shawn_kearney Posted December 21, 2016 Share Posted December 21, 2016 (edited) If velocity is the movement of an object over a period of time in a given direction how does @v correspond to time/distance? Say I had a ball with a velocity vector of {0,1,0}, how many units in the y axis should I expect the ball to travel per unit of time? I'm assuming it's 1m/s? (after I posting and seeing the question I realized that this is a pretty easy thing for me to test out) Edited December 21, 2016 by shawn_kearney Quote Link to comment Share on other sites More sharing options...
catchyid Posted December 21, 2016 Share Posted December 21, 2016 @v (or any velocity) is an instant velocity, meaning at this point of time this is the speed at which an object travels, its unit is : meter/second (you can have any unit, but houdini default units are meters and seconds) if v= {0,1,0} then it means that the object goes up one meter per second (so if it's at (0,0,0) at time = 0 second, then it will be at position (0,1,0) at time = 1) . Note that it's per second, and not per frame, because it depends on your frame rate, you could have 24 Frame Per Second (FPS), which means each frame is 1/24 second, or you can configure houdini to assume 30FPS. 1 Quote Link to comment Share on other sites More sharing options...
Skybar Posted December 21, 2016 Share Posted December 21, 2016 Yes, a sphere with velocity 0,1,0 will move one houdini unit upwards in one second. And one second is the FPS of the scene, so for example it will move 1/25 of that velocity per frame. This is without any other forces of course. If you are doing it in a simulation you will have gravity, friction etc. so all that will matter too. 2 Quote Link to comment Share on other sites More sharing options...
Atom Posted December 21, 2016 Share Posted December 21, 2016 (edited) You can also throw down a time shift and grab the velocity from a future or past frame. Subtract now from then to find the amount of velocity change between the two frames. Edited December 21, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
fathom Posted December 25, 2016 Share Posted December 25, 2016 if you start playing with @v in wrangles or vops, you should also consider @TimeInc to help normalize your velocities. @TimeInc is the length of the current step, which is normally 1 frame length (1/$FPS), but will adjust for subframes. if you add @v to @P, multiplying @v by @TimeInc will provide a consistent result no matter what frame rate or sub frame stepping you use. 2 Quote Link to comment Share on other sites More sharing options...
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