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hillybilly

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    Otto

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  1. Thanks Peter. I really appreciate your tutorials, they really clear things up alot! Keep'm comming
  2. Hey great! Thanks for file, really makes things clear So basically the point density per object sent to the POP-source is the most efficient way to control an objects rate. Maya: I'd particle-instance flower-geo to points, scale flowers with custum attrs, and use this as a emitterRatePP. But mayas instancer is too limited. I really like houdinis workflow. Cheers:)
  3. Thanks for your reply, yup, this solved the attribute SOP->POP problem. The Sort SOP is renumbering my points, which is nice, but not exactly what I need. Maybe I'm using the wrong approach (maya logic). So this is what I want: copy flowers on a grid, stamping their size randomly, the flowers emit particles at a rate relative to their size. Do I need multiple POPNETS or can I send the points of the flowers to one POPNET that uses the scale(or custom attribute) to determine the emission rate?
  4. Hi, I'm jumping over from maya, so this is probably a noob question, couldn't find an answer on the forum, so here goes: is it possible to vary the emission on a perpoint basis, by modulating the point number, something like: $PT%6? PT11 emits 5, PT12 emits 0, PT1 emits 1, en so on. Basically the question comes down to, how can I push attributes from SOP to POP? Which commands tell the emitter to be aware of per point values, cause if I understand it correctly, the popevent() can do this. Thnx
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