caweeks

caweeks

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Managing multiple DoP simulations March 27, 2016, 2:20 p.m.

I've been learning pyro sims for a little while now and have been working on a simple missile rocket and explosion. As I've progressed, I keep wanting to add more layers of simulation to make the explosion better, but I am struggling with how to combine them all together.

So my scene is currently made up of two sims (you can see a lower res version of it here: https://vimeo.com/157303356#t=20s): [vimeo.com] one for the trail of the rocket as it flies to its target, and the second is the actual explosion. What I want to do now is add a 3rd sim that will create a shockwave. I have a rough draft of this idea in another houdini file (just a smoke sim with a radial vector field), but I'm wondering how exactly I can add it to my original file.

I originally tried to go ahead and add the shockwave in my original file, but it was just so slow because of the other sims. Then I just bypassed almost all of the other nodes in the DoP network so only the shockwave sim ran, but, to my surprise, the file was still extremely slow and appeared to be cooking even though none of the other simulations should have been running (this confused the heck out of me, any explanation would help).

Should I just copy the node network from one file to another? There has to be a better way than that.

Abstracting out from this particular problem, I would love any advice on an overall work flow for multi-layered simulations like this. My projects will continue to get more and more complicated, but I don't know the best way to manage them.

Any and all advice is appreciated! Thanks!

Culling Edge Faces on a Plane Jan. 21, 2016, 11:43 a.m.

Cool, thank you! My initial idea was to measure how many edges each primitive had, kind of like you suggested with the points, but I wasn't sure exactly how. Thanks!

Culling Edge Faces on a Plane Jan. 20, 2016, 5:51 p.m.

Hi everybody,

I apologize if this is not the proper place to post this question, this is my first post.

Anyways, I am making a tool that creates a hexagonal grid. The tool is working properly- I give it the width and height of the grid and the length of the hexes, and its all dandy.

Coming from a computer science background, though, I'm trying to optimize it. I don't want any of the edge faces, as they aren't hexes. So the way I currently get rid of them is to create a delete node with delete by expression, with filter expression being checking all edge cases:

//top
//primitiveNumber % height
!($PR%ch(“../../height”)) ||
//bottom
!(($PR+1)% ch(“../../height”)) ||
//left
($PR < ch(“../../height”)) ||
//right
($PR > (ch(“../../height”)*(ch(“../../width”)-1)))

So. This works fine. The little I do know about Houdini, though, tells me there is a better way to do this. Manually checking each edge case for every primitive seems a little brute-forcey. There's always a better way! Any ideas / suggestions appreciated! Thanks.