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Max # of particles - H13


groblus

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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 by groblus
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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

post-2848-0-51321600-1401987213_thumb.jp

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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 by groblus
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