sparkChan Posted April 29, 2011 Share Posted April 29, 2011 hi, everyone. I have a simple scene that a point goes through a sphere, and the point has cd attribute which has a value 1, 0, 0. the sphere rotated along Z. when the point goes through the sphere, the value of cd will be transfer to the sphere and keep unchanged. a sop solver dop can do this I knew, but in my scene, if I use Empty Object DOP, Sop Geometry DOP and Sop Solver DOP to do this, it doesn't work, but if I use RBD Object DOP, RBD Solver DOP and then SOP Solver DOP, it works. but if I toggle "Use Deforming Geometry",it also doesn't work, why? thanks. accumulator_spark.hip Quote Link to comment Share on other sites More sharing options...
anim Posted April 29, 2011 Share Posted April 29, 2011 (edited) because it updates geometry each timestep, so your accumulated value is overridden by anything what's in source geo keep Use Deforming off and in Sop Solver use object merge SOP to bring your animated/deformed geo and BlendShape SOP to update point positions of your simulated geo (with accumulated values) I am sure I've posted an example on this several months ago either here or at sidefx forum, I'll try to find it EDIT: I think this is it sorry, I am not in front of houdini so I cannot check that or your file right now Edited April 29, 2011 by anim Quote Link to comment Share on other sites More sharing options...
sparkChan Posted May 1, 2011 Author Share Posted May 1, 2011 because it updates geometry each timestep, so your accumulated value is overridden by anything what's in source geo keep Use Deforming off and in Sop Solver use object merge SOP to bring your animated/deformed geo and BlendShape SOP to update point positions of your simulated geo (with accumulated values) I am sure I've posted an example on this several months ago either here or at sidefx forum, I'll try to find it EDIT: I think this is it sorry, I am not in front of houdini so I cannot check that or your file right now hi, anim, I have no idea about BlendShape SOP. Could you show me how to use it in SOP Solver. I have a particle system which only emits a particle at the first frame and then I got a point when it just collided with animated sphere, and the point only existed in one frame, in other frames it disappeared. so I want to use sop solver to add the point to the sphere, and not disappeared. thanks Quote Link to comment Share on other sites More sharing options...
anim Posted May 1, 2011 Share Posted May 1, 2011 here is your file modified for deforming geometry using Blend Shapes SOP accumulator_spark_deforming.hip Quote Link to comment Share on other sites More sharing options...
sparkChan Posted May 2, 2011 Author Share Posted May 2, 2011 here is your file modified for deforming geometry using Blend Shapes SOP thanks, anim. As I said above, if I want to add a point to sphere, How should I do? add_point_to_sphere.hip Quote Link to comment Share on other sites More sharing options...
anim Posted May 2, 2011 Share Posted May 2, 2011 I am not sure I quite follow You have a point which at some point collides with the sphere and sticks to it then you delete it the same frame and now you want it to be stuck to the sphere? just get rid of delete1 node the stuck particle has changed pstate so you can easily distinguish it from free particles if you want then color the sphere by stuck particles, just attribtransfer attribute in SOPs from them to sphere, you don't need SOP Solver since they have been simulated in POPs Quote Link to comment Share on other sites More sharing options...
anim Posted May 2, 2011 Share Posted May 2, 2011 but if you want to color your sphere as soon as particle touches the sphere and therefore you keep deleting all other particles then you can do exactly the same as in my previous file, here is this file modified PS: above mentioned technique where you keep all stuck particles moving/deforming with the sphere has advantage over SOP solver technique because you can adjust attribtransfer parameters at any time interactively, or instead of using attribtransfer you can cache those particles into a pointcloud and use directly for shading so you can get much detailed paint on surface add_point_to_sphere_fix.hip Quote Link to comment Share on other sites More sharing options...
sparkChan Posted May 2, 2011 Author Share Posted May 2, 2011 (edited) I am not sure I quite follow You have a point which at some point collides with the sphere and sticks to it then you delete it the same frame and now you want it to be stuck to the sphere? right, because when the particle which has a attribute N valued 0,1,0 collided with the sphere, the normal always points up. however I want the normal rotated with animated sphere. the picture showes the particle collided with the sphere, and the normal pointed up. the picture shows the particle stuck to the sphere, but the normal points up corresponding to the animated sphere. so I think I can use sop solver to add the point to the sphere and become one part of the sphere. I means I want to get the result the second picture showed. thanks. Edited May 2, 2011 by sparkChan Quote Link to comment Share on other sites More sharing options...
~nature~ Posted May 2, 2011 Share Posted May 2, 2011 (edited) Hey,sparkChan, Is this what you are looking for ? Cheers add_point_to_sphere_odforce.hip Edited May 2, 2011 by ~nature~ Quote Link to comment Share on other sites More sharing options...
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