groblus Posted June 4, 2014 Share Posted June 4, 2014 (edited) Hi everyone. I have a noob question. While using the legacy POPs there is a paremater on the popnet " Max # of particles" and it's missing while using "the new" pop workflow. As I'm a maya user I'd like to have the "max count" parameter. To achieve that effect I used "popkill" node with simple vex code: dead = (i@id > 80); It worked great, so I tried to make a user controled parameter (to be used in OTL's in the future), so I change the code to something like that (I added maxcount parameter to may popkill node): dead = (i@id > ch("../mypopkill/maxcount") ); and now the magic is happening - it works or it doesn't - purely random. It works till frame 75 but then - boom, the limit stops working, I tried to change the value of the "maxcount" paramater I added, and i works unless it doesn't - randomly. What am I doing wrong ? I suppose that's something obvious that I as a maya user can't see. Or perhaps there is some smarter way to limit particle count (but please - not but calculating emission time ) Thanks for any clues. Groblus Edited June 4, 2014 by groblus Quote Link to comment Share on other sites More sharing options...
mangi Posted June 4, 2014 Share Posted June 4, 2014 Hi Groblus. could you put up your test scene & the OTL you made . that way we could take a look at it on another machines etc... Cheers Mangi Quote Link to comment Share on other sites More sharing options...
henrik.g Posted June 4, 2014 Share Posted June 4, 2014 I quickly rebuilt it. Seems to be a bit of a caching problem. If you get out of your DOP Net and reset the siumlation it works just fine…. My file is attached for everyone else to check. POPKillVex.hipnc Quote Link to comment Share on other sites More sharing options...
mangi Posted June 4, 2014 Share Posted June 4, 2014 Henrik. if you uncheck the "caching" as you suspect then you may toggle and will work just fine. Mangi Quote Link to comment Share on other sites More sharing options...
henrik.g Posted June 4, 2014 Share Posted June 4, 2014 Ah great… sure! Why didn’t I think of that... Thanks Mangi! Quote Link to comment Share on other sites More sharing options...
groblus Posted June 5, 2014 Author Share Posted June 5, 2014 Thanks - unchecking cache sim works. Is a bug or a feature ? Regards Quote Link to comment Share on other sites More sharing options...
mangi Posted June 5, 2014 Share Posted June 5, 2014 Hi Jakub. re reading your question. Could you just use this expression on the "Impulse Activation" $F < 2 & in the Impulse Count give the amount of particles that you want ? This is the simple hip , This is the way to give a specific amount of particles. after the second frame no more pops are created. Mangi popcount(impulse Count).hipnc Quote Link to comment Share on other sites More sharing options...
groblus Posted June 6, 2014 Author Share Posted June 6, 2014 (edited) The trick is I emit particles over time and use age to control more stuff happening down the pipe. The case is I come form maya world (I used it for years) - where emission and particle count a treated separately (just like in the old pop's - max # of particles). Houdini for me is some sort of terra incognita - the first steps are painful since some of the workflow's I'm used to don't go well with houdini. Your "cache sim" solution just resolved all the issues I had - thanks. Edited June 6, 2014 by groblus Quote Link to comment Share on other sites More sharing options...
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