Daniel16_16 Posted May 29, 2021 Share Posted May 29, 2021 Hello community, I am doing a SpaceX starship rocket landing on an extended ocean (flip sim integrated), right now I am working on the rocket exhaust which should interact with the flip simulation. 1. I have created the pyro simulation of the exhaust flame and now I want to add this pyro flame sim to the rocket model where the exhaust should be. 2. I have done a point expression for the pyro cache, it has worked out. BUT now, when I want to render it, the flame is staying on the grid and isn't on the rocket. I hope you understand a bit about my idea. Here is a screenshot with the problem. here is the hip file with the 3d modell https://drive.google.com/drive/folders/1Q_c7VAu4qidMzSdMLl7IBvPs3VeqTlMi?usp=sharing I would really appreciate help, because I have set a deadline for my own and I want to reach it! Quote Link to comment Share on other sites More sharing options...
Daniel16_16 Posted May 29, 2021 Author Share Posted May 29, 2021 here is a better understanding Quote Link to comment Share on other sites More sharing options...
vicvvsh Posted May 29, 2021 Share Posted May 29, 2021 3 hours ago, Daniel16_16 said: here is a better understanding Hi, you can use rivet object node for this. Look at the hip file. Ocean_try_6_starship_landing_01.hipnc Quote Link to comment Share on other sites More sharing options...
Daniel16_16 Posted May 29, 2021 Author Share Posted May 29, 2021 Hey, Thanks for your answer. Yep its exactly what I was trying to do! But, could you explain me, what the code in the attribute-wrangle is doing? "@up = point(0, "up", 0); @N = point(0, "N", 0); " Quote Link to comment Share on other sites More sharing options...
vicvvsh Posted May 30, 2021 Share Posted May 30, 2021 In this particular case rivet node calculating the transform from vector attributes "up" and "N" on point 32. In attribute wrangle i just take these previously calculated attributes from point 0 and set them to point 32. Quote Link to comment Share on other sites More sharing options...
Daniel16_16 Posted May 30, 2021 Author Share Posted May 30, 2021 oh okay. And another question, from where did you found out the group? Quote Link to comment Share on other sites More sharing options...
Daniel16_16 Posted May 30, 2021 Author Share Posted May 30, 2021 Hey, I have tried to understand what you have done there but I dont really understand it... For example I dont understand how you have set the groups... Quote Link to comment Share on other sites More sharing options...
vicvvsh Posted May 30, 2021 Share Posted May 30, 2021 (edited) 1 hour ago, Daniel16_16 said: oh okay. And another question, from where did you found out the group? I selected primitives in a viewport and hit "Delete" 1 hour ago, Daniel16_16 said: Hey, I have tried to understand what you have done there but I dont really understand it... For example I dont understand how you have set the groups... Would you mind to read? https://www.sidefx.com/docs/houdini/nodes/obj/rivet.html What group do you mean? Point group on rivet node? If so, you can see the numbers of points in viewport if you check on "Display point numbers" button. Or you can set point group and type group's name inside "Point Group" parameter of Rivet node, this is the same. Edited May 30, 2021 by vicvvsh Quote Link to comment Share on other sites More sharing options...
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