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ino

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    ino

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  1. i had sort of the same idea i have an attribute which indicates a group membership which is currently an int (1 or 0) i basically just interested that i dont get additional of this kind of particles so i simply switch it to a float and anything isnt exactly 1 is 0
  2. is there some way to set certain attributes of reseeded flip particles to a value or to 0 or to know by some attribute which particles are created by reseeding i constantly pumping in particles by my self so simply checking the id (its bigger the the originally created amount) wont work i probably could create some routine to catch the seeded particles by recording the biggest id check how many particles i inject .... on each frame but i wonder if there is a build in way i did not find till now
  3. thanks you obviously know what you are talking about yes its the parameter spreadsheet i meant i would need the transformed position in a wrangler to set color depending on position in the meantime i figured i can use right click / reference / scene data / my object / transformation ... and i get this if i copy this straight in to a wrangler i get a bunch of errors not a big thing that i could probably fix in the end this is fine and will work BUT is there really now easier way something like x = getmetransform("object", "position", "X"); z = getmetransform("object", "rotation", "Z"); and not 10 lines of code where i need to add each and every transformation of the object one by one by hand { matrix src_input_xform_inverted = invert(optransform(opinput("../../pen", 0))); matrix src_xform = optransform("../../pen"); matrix src_local_xform = src_xform * src_input_xform_inverted; matrix target_xform_inverted = invert(optransform(opcreator("."))); matrix final_xform = src_local_xform * target_xform_inverted; matrix rest_xform = identity(4); matrix self_xform = rest_xform * final_xform; float result = explodematrixpr( self_xform, vector3(ch("./px"), ch("./py"), ch("./pz")), vector3(ch("./prx"), ch("./pry"), ch("./prz")), chs("./xOrd"), chs("./rOrd"), "TX"); return result; }
  4. if i have an object with a follow path constraint network how can i get the 3d position of the object although the object is moving along the path its position isnt changing in the spreadsheet
  5. i got it on the time line at least https://www.sidefx.com/forum/topic/51245/?page=1#post-230420 is there a way i can do that in the animation editor?
  6. lets say i have keyframes on frame 1, 24, 48, 72 now i want them to be on 1, 48, 96, 144 so basically stretch the time by a factor of X how can i do this without setting each key new one by one by hand
  7. how can i find the shortest distance to the surface from within the surface lets say i create a pig head scatter points inside the isooffset now i want to know whats the shortest distance a point needs to travel to the surface the direction the point needs to use to travel the shortest path could be any any ideas?
  8. thank you! the group creation works just fine like this in a popgroup but it was just ment as a test what i was missing is how to check if the particle is or isnt in the group was trying to use inpointgroup(0, "groupname", @ptnum) which by the documentation should work but does not or i missing something @group_groupname does the trick @group_groupname <> inpointgroup(0, "groupname", @ptnum) should by equivalent but one works the other not just starting so missing a lot of things
  9. thank you exactly what i was looking for! where i am stuck now is i cant do it exactly like you and would need to put the points from an existing group to a new one to be deleted i have put this for testing in the popgroup vex setpointgroup(0, "XY", @ptnum, 1); setpointattrib(0, "X", @ptnum, inpointgroup(0, "XY", @ptnum)); in the geosheet X is 0 on all points how can that be when i just put them in 1 line prior! that they are in group XY is shown correctly in the geosheet
  10. is there some way to add a defined number of particles to a flip fluid? a have a pop which generates some particles if this particles meet some criteria i want to add them to a flip a popsource will add them over and over again i need them just one time. lets say i have 100 pop particles with a random attribute Q (1..100) if the frame number is the same as Q i want them to be added to the flip
  11. what i want to achieve is drop some letters in to water which first submerge the float to the surface and then reduce the viscosity of the letters so they mix whit the water whit gas blur to mix the colors to if i cant get a 100 percent separation well but the problem is currently i have a 100 percent water coverage of the letters after they float to the surface velocity smoothing has some marginal effect but its near to no effect as i understood the density he mentioned for the floating and not for the stickiness the floating works fine
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