You can have a look at this values from inside dops using right click>
spreadsheet. Select the geometry node from the fluid object.
On Fri, 2 Jun 2017 at 07:41, Thomas Volkmann
wrote:
> Thanks guys!
> The "Age Particles" flag opens up all the possibilities... how
Thanks guys!
The "Age Particles" flag opens up all the possibilities... how could I have
missed that one?
Well, I'm getting there
> Cristobal Infante hat am 2. Juni 2017 um 01:17 geschrieben:
>
> Oh yes! nice tip Andy.
>
> Used to adding pop on with RBD (bullet) but
Oh yes! nice tip Andy.
Used to adding pop on with RBD (bullet) but makes total sense you can add
it to fluids now.
On 1 June 2017 at 23:47, Andy Nicholas wrote:
> Hi Cris,
> You can save yourself a step and just directly use a POP Wrangle DOP or
> Geometry Wrangle DOP.
Hi Cris,
You can save yourself a step and just directly use a POP Wrangle DOP or
Geometry Wrangle DOP. No need for the SOP solver.
Cheers,
Andy
> On 1 Jun 2017, at 22:57, Cristobal Infante wrote:
>
> You can do this easily with a sop solver in dops.
>
> - Turn create Age
You can do this easily with a sop solver in dops.
- Turn create Age Particles, so we can get an attrib age. For 25 frames for
example, the age will be 1.
- Add a sop solver that goes in the marge with the source
- Inside the sop sovler: dop geometry -> attr wrangle and add the following
code:
For some strange reason I can't post to the houdini mailing list, so it's you
guys once more
A simplified use case of what I want to do:
Take the Drip Particle Fluid shelf tool, and set the velocity to zero on all
particles that get emittet after frame 25 so that they stay at the same place
t; > > >> > > > > > 2017 um 11:39 geschrieben:
> > > > > >
> > > > > > Press the "x" key with the mouse pointer above any sop
> > > > > > node or above any vop node output.
> > > > > > It will add a "visual
ieben:
>
> Press the "x" key with the mouse pointer above any sop node or above any
> vop node output.
> It will add a "visualizer" node.
> Lot's of possibility in there, I use it all the time.
> More clunky than Ice unfortunatly ...nd some display b
> > >
> > > > Press the "x" key with the mouse pointer above any sop node or
> > > > above any vop node output.
> > > > It will add a "visualizer" node.
> > > > Lot's of possibility in there, I u
vop node output.
> It will add a "visualizer" node.
> Lot's of possibility in there, I use it all the time.
> More clunky than Ice unfortunatly ...nd some display bugs ..of
> course.
>
>
> 2017-05-19 10:53 GMT+02:00 gareth bell <garethb...@outlook.com>:
>
&
gt; >
> >
> > 2017-05-19 10:53 GMT+02:00 gareth bell <garethb...@outlook.com
> > mailto:garethb...@outlook.com >:
> >
> > > > >
> > > http://www.sidefx.com/docs/houdini/basics/visualizers
> > >
> > >
t all the time.More clunky than Ice unfortunatly ...nd some display bugs ..of course.2017-05-19 10:53 GMT+02:00 gareth bell <garethb...@outlook.com>:http://www.sidefx.com/docs/houdini/basics/visualizers Visualizers - SideFXwww.sidefx.comIf a node has a visualizer, you can use the
MT+02:00 gareth bell <garethb...@outlook.com>:
> http://www.sidefx.com/docs/houdini/basics/visualizers
> Visualizers - SideFX
> <http://www.sidefx.com/docs/houdini/basics/visualizers>
> www.sidefx.com
> If a node has a visualizer, you can use the settings on the Visualizer
http://www.sidefx.com/docs/houdini/basics/visualizers
Visualizers - SideFX<http://www.sidefx.com/docs/houdini/basics/visualizers>
www.sidefx.com
If a node has a visualizer, you can use the settings on the Visualizers tab in
the parameter editor. Enable/disable visualization at once.
This is the VOP-Intersect node
https://www.sidefx.com/docs/houdini/nodes/vop/intersect .
I'll keep the normals issue in mind, thanks.
Anyway, is there a way of viewport debugging as in ICE (show properties)? I'm
using print to show the values in the console atm, but that doesn't work really
the intersect node in VOP ?
If I remember correctly, beware of the length of your normals, they had to
be long enough to "hit" the surface. ie don't normalize them.
Yeah, Houdini is deep, not always easy..
2017-05-19 8:53 GMT+02:00 Thomas Volkmann :
> Thanks guys!
>
>
Thanks guys!
I also found the transform node to do what I need 5 minutes after sending the
mail. It wasn't obvious just from reading the description that you can use it to
simply get the transforms from any object, it sounded more like a converter
node.
BUT...here we go again:
1)
Why are there
You may be triggering an evaluation without realising.
I suspect the open GL glitch may not be it.
Try deleting lights and others elements than interact with your simulation as
these, being visible may force a full re-evaluation.
Jb
Sent from my iPhone
> On 18 May 2017, at 18:58, Andy
And here's a full vop version, using MakeSpaceTransform and picking the
object from there.
The Gif compression ate the violet color, but MakeSpaceTransform outputs a
matrix4 ;)
[image: Images intégrées 1]
2017-05-18 20:33 GMT+02:00 Olivier Jeannel :
> Again for the Matrix
Again for the Matrix from obj level :
In a Wrangle :
matrix m = optransform('/obj/null1');
@P *=m;
Found the solution at tokeru :
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Get_transform_of_objects_with_optransform
2017-05-18 20:26 GMT+02:00 Olivier Jeannel
For the Matrix from Obj level
http://forums.odforce.net/topic/15262-how-to-get-world-coordinates-at-the-geometry-level/
There's an opxform_vops.hip to download.
$out1 = optransform($next);
The autor uses an "inline" vop, which is new to me, and it has a fat
documentation :/
2017-05-18 19:58
Yep, I think there’s a sneaky bug in there somewhere. I’ve had it when I’ve got
all my objects hidden it still evaluates the DOP network. My suspicion was that
it might be related to the bug where Houdini shows an object in the viewport
you can’t get rid of. You could try killing the Scene
Not a specialist of these geo to sop manipulations here.
But, if you "object merge" the null (/obj/null1/point1), with Transform
"Into this object" you can have access to its "P" position.
Surely there's a good way to have the full matrix...
2017-05-18 18:58 GMT+02:00 Thomas Volkmann
Probably a messy setup the DOP is inside a SOP with stuff connected on in
and out. It works in another scene
BUT while we are at it:
How to I get the global position of a Null into a VOP?
I'm trying with "$mat = opparenttransform("/obj/null");" inside an inline but it
doesn't work
Setting the DOP in question to bypass doesn't work for me. <-- I think
this should work?
On Thu, 18 May 2017 at 12:52 Thomas Volkmann
wrote:
> I'll be damned!!
>
> But knowing how to do it now wins over the embarrasment :)
>
> Thanks a ton!
>
>
> "Andy Chlupka
I'll be damned!!
But knowing how to do it now wins over the embarrasment :)
Thanks a ton!
> "Andy Chlupka (Goehler)" hat am 18. Mai 2017 um
> 13:47 geschrieben:
>
> Hi Thomas,
>
> see that little red brain at the bottom right corner? Give it a try :D
>
Hi Thomas,
see that little red brain at the bottom right corner? Give it a try :D
Andy
> On 18.05.2017, at 13:45, Thomas Volkmann wrote:
>
> Even at the risk of annoying you guys:
>
> How do I stop a DOP-network from cooking while scrubbing the timeline? In
>
Even at the risk of annoying you guys:
How do I stop a DOP-network from cooking while scrubbing the timeline? In
Softimage I just hide the pointcloud and I am good to go.
Setting the DOP in question to bypass doesn't work for me.
User error I guess... but please shed some light!
Thanks and
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