Hey!
You can use the “point deform” node.
You need to plug the scatter node to the first input, the pig head to the second (static mesh) and the deform mesh (mountain) to the third input. From there, your scatter will follow the animation and you can delete points and it will not affect the position of the scatter.
Let me know if it works!
Cheers
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Houdini Indie and Apprentice » Scattering fix point on moving ang changing topology geo
- morneauju66
- 28 posts
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Houdini Indie and Apprentice » Particle Streams Collision
- morneauju66
- 28 posts
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Hi!
I found a solution.
1. In SOP context, you assign an objId to the different object.
2. Inside the popNetwork, use popStream (or pop group) and make reference to the object ID you want to collide.
*Exemple the objectId 1
ingroup = i@objId ==1;
3. Use a pop collision after the stream.
4. wire that stream line to the merge
Let me know if it works. (I attach a basic hip file with the solution)
Cheers!
I found a solution.
1. In SOP context, you assign an objId to the different object.
2. Inside the popNetwork, use popStream (or pop group) and make reference to the object ID you want to collide.
*Exemple the objectId 1
ingroup = i@objId ==1;
3. Use a pop collision after the stream.
4. wire that stream line to the merge
Let me know if it works. (I attach a basic hip file with the solution)
Cheers!
Edited by morneauju66 - 2019年5月7日 09:38:25
Houdini Indie and Apprentice » Save multiple BGEO inside a loop
- morneauju66
- 28 posts
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Finally I have found another solution that can achieve the same goal. Insted of creating the noise offset inside the loop, I use $FF to change the offset overtime. So I can set my Rop_Geo to render frame from 1 to 10. (don't need the loop anymore).
if someone has an alternative of this solution, I'll be interested to hear it.
if someone has an alternative of this solution, I'll be interested to hear it.
Edited by morneauju66 - 2019年4月16日 10:42:29
Houdini Indie and Apprentice » Save multiple BGEO inside a loop
- morneauju66
- 28 posts
- Offline
Hi everyone,
I want to create 10 wooden plank with small variation. I used an offset noise inside a for-loop to generate different plank.
The problem I have is that I want at the end of the loop to save the bgeo to disk but I dont know how to tell the for-loop to execute the save operation after each iteration. (because I can't connect the ROP geo to the output). Everything works if I go One by one and do a manual single pass.
I want to create 10 wooden plank with small variation. I used an offset noise inside a for-loop to generate different plank.
The problem I have is that I want at the end of the loop to save the bgeo to disk but I dont know how to tell the for-loop to execute the save operation after each iteration. (because I can't connect the ROP geo to the output). Everything works if I go One by one and do a manual single pass.
Edited by morneauju66 - 2019年4月16日 09:41:44
Technical Discussion » Inside Vellum Solver: Pop Wrangle to affect Pop Force
- morneauju66
- 28 posts
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With the Pop Wrangle I'm able to reach a sop input in the menu “input”, but I don't think its possible with the pop force.
I used a point outside my solver to affect the amplitude.
vector posInput1 = point(1, “P”, 0);
I used a point outside my solver to affect the amplitude.
vector posInput1 = point(1, “P”, 0);
Technical Discussion » Inside Vellum Solver: Pop Wrangle to affect Pop Force
- morneauju66
- 28 posts
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Hi everyone,
Inside a vellum solver, I want to adjust the amplitude of a pop force using a pop wrangle, but it's not working.
Pop Wrangle Script:
vector posInput1 = point(1, “P”, 0);
if(posInput1.y > 0)
{
printf(“enter”);
@amp = 10;
}
I know that my script work because of the “printf” but I dont understand how to transfer the @amp to the pop force amplitude attribute.
Inside a vellum solver, I want to adjust the amplitude of a pop force using a pop wrangle, but it's not working.
Pop Wrangle Script:
vector posInput1 = point(1, “P”, 0);
if(posInput1.y > 0)
{
printf(“enter”);
@amp = 10;
}
I know that my script work because of the “printf” but I dont understand how to transfer the @amp to the pop force amplitude attribute.
Edited by morneauju66 - 2019年4月1日 08:54:35
Technical Discussion » Network view: Space between the Grid Line or Grid Points
- morneauju66
- 28 posts
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It will not work with changing the grid spacing because the auto-align (“shift + A”) is relative to the node shape.
But It still better with the grid spacing higher on Y. Thanks
But It still better with the grid spacing higher on Y. Thanks
Technical Discussion » Network view: Space between the Grid Line or Grid Points
- morneauju66
- 28 posts
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Hi everyone,
Inside the network view, I really like using the grid line or points in the background to organize my node. The only things that bug me is that when I used “shift + A” to realign some of my node, the automatic spacing is a tiny bit bigger than the grid line depending on the node shape. If you looked at my image reference, the basic rectangle node do a correct spacing but the wrangler shape or a null shape is very different.
Is there a way to fix this in the preferences?
Thanks a lot
-Julien
Inside the network view, I really like using the grid line or points in the background to organize my node. The only things that bug me is that when I used “shift + A” to realign some of my node, the automatic spacing is a tiny bit bigger than the grid line depending on the node shape. If you looked at my image reference, the basic rectangle node do a correct spacing but the wrangler shape or a null shape is very different.
Is there a way to fix this in the preferences?
Thanks a lot
-Julien
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