[Sidefx-houdini-list] Two unrelated questions

François Duchesneau sidefx at trinix.ca
Sun Oct 14 10:20:34 EDT 2007

I think you can use CHOP for that time stretching needs. I'll check and 
get back to you if nobody else give you more details about it.


gravatar at gravatonia.com wrote:
> Alrighty, my fellow escape artist artists,
>      This may be an obvious question so please forgive me if it is.  I have
> a extensive collection of particle simulations which are not exactly the
> most robust.  They use metaball force attractors to keep particles within a
> pathway field.  I have the over all look that I want, but speed is the real
> issue here.  Any change of force would require MANY more hours of tweaking
> than I actually have available (preliminary presentation review is on
> Friday.) My original problem was that two of the three types of simulations
> did not really match in speed.  I was able to remedy this by speeding up
> the slower simulations to match the third by cooking out 4 times as many
> bgeos, deleting all but every fourth file, and renaming the files to the
> appropriate frame number.  This might seem heavy handed, but rendering out
> 3600 frames of the pop merge sop without any geometry attached was
> relatively fast. However, now that I have all of the simulations matching,
> I find that for some of the shot I want to make, the simulations are twice
> as fast as they want them.  What would you suggest for slowing down the
> movement for those shots?  I thought maybe something in global animations,
> but since there are no actual keyframes this does not seem like it would be
> effective.  Especially since the file sop is dependent on the frame number
> via $F4.  Anyway, suggestions would be appreciated.
>      And now for something completely different.  :-)  Do any of y'all know
> any good scripts to put in the rops to better take advantage of dual and
> quad core processors for rendering?    That's about it.  I have plenty to
> render and a light detection rig (real world, not virtual) to build.  I
> look forward to hearing from y'all and thanks in advance for the help.
> Grav
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