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mightcouldb1

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mightcouldb1 last won the day on February 4 2014

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About mightcouldb1

  • Birthday 11/20/1987

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    http://www.earthfixed.com

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    Jason
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    San Diego, CA
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    pwogwamming and awt

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  1. Well... This helps a bit... https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=172765&sid=aa573746a5a7049fe80bd83102fdf851 Using the sop solver in the same dop network to modify the geo by adding points is the chosen method. Now that I can actually access the impact data... I thought I was going crazy for a minute :)
  2. I would like to only replicate particles if their impulse is high enough. Maybe the impulse creates more particles when it is more intense. Any ideas? The best I could come up with was using the impact data to drive a second pop sim that creates the additional particles. Would be nice to contain this in one dop net. Best,
  3. https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=12725&highlight= https://www.sidefx.com/docs/houdini13.0/hom/hou/ButtonParmTemplate
  4. Thank you, this is very helpful. Very much appreciated!
  5. Awesome thanks for that! Can anyone post a snippet of code for multiple bounce refraction? Say I had an complex surface that had multiple refractions and I wanted to know the distance that the 6th ray bounce traveled. I'm assuming I would have to handle this with the rayhittest()? Thanks!
  6. Hey guys, I understand the refract function returns a refraction vector. The refractlight function returns a color. I would like to store the number of refraction bounces as the final surface color, or perhaps the length the ray traveled. Can anyone help me understand how this works for multiple bounces? Best, Jason
  7. The way you would so something like this is: 1. for each voxel, store that voxels information in point attributes 2. deform the point set 3. create a new volume that is big enough to encompass all the points 4. sample the point attributes in the volume
  8. You have to be more precise with the logic, what I have showed you and what koen posted will get you where you want to go.
  9. Questions to ask yourself: How long does it take to generate the map + send it to the farm vs how much time does it take to compute on the fly? You can do simple math to figure out what this is saving you Monitor your cpu and ram usage and go based on that. Figure out how many cycles per second across each cpu and what will that amount to. Is it more economical to go for the 2 power machines, or the 4 average ones? Again simple math to solve this one! $$$ per hour / total cycles per second is a good ratio for you to think about
  10. Quick example, maybe this will help transformer.mov transformer.hip
  11. You can transfer attributes by intersecting with a plane
  12. Also worth noting that you can multiply the velocity (i.e. v*=2) if you would like to get more velocity blur out of the particles. You can even animate this if you are so brave... Also if you post your hip file, we can examine the problem in more detail
  13. I highly recommend watching these if you havent seen them already: It's a good class, the price is a bit steep IMO. You can learn the same things if you start to examine the networks that the shelf creates for you. It's all about mileage! Happy simming...
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