himanshu khurana

himkhu

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Deforming DOPs -> simulate proxy DEFORMING geo and transfering it to High res July 22, 2019, 11:39 a.m.

Aslak K-S
Hi,
A workaround is to not deform by the dop sim until it is active.
attached an updated file, colored the nodes I touched pinkish?


Hi Sorry for the delay I was on leave because of my personal reasons.
thanks for sharing your file and I kinda understood the problem. that is we can switch the deforming one with the dops one.
but I have one more complication in my case and that is I am not switching them from deforming to active in just one frame.
some of them are velocity threshold and some of them are triggered based on the position i.e. say that switching on a different frame. and in that case, this logic is not helping much

Deforming DOPs -> simulate proxy DEFORMING geo and transfering it to High res July 16, 2019, 2:41 p.m.

Hi,
I am stuck with at a dead end. I have a high res char which is prefecture and deforming. and so I have created a sphere representation for that char in a for loop and simulated a deforming to active DOPs.

what I wanted is a what should be the proper way to transfer the simulation back to high res.

things I have tried transform pieces but DOPs does not calculate orient attribute until it the object is active

attached is a Houdini file tried to explain what is going wrong.

any help will be appreciated

thanks
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Min And Max Values From A Point Attribute Aug. 2, 2018, 7:23 a.m.

BabaJ
@himkhu….your responding to the last post from 2009.

Perhaps you could post your hip with the issue so that someone might be able to help you.

so I have 1000 points in a 3d space, and i calculated the distance of each of them from the camera and stored in f@dist point attribute.
right now i am using attibpromote node 4 times ( first to promote min dist to detail second for max dist and then rest of the two back to point attribute ).

I am wondering what Mr keyframe implying is if you can store it in $TY and use query $YMAX and $YMIN would be the best alternative way of doing the same thing. but i am not sure what exactly has to be layed down in houdini to achieve this.

so if someone can explain the step by step process would be a great help.

thanks for the concern by the way didn't notice this post was from 2009. just stumbled upon it from google.