hillybilly Posted January 29, 2009 Share Posted January 29, 2009 Hi, I'm jumping over from maya, so this is probably a noob question, couldn't find an answer on the forum, so here goes: is it possible to vary the emission on a perpoint basis, by modulating the point number, something like: $PT%6? PT11 emits 5, PT12 emits 0, PT1 emits 1, en so on. Basically the question comes down to, how can I push attributes from SOP to POP? Which commands tell the emitter to be aware of per point values, cause if I understand it correctly, the popevent() can do this. Thnx Quote Link to comment Share on other sites More sharing options...
dbukovec Posted January 30, 2009 Share Posted January 30, 2009 hi! You can place the SORT SOP before feeding into POPnet, choose Shift, and write an expression like $F (or any other) in the offset field. If You create an attribute in SOP with attribCreate, You can access that in POP land too. Quote Link to comment Share on other sites More sharing options...
hillybilly Posted January 30, 2009 Author Share Posted January 30, 2009 Thanks for your reply, yup, this solved the attribute SOP->POP problem. The Sort SOP is renumbering my points, which is nice, but not exactly what I need. Maybe I'm using the wrong approach (maya logic). So this is what I want: copy flowers on a grid, stamping their size randomly, the flowers emit particles at a rate relative to their size. Do I need multiple POPNETS or can I send the points of the flowers to one POPNET that uses the scale(or custom attribute) to determine the emission rate? Quote Link to comment Share on other sites More sharing options...
aracid Posted January 30, 2009 Share Posted January 30, 2009 hey man welcome to odforce! you could try resample your roses to distribute points evenly based on surface area ? the bigger the flower the more points get emitted particles.hip hope this helps Quote Link to comment Share on other sites More sharing options...
hillybilly Posted January 30, 2009 Author Share Posted January 30, 2009 Hey great! Thanks for file, really makes things clear So basically the point density per object sent to the POP-source is the most efficient way to control an objects rate. Maya: I'd particle-instance flower-geo to points, scale flowers with custum attrs, and use this as a emitterRatePP. But mayas instancer is too limited. I really like houdinis workflow. Cheers:) Quote Link to comment Share on other sites More sharing options...
GallenWolf Posted January 30, 2009 Share Posted January 30, 2009 That's a very nice technique Aracid! Thanks for sharing! Alvin Quote Link to comment Share on other sites More sharing options...
GallenWolf Posted January 30, 2009 Share Posted January 30, 2009 Oh btw, welcome to odforce, hillybilly! GW Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.