thanks for your reply ,
About the first question i tried the script in this thread :
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=17120&highlight=delete [sidefx.com]
but it seems to work only for a certain number of points (something like 500-1000)
Its like the textfield for the blast can not take such a big string
Found 13 posts.
Search results Show results as topic list.
Technical Discussion » Delete Points By ID
- firebblade
- 13 posts
- Offline
Technical Discussion » Delete Points By ID
- firebblade
- 13 posts
- Offline
Hello,
I'm doing a particle fluid solve which i save with a rop,
then i'm importing the rop's files with a File node.
I'm lasso selecting the points/particles in the Scene View and
creating a group out of them, i pipe down a delete node and use the
group from the selection.The deleted points switch in every frame cause
the point numbers are shifting.
1)Is there a way to use the point() and pointlist() to procedurally
delete the points based on there ID's from a group?
“I tried creating an attribute that has a value of `
point(”/obj/outParticles/file1“, pointlist(”/obj/outParticles /group2“,”deleteGRP“), ”id“, 0) `
and the delete node has an expression of $ID=$VALUE
but this only works for the first point in the list ”
2)Can i view the ID numbers instead of point numbers in the Scene View?
Thank you for your time!
I'm doing a particle fluid solve which i save with a rop,
then i'm importing the rop's files with a File node.
I'm lasso selecting the points/particles in the Scene View and
creating a group out of them, i pipe down a delete node and use the
group from the selection.The deleted points switch in every frame cause
the point numbers are shifting.
1)Is there a way to use the point() and pointlist() to procedurally
delete the points based on there ID's from a group?
“I tried creating an attribute that has a value of `
point(”/obj/outParticles/file1“, pointlist(”/obj/outParticles /group2“,”deleteGRP“), ”id“, 0) `
and the delete node has an expression of $ID=$VALUE
but this only works for the first point in the list ”
2)Can i view the ID numbers instead of point numbers in the Scene View?
Thank you for your time!
Technical Discussion » Creep POP and polygons
- firebblade
- 13 posts
- Offline
Thank you for your replies mush appreciated
The thing is that i want to be able to create particles (and stuck'em) to the surface where ever i want, have them driven manually,affected by forces ,stop and detach like the attached file but in polygonal surfaces.The Creep POP works brilliant in meshes,
how can i have the same behaviour in polygons?and use the Texture UV instead of the parametric UV of the primitives ?
The thing is that i want to be able to create particles (and stuck'em) to the surface where ever i want, have them driven manually,affected by forces ,stop and detach like the attached file but in polygonal surfaces.The Creep POP works brilliant in meshes,
how can i have the same behaviour in polygons?and use the Texture UV instead of the parametric UV of the primitives ?
Technical Discussion » Creep POP and polygons
- firebblade
- 13 posts
- Offline
Hello,
I want to generate and glue particles on the surface of a transforming geometry which i'm importing.
Creep POP seems to work only in a “mesh” surface,Convert SOP doesn't work on my geometry(tried a Sort SOP) and with a Ray SOP i end up with very small and very large primitives so when a particle slides it has diferend speeds in every face.
Is there a way to have particles on a polygonal surface to look up the UV from UV texture coordinates and not the parametric UV of each primitive?
Thank you for your time
I want to generate and glue particles on the surface of a transforming geometry which i'm importing.
Creep POP seems to work only in a “mesh” surface,Convert SOP doesn't work on my geometry(tried a Sort SOP) and with a Ray SOP i end up with very small and very large primitives so when a particle slides it has diferend speeds in every face.
Is there a way to have particles on a polygonal surface to look up the UV from UV texture coordinates and not the parametric UV of each primitive?
Thank you for your time
Houdini Indie and Apprentice » Volume & Attenuation in Forces
- firebblade
- 13 posts
- Offline
Hey man thanks for your reply much appreciated,
i will take a close look to your network and nodes.
i will take a close look to your network and nodes.
Houdini Indie and Apprentice » Volume & Attenuation in Forces
- firebblade
- 13 posts
- Offline
Ok i used groups for volume which is actually very neat cause you can use what ever geometry you want but i haven't figured out how i could have some attenuation, with out messing around with the particle masses
Houdini Indie and Apprentice » which consider on choosing a video card for houdini???
- firebblade
- 13 posts
- Offline
Hey man ,
from my perspective you should pay attention to your cpu and ram rather than your 3d acceleration card a “good” video card simply lets you fly throu
with ease in the vieport when you have a lot of geometry with a lot of textures .Ati for me was always working better from a nVidia , Quadro from the other hand its on an other level (and an other cost ) and a 3d labs card
would be even better .(with those glind gpu's mmmmmm)
Which ever card you buy will run just fine what i do is buy a good cpu and lots of ram and a good chipset in my mother board and buy a 150$ video card like every 4-6 months .
nVidia has a much much much better support for linux than ati ,ati just recend started to pay attention to those who use linux
I think in the end the rule is one the more expensive the better ,after that is just how much you can afford.
Hope that helped
from my perspective you should pay attention to your cpu and ram rather than your 3d acceleration card a “good” video card simply lets you fly throu
with ease in the vieport when you have a lot of geometry with a lot of textures .Ati for me was always working better from a nVidia , Quadro from the other hand its on an other level (and an other cost ) and a 3d labs card
would be even better .(with those glind gpu's mmmmmm)
Which ever card you buy will run just fine what i do is buy a good cpu and lots of ram and a good chipset in my mother board and buy a 150$ video card like every 4-6 months .
nVidia has a much much much better support for linux than ati ,ati just recend started to pay attention to those who use linux
I think in the end the rule is one the more expensive the better ,after that is just how much you can afford.
Hope that helped
Houdini Indie and Apprentice » Volume & Attenuation in Forces
- firebblade
- 13 posts
- Offline
Hello,
I have a Maya background and I wanted to ask what are my options for applying a volume shape to any Force POP and also an attenuation to that force.
Thank you in advance.
I have a Maya background and I wanted to ask what are my options for applying a volume shape to any Force POP and also an attenuation to that force.
Thank you in advance.
Houdini Indie and Apprentice » Particle Fluid cache to disk
- firebblade
- 13 posts
- Offline
Thank you for your immediate and explanatory reply!
Please keep up all this Great work.
Please keep up all this Great work.
Houdini Indie and Apprentice » Particle Fluid cache to disk
- firebblade
- 13 posts
- Offline
Hello
i just wanted to ask what is the best workflow to cache out particle fluids.
in “Intro_to_Fluids_in_Houdini” ROP is used which is (if i understood correctly)
a new geometry copied from DOP's network result which means that if i wanted to cache out frames 1-200 and my pc crashes ,the electricity is cut off ,the PSU engulfs in flames at frame 100 i can't resume from frame 100.
With a file node i must cache out all the attributes and colliding geometries
which produces really large files.
Is there a workflow in which i could resume the caching when ever i stop it and have specific nodes to cache?
Thank you for your time!
i just wanted to ask what is the best workflow to cache out particle fluids.
in “Intro_to_Fluids_in_Houdini” ROP is used which is (if i understood correctly)
a new geometry copied from DOP's network result which means that if i wanted to cache out frames 1-200 and my pc crashes ,the electricity is cut off ,the PSU engulfs in flames at frame 100 i can't resume from frame 100.
With a file node i must cache out all the attributes and colliding geometries
which produces really large files.
Is there a workflow in which i could resume the caching when ever i stop it and have specific nodes to cache?
Thank you for your time!
Houdini Lounge » Fluid collisions - from inside
- firebblade
- 13 posts
- Offline
it seems that the best way to do this is boolean the surface with a cube
like you did.
Its a shame that collisions are so so cumbersome you actually have to spend more time thinking how to break up your object or tweaking it in order to make more accurate SDF's than making the actual particle animation.
like you did.
Its a shame that collisions are so so cumbersome you actually have to spend more time thinking how to break up your object or tweaking it in order to make more accurate SDF's than making the actual particle animation.
Houdini Lounge » New In Houdini workflow local variable catcher
- firebblade
- 13 posts
- Offline
i have a simple grid that emites Sprites and ived used a color node with alpha
to drive the X scale of the sprites with the $CA local variable , how can i use a second color(node) to drive the Y scale?
to drive the X scale of the sprites with the $CA local variable , how can i use a second color(node) to drive the Y scale?
Technical Discussion » Multi-Threading in particle and RigidBodies
- firebblade
- 13 posts
- Offline
i run a quad core in winXP 64x when i try to solve a RBD i see the that the task manager is using only 25% (1 cpu) .
Is there a way to use full power my cpu?
and when i render in mantra it uses 100% but seems kinda slow is there
some trick in the render ?
thanks for your time
Is there a way to use full power my cpu?
and when i render in mantra it uses 100% but seems kinda slow is there
some trick in the render ?
thanks for your time
-
- Quick Links