Jump to content

Yon

Members
  • Content count

    256
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won

    2

Yon last won the day on November 27 2016

Yon had the most liked content!

Community Reputation

68 Excellent

1 Follower

About Yon

  • Rank
    Illusionist

Personal Information

  • Name
    James
  • Location
    Vancouver

Recent Profile Visitors

1,502 profile views
  1. Throwing particles in a repeated pattern

    If your emitter is fast enough you would get that naturally with low substeps, or just put a pulse wave chop (motion fx) on the impulse activation. Or a modulus expression
  2. you were missing 1) condition to only run on infected points 2) I cannot infect the point that infected me, which you can get around by changing the target seed by time though there is prob a smarter way by removing infected points @ptnum from the candidate array also to iterate correctly in a solver sop you want to fetch the results from last frame and run over that active infection.hip
  3. Attribute isn't created within Condition ?

    You mean within a loop? Define it outside the loop.
  4. Ripple Fade

    you were dotting with @P.y instead of the up vector u created ripple_example_5.hipnc
  5. Ripple Fade

    yup thats it except im not fitting all the attributes, only the dot of the N and up to 0-1 so it will make a visible difference when we multiply color by it. Because it is returning a narrow range (.995 to 1) as there is not a big difference between the vectors. It also does not fade by time, it is only by the dot - which in this case is basically the difference between N and up, so the further it points away from 0,1,0 the more it is scaled down. You can make this in a VOP pretty easy yea.
  6. Ripple Fade

    vector up = {0,1,0}; float min = ch("Min"); float max = ch("Max"); float dot = dot(up,@N); float threshold = fit(dot,min,max,0,1); @Cd *= threshold; You had the right idea and this is what the dot product does ripple_example_2.hipnc
  7. How does Pyro FX works?

    This is relevant also https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc09/Claes/thesis/PeterClaesThesis.pdf
  8. prt exporter to 3ds max

    https://github.com/flipswitchingmonkey/houdini_PRTROP/releases
  9. Please allow me...

    :a single tear: so how bout them vdb's?? in b4 close
  10. Two 1070 or One 1080ti?

    yea some one else said the same thing, so he uses a 1080 for look dev on his workstation and 1070's for his slave
  11. Two 1070 or One 1080ti?

    Ic, thanks. I talked to others that confirmed gpu memory doesnt sum. But they said it will go with the highest card. I'm gonna ask on RS forum to confirm what it is.
  12. Two 1070 or One 1080ti?

    Is that how it works? How could sli ever be practical then..
  13. Two 1070 or One 1080ti?

    As they are about the same price. People on nvidia discord are convinced sli is dead, and causes stuttering. Tho they were talking about gaming and not rendering. Does stuttering apply to rendering? Looking to invest in some cards this season, what is your opinion on the best decision to make, given 1KCAD and a mobo with 3-way Sli Since 1070 has 8gb, and 1080ti 11, If I went with 2 1070 I would be +5gb..can som1 vouch for sli? Cuz it's the only reason I wouldn't go with the 1070 at this point. Looking to render large scenes, so I know 8gb of VRAM would be needed at least. Anything else you can share on the topic would help. Haven't studied gpu before. thanks
  14. Pt Num Shuffle (REV)

    @ptnum cannot be changed like a normal attribute. If you have one point, it's @ptnum is 0. If you wrangle @ptnum = 1;, it will not change. It is a different kind of attribute. To do that re-arrangement, you will need to swap the @P. Or use @id instead of @ptnum. Or make a dummy attribute that is your @ptnum and go from there. The difference between @ptnum and @id. @id is used in a particle system, a unique integer given at birth that does not change as the particle count increases. If you have points 0-9. and you blast point 0 - all ptnum will decrease by 1. If you did the same, but blasted by @id, the values would remain the same. @id is not dependant on the point count. If you make a simple particle sim, and blast some points - you will see random points removing as the count increases. As ptnum is changing as points are added.
  15. If your using a labtop then yea that's likely it. Adjust to somthing you can run and use the performance monitor. If there's somthing taking all the time then you know it's your setup. If it's balanced then you just don't have specs to run it
×