Hi
Im new at houdini and i'm amazed by the endless posibilities
Im trying to animate noise texture inside vopsop i've created inside geometry (that i've converted to particles)
to update the viscosity settings for the particles over time, but when im trying to animate im getting this messege:
“cannot have channels which depend on time”.
How can i set the particles viscosity parameter animated OVER time ?
Thanks very much !
Animate noise inside vopsop for viscosity attribute ?
10513 20 3- pixelpro
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- Sadjad Rabiee
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Amazing.. it works.. Thanks..!
b.t.w. can you address me to some good tutorial on how can I cache the fluid particles to disk (fetch?) with particular reference to the file size optimization, and how to keep only channels that I want to export?
(And of course how to import them later
Thanks Very much!!
b.t.w. can you address me to some good tutorial on how can I cache the fluid particles to disk (fetch?) with particular reference to the file size optimization, and how to keep only channels that I want to export?
(And of course how to import them later
Thanks Very much!!
- Sadjad Rabiee
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I think the best way is using "Rop Output Driver SOP" for writing particles to bgeo files and read them with File SOP.
Also you can use Attribute SOP node to delete unwanted attributes before writing them.
But check these Topics for learning another methods such as Explicit Cache , ROP Output driver DOP :
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=33971&highlight=Explicit+Cache [sidefx.com]
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=33746&highlight=Explicit+Cache [sidefx.com]
Also you can use Attribute SOP node to delete unwanted attributes before writing them.
But check these Topics for learning another methods such as Explicit Cache , ROP Output driver DOP :
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=33971&highlight=Explicit+Cache [sidefx.com]
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=33746&highlight=Explicit+Cache [sidefx.com]
- Solitude
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For the noise, you can also use a rest position before sending it to dops. Then you can use rest instead of P for your noise lookup.
Side note: You can do cool stuff using rest positions and fluids: http://fx-td.com/?p=329 [fx-td.com] Getting the noise to move with the fluid but then fade between two rest positions to help remove the smearing you'd get otherwise.
Side note: You can do cool stuff using rest positions and fluids: http://fx-td.com/?p=329 [fx-td.com] Getting the noise to move with the fluid but then fade between two rest positions to help remove the smearing you'd get otherwise.
Ian Farnsworth
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Solitude
For the noise, you can also use a rest position before sending it to dops. Then you can use rest instead of P for your noise lookup.
Side note: You can do cool stuff using rest positions and fluids: http://fx-td.com/?p=329 [fx-td.com] Getting the noise to move with the fluid but then fade between two rest positions to help remove the smearing you'd get otherwise.
Yes , I forgot rest position , I think this is so better than my method , specially thanks :wink:
- Solitude
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- Solitude
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What do you mean? The uvs will stick to the the particles the same way rest would as long as the uvs are projected on the rest state. You can put the particles back to rest, project uvs, and then attribcopy the uv over very easily.
Unless you mean something else…? I could modify my rest field setup to convert it uvs instead if you needed.
Unless you mean something else…? I could modify my rest field setup to convert it uvs instead if you needed.
Ian Farnsworth
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