Hi guys,
Really thanks you for answering my question. That's awesome! It's a pity to miss your great discussion due to lie on a bed with a severe flu! I will digest your great files!
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Technical Discussion » Question with writing the "moment" frame into attr
- kzchen
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Technical Discussion » Question with writing the "moment" frame into attr
- kzchen
- 20 posts
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Hi Arctor,
Thanks for your reply. But it's not what I want. Let me clarify my question in detail. For example, whenever any point's increasing $CR reaches to 1.0, and then a customized attribute will record the “moment frame” at the same time. If I wrote an expression like “if( $CR >= 1, $F, -1 ),” of course it wouldn't not record the moment frame. I tried to use Dop w/ Sop solver, but I failed. Hope my explanation could be clear!
Thanks for your reply. But it's not what I want. Let me clarify my question in detail. For example, whenever any point's increasing $CR reaches to 1.0, and then a customized attribute will record the “moment frame” at the same time. If I wrote an expression like “if( $CR >= 1, $F, -1 ),” of course it wouldn't not record the moment frame. I tried to use Dop w/ Sop solver, but I failed. Hope my explanation could be clear!
Technical Discussion » Question with writing the "moment" frame into attr
- kzchen
- 20 posts
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Hi guys,
The attached file is a simple setup where each point has a increasing $CR. I'd like to write a “moment” frame into point's attribute when the $CR is reaching to 1, like the hittime in Popnet. I tried couples of ways but I can't figure it out. Could you guys give me some hints or ways to deal with such the situation? Thanks in advance!
The attached file is a simple setup where each point has a increasing $CR. I'd like to write a “moment” frame into point's attribute when the $CR is reaching to 1, like the hittime in Popnet. I tried couples of ways but I can't figure it out. Could you guys give me some hints or ways to deal with such the situation? Thanks in advance!
Technical Discussion » Question with VEX Vop Surface Shader in HD v11
- kzchen
- 20 posts
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Hi guys,
I'm watching previous tutorials regarding the SHOP, but I can't find the VEX Vop Surface Shader and VEX layered Surface nodes in HD v11. I don't get it why they were gone. Is there any workaround if I want to use them? Thanks in advance!
I'm watching previous tutorials regarding the SHOP, but I can't find the VEX Vop Surface Shader and VEX layered Surface nodes in HD v11. I don't get it why they were gone. Is there any workaround if I want to use them? Thanks in advance!
Technical Discussion » A simple question with the command "Create Parameter No
- kzchen
- 20 posts
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Technical Discussion » A simple question with the command "Create Parameter No
- kzchen
- 20 posts
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Hi guys,
Actually I learned HD from v11. I have a question that I can't find the command “Create Parameter Node” in VOP VEX Surface Shader Node when I read and followed this tutorial http://www.aiworks.eu/rendering-shading/43-h10cb-shading-creating-a-simplest-shader.html [aiworks.eu] Is anyone who could do me a favor? Thanks in advance!
Actually I learned HD from v11. I have a question that I can't find the command “Create Parameter Node” in VOP VEX Surface Shader Node when I read and followed this tutorial http://www.aiworks.eu/rendering-shading/43-h10cb-shading-creating-a-simplest-shader.html [aiworks.eu] Is anyone who could do me a favor? Thanks in advance!
Technical Discussion » A cached results incorrect problem for SOP solver
- kzchen
- 20 posts
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Technical Discussion » A cached results incorrect problem for SOP solver
- kzchen
- 20 posts
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Hi guys,
I did a simple test following by a video tutorial from http://vimeo.com/6663811 [vimeo.com], but I was stuck. First, I created a box object including an attribute named “test”, and then load it into a DOP with a SOP solver. Next, I entered to the SOP solver and created an attribute named “test” with a value “$TEST + 1” below the dop_geometry node in order to accumulate itself while moving time slider.
Whenever I dragging time slider inside the SOP solver, the attribute can't be accumulated, and the sopsolver would show a warning “…cooked in Immediate mode, cached results incorrect.” But as I jumped up to DOP level, played a whole frame range, and then enter to sopsolver, the accumulation did work without any warning msg.
I tried to figure it out by downloading the tutorial scene file which is v10. I found the dop_geometry node inside sopsolver is totally different than v11. The v10 one is based on Object Merge node, while the v11 one is Dop Import. I have no idea what's going on with it. Is anyone who could give me some hints or solution? Thanks!
I did a simple test following by a video tutorial from http://vimeo.com/6663811 [vimeo.com], but I was stuck. First, I created a box object including an attribute named “test”, and then load it into a DOP with a SOP solver. Next, I entered to the SOP solver and created an attribute named “test” with a value “$TEST + 1” below the dop_geometry node in order to accumulate itself while moving time slider.
Whenever I dragging time slider inside the SOP solver, the attribute can't be accumulated, and the sopsolver would show a warning “…cooked in Immediate mode, cached results incorrect.” But as I jumped up to DOP level, played a whole frame range, and then enter to sopsolver, the accumulation did work without any warning msg.
I tried to figure it out by downloading the tutorial scene file which is v10. I found the dop_geometry node inside sopsolver is totally different than v11. The v10 one is based on Object Merge node, while the v11 one is Dop Import. I have no idea what's going on with it. Is anyone who could give me some hints or solution? Thanks!
Technical Discussion » The measure of Min/Max Impact in vornonoi configure?
- kzchen
- 20 posts
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Hi Mawi,
Thanks for your reply that I can totally get it! BTW, is it possible to see the impact value while using a force to trigger break( e.g. magnet force)?
Thanks for your reply that I can totally get it! BTW, is it possible to see the impact value while using a force to trigger break( e.g. magnet force)?
Technical Discussion » The measure of Min/Max Impact in vornonoi configure?
- kzchen
- 20 posts
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Hi guys,
I browsed the related posts and tried to play with this node and I have a question regarding the parameter “Min/Max Impact.” I understand this parameter is a threshold for breaking into piece, but I can't understand which filed in DOP attribute is as a measurement for it. I thought it could be the rbdoject's Impulse in Impact/ Impact, but when I tried to set a value larger than the Impulse, the result was still to generate broken pieces. Is there anyone who could give me any hint? Thanks in advance!
I browsed the related posts and tried to play with this node and I have a question regarding the parameter “Min/Max Impact.” I understand this parameter is a threshold for breaking into piece, but I can't understand which filed in DOP attribute is as a measurement for it. I thought it could be the rbdoject's Impulse in Impact/ Impact, but when I tried to set a value larger than the Impulse, the result was still to generate broken pieces. Is there anyone who could give me any hint? Thanks in advance!
Houdini Indie and Apprentice » problem with high CPU usage for the hkey.exe and hmaster.exe
- kzchen
- 20 posts
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Hi guys,
I have a problem with the installation of apprentice license on my new laptop. When I chose the option to install it after HD setup, the system was getting very very slow. I found the reason was the hkey.exe was using around 100% CPU usage. After taht I waited for a couple time going through this step and the HD could be launched successfully, but the hmaster.exe took up around 75~80% CPU usage. I browsed some article said trying to turn off firewall or anti-virus software, but these ways didn't come into play. Is there anyone could give me any hint or solution to resolve this problem? Thanks in advance!
Below is my NB specification
CPU: i5-540UM
Graphic card: GT 330M w/ 1GB
RAM: 4GB DDR3
OS: Windows 7 Home Premium
I have a problem with the installation of apprentice license on my new laptop. When I chose the option to install it after HD setup, the system was getting very very slow. I found the reason was the hkey.exe was using around 100% CPU usage. After taht I waited for a couple time going through this step and the HD could be launched successfully, but the hmaster.exe took up around 75~80% CPU usage. I browsed some article said trying to turn off firewall or anti-virus software, but these ways didn't come into play. Is there anyone could give me any hint or solution to resolve this problem? Thanks in advance!
Below is my NB specification
CPU: i5-540UM
Graphic card: GT 330M w/ 1GB
RAM: 4GB DDR3
OS: Windows 7 Home Premium
Technical Discussion » Issue regarding Global Variables display in VEX
- kzchen
- 20 posts
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Technical Discussion » Issue regarding Global Variables display in VEX
- kzchen
- 20 posts
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Hi guys,
I dont know why the items of Global Variables node in VEX always display “full” name instead of short variable names(e.g. showing Point position, not P.) I tried to figured it out via help or forum but failed. I know it might be a baisc questions. Could you guys tell me how to chage it back to short name? Thanks!
I dont know why the items of Global Variables node in VEX always display “full” name instead of short variable names(e.g. showing Point position, not P.) I tried to figured it out via help or forum but failed. I know it might be a baisc questions. Could you guys tell me how to chage it back to short name? Thanks!
Technical Discussion » Problem with retrieving Impact data from Rigid body
- kzchen
- 20 posts
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Hi graham,
Thanks for your detailed explanation. I think using fuse is a workaround to generate points!
BTW, I just changed some parameter and found a confusing situation. When I just switched the order in Merge node, the Impacts/ Impacts for box was changed to Feedback/ Impacts, and the recording data went back to the exact hitting number of particles as I need; however the result didn't look as much dynamic as the one before changed. You can check out the new attached file as below.
My concern is which way is the correct result in this case?
Thanks for your detailed explanation. I think using fuse is a workaround to generate points!
BTW, I just changed some parameter and found a confusing situation. When I just switched the order in Merge node, the Impacts/ Impacts for box was changed to Feedback/ Impacts, and the recording data went back to the exact hitting number of particles as I need; however the result didn't look as much dynamic as the one before changed. You can check out the new attached file as below.
My concern is which way is the correct result in this case?
Technical Discussion » Problem with retrieving Impact data from Rigid body
- kzchen
- 20 posts
- Offline
Hi guys,
I have a question regarding to get the subdata and recordType “Impacts/ Impacts” from rigid body. The attached file is a simple test showing that particles collide with a rigid box. I'd like to retrieve the Impacts/ Impacts data, but I found it always showed hundred numbers of impacting info even though there's only one particle colliding with object.
I tried to adjust the default setting in rbdsolver by setting Collision Passes = 1, the other passes = 0, and Shock Propagation = 0. Although the Impacts data returned to normal showing the exact number of collision, the looking was totally different than the previous one.
In fact, I referenced the example file “DentingWithPops” from Sop solver in help document. In this file, the Impacts data could show the exact collision number with a default rbdsolver. I'm so confused why I can't get the same result even though I almost made the same setting in my file. Hope you guys could give me any hint! Thanks in advance.
I have a question regarding to get the subdata and recordType “Impacts/ Impacts” from rigid body. The attached file is a simple test showing that particles collide with a rigid box. I'd like to retrieve the Impacts/ Impacts data, but I found it always showed hundred numbers of impacting info even though there's only one particle colliding with object.
I tried to adjust the default setting in rbdsolver by setting Collision Passes = 1, the other passes = 0, and Shock Propagation = 0. Although the Impacts data returned to normal showing the exact number of collision, the looking was totally different than the previous one.
In fact, I referenced the example file “DentingWithPops” from Sop solver in help document. In this file, the Impacts data could show the exact collision number with a default rbdsolver. I'm so confused why I can't get the same result even though I almost made the same setting in my file. Hope you guys could give me any hint! Thanks in advance.
Houdini Lounge » Difference between vector and 3 float
- kzchen
- 20 posts
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Hi Jeff,
I really appreciate for your detailed explanation. It's helpful for me and I am digesting it!
Hi Acaiborka,
Thanks for sharing this video. I will check it out!
I really appreciate for your detailed explanation. It's helpful for me and I am digesting it!
Hi Acaiborka,
Thanks for sharing this video. I will check it out!
Houdini Lounge » Difference between vector and 3 float
- kzchen
- 20 posts
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Hi guys,
I understand this question is sort of basic. I tried to find related info on this site or internet but I can't. Is anyone can give me some hint? Thanks!
I understand this question is sort of basic. I tried to find related info on this site or internet but I can't. Is anyone can give me some hint? Thanks!
Technical Discussion » How to offset animated objects by group selection
- kzchen
- 20 posts
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Hi all,
I have read the below two threads related to offset duplicated animation for each objects.
http://forums.odforce.net/index.php?/topic/7187-offset-animation-based-on-groups/page__hl__rohandalvi__fromsearch__1 [forums.odforce.net]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=20352&highlight=trig+animation [sidefx.com]
These 2 links are very helpful for me to understand the concept for solving this issue. The first one was to use the attribute “hittime” recording each particle to achieve the similar effect when copy node. The second one was to use the $PT order to fake the linear offset animation, but this way may not be used for randomized point selection.
My concerns is, in my case, I'd like to trigger an animation from start when a set of points are selected by group node. Is there any way like “hittime” to record when points are selected? Could you guys please give me any suggestion or other ways to achieve offset animation? Thanks in advance!
I have read the below two threads related to offset duplicated animation for each objects.
http://forums.odforce.net/index.php?/topic/7187-offset-animation-based-on-groups/page__hl__rohandalvi__fromsearch__1 [forums.odforce.net]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=20352&highlight=trig+animation [sidefx.com]
These 2 links are very helpful for me to understand the concept for solving this issue. The first one was to use the attribute “hittime” recording each particle to achieve the similar effect when copy node. The second one was to use the $PT order to fake the linear offset animation, but this way may not be used for randomized point selection.
My concerns is, in my case, I'd like to trigger an animation from start when a set of points are selected by group node. Is there any way like “hittime” to record when points are selected? Could you guys please give me any suggestion or other ways to achieve offset animation? Thanks in advance!
Houdini Lounge » how to get the points group after using sweep
- kzchen
- 20 posts
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Hi graham,
Thanks for your great sample and detailed explanation. It's really help me a lot!
Thanks for your great sample and detailed explanation. It's really help me a lot!
Houdini Lounge » how to get the points group after using sweep
- kzchen
- 20 posts
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Hi guys,
I created a Group to store some points from a box, applied Duplicate to the box, and then I can get the accumulative amounts of points in group I created. However, as I do the same process except to replace Duplicate to Sweep, I can't get the Group info. I'm just wondering if it would be a way to get the inherited points Group? Thanks in advance!
I created a Group to store some points from a box, applied Duplicate to the box, and then I can get the accumulative amounts of points in group I created. However, as I do the same process except to replace Duplicate to Sweep, I can't get the Group info. I'm just wondering if it would be a way to get the inherited points Group? Thanks in advance!
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