sort”? does it important to Pyro??
could give me some info, please. thank you
iGou
http://clbenchmark.com/compare.jsp?config_0=11905561&config_1=14470292 [clbenchmark.com]
what is “Bitonic Merge Sort”? does it important to Pyro??
could give me some info, please. thank you

iGou
Houdini Lounge » Video Copliots explosion tutorial, but in H12
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- igou
- 102 posts
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Technical Discussion » Houdini 12 and AMD 7970 - disappointment
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- igou
- 102 posts
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Houdini Indie and Apprentice » OpenCL problem in PyroFX
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- igou
- 102 posts
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Hi, Chronon
apology for my pool english. and I noticed my problem is just a mistake.
thank you
apology for my pool english. and I noticed my problem is just a mistake.
thank you

Technical Discussion » Houdini 12 and AMD 7970 - disappointment
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- igou
- 102 posts
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I guess it depends .. we plan to buy amd cards just as second card for opencl acceleration ..
excuse me. can I question how to change which card for opencl acceleration?
thank you!
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