Navneet Arora Posted December 1, 2015 Share Posted December 1, 2015 Hey guys, Any way of killing isolated particles? Like we do in realflow . I am trying to do a point cloud lookup but not able to figure out how it would work. Any help would be appreciated Quote Link to comment Share on other sites More sharing options...
Navneet Arora Posted December 1, 2015 Author Share Posted December 1, 2015 I found the solution, did point cloud lookup and on the basis of number of points found i transferred them to another group and deleted them. Quote Link to comment Share on other sites More sharing options...
origin Posted December 2, 2015 Share Posted December 2, 2015 without grouping int handle = pcopen(0, "P", @P, radius, 5); if (pcnumfound(handle) == 1) removepoint(0, @ptnum); 1 1 Quote Link to comment Share on other sites More sharing options...
Navneet Arora Posted December 3, 2015 Author Share Posted December 3, 2015 Thanks for the reply. I did the same thing inside vopsop, thanks anyways Quote Link to comment Share on other sites More sharing options...
tious13 Posted December 6, 2015 Share Posted December 6, 2015 Hi could you upload a basic hipfile on how to apply this script or vopsop ? It would really help for I am fairly new to houdini .Thanks Quote Link to comment Share on other sites More sharing options...
tjeeds Posted December 7, 2015 Share Posted December 7, 2015 You can use a POP Proximity and POP Kill node to handle this. Less headache than using a wrangle and accomplishes the same thing. Quote Link to comment Share on other sites More sharing options...
johnLIC Posted July 25, 2016 Share Posted July 25, 2016 I could really use a hand implementing this in a VOP or pointWrangle node. I tried putting the VEX (?) code above in a pointWrangle, but got an error saying that pcopen was unrecognized. Anyone? Quote Link to comment Share on other sites More sharing options...
Jero3d Posted July 26, 2016 Share Posted July 26, 2016 The reason why it's not working is because you need to declare a variable called radius (or have a number instead of the word "radius"). You just need to add one line before that: float radius = 0.1; int handle = pcopen(0, "P", @P, radius, 5); if (pcnumfound(handle) == 1) removepoint(0, @ptnum); You could also set it to float radius = ch("radius"); to create a parameter and be able to control it through a slider. I attached an example using Origin's code in case you want to see how to apply it. kill_isolated_particles.hipnc 1 Quote Link to comment Share on other sites More sharing options...
johnLIC Posted July 26, 2016 Share Posted July 26, 2016 HI - thanks. I figured that out about the radius. Now I'm just trying to make it work in a simple scene. Your file works perfectly. I was trying to set the same thing up in a flip autodop network, but no luck. I tried changing the last line inside the if statement to "dead = 1": float radius = .004; int handle = pcopen(0, "P", @P, radius, 5); if (pcnumfound(handle) <= 4) dead = 1; ...but no luck. I tried it after the source volume for the emitter, and in the particle velocity input of the flip solver. Any ideas on doing it in a flip sim? I tried turning on the droplet tab and killing droplets, but it isn't behaving as expected. I've got some very lonely particles that refuse to die, but the droplet function did thin out a lot of areas that didn't need it, imho. Quote Link to comment Share on other sites More sharing options...
johnLIC Posted July 26, 2016 Share Posted July 26, 2016 I got it working before the meshing, after the "import particle". I'd like to get it working in the sim, but at least something good is happening. 1 Quote Link to comment Share on other sites More sharing options...
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