
benttoenail
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Max Rose
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Spain
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vellum Dynamically Adding Geo to Vellum solver
benttoenail replied to benttoenail's topic in Effects
Okay, so I figured out how to add geo every specific frame through some vex wrangling. Kinda hacky, but it works in the Vellum Source node by adding the geo every 10 frames. //Cycle every 10 frames int prim = (@Frame*0.1)%9 i@p = prim; i@n = 1; if((@Frame * 0.1)%9==@p) { //turn n on and off @n = 0; } //Add to group ONLY every 10th frame if(@n == 0){ setprimgroup(0, "patchGrp", prim, 1, 'set'); } Problem is, the geo that's added is not being solved! Here's my node setup: I'm throwing the patches directly into the solver, which (not surprisingly) isn't working. How do I solve for geo that's dynamically added to the vellum solver through the vellum source node? -
vellum Dynamically Adding Geo to Vellum solver
benttoenail replied to benttoenail's topic in Effects
@tamagochy Thanks for the reply! I tried this and it almost works. There's a couple of problems I run into: The geo is being added every frame, thus the geometry is being duplicated every frame. I'm spawning the different patches every 10 frames, therefore the vellum source is making 10 copies for each patch. I'm losing all dynamics - the solver stops working and the geo becomes static. Any idea on how to add geometry only on a single frame? Thanks again -
Is there a way to dynamically add geometry to a vellum solver? I have a situation where I'm generating new patches of geometry every ten frames. The vellum solver is only solving for the first patch, but not picking up the rest. The newly created geo is showing up in the vellum configure node, but not the solver. Any ideas? Many thanks! -max
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Is there a way to dynamically add geometry to a vellum solver? I have a situation where I'm generating new patches of geometry every ten frames. The vellum solver is only solving for the first patch, but not picking up the rest. The newly created geo is showing up in the vellum configure node, but not the solver. Any ideas? Many thanks! -max
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Set attribute based on current Frame and hold value
benttoenail posted a topic in General Houdini Questions
Simple problem, cannot find the solution. I need to set an attribute based on the current frame, something like this: if(@Cd.r >= 0.9){ f@t = @Frame; } ...and I need @t to hold that value, and not change along with the current frames. Why I need this: I'm trying to control the offset of animated redshift instances by starting the animation once @Cd.r passes a certain threshold. Once the animation starts, the counter for that specific instanced object needs to start at 0, and increase along with the time slider, like so: @f = @Frame - @t; string frameNumber = sprintf("%g%", @f); s@instancefile = concat("$HIP/filepath.", framenumber, ".rs"); Any idea on how to do this? -
I'm attempting to create a polygon ribbons out of multiple streams of particles emitting from points moving around on a surface. I've been having a lot of trouble sectioning the streams into separate groups, so that I can use the add node to add polygons down the chain of particles. I'm not even sure if this is the best way to go about it. I'm using a popnet to create the points moving around the surface of a sphere, which I'm then plugging into another Popnet to emit the streams of particles. In the 'pop_trailsCreation' popnet, I have my emission type set to points. Does someone have a clue how I can create a polygon ribbon / tube moving down each separate stream of Particles? I've been trying to separate each stream based on the @id of each source_point, but I've had no luck in achieving that. Many thanks!!