[Sidefx-houdini-list] Two unrelated questions

François Duchesneau sidefx at trinix.ca
Sun Oct 14 11:32:26 EDT 2007

If you use H9 then just use the "TimeWarp Sop". It's very easy to use.

If not, then you can do this.

1-Append a "Cache Sop" after your particle network.
2-Create a "CHOP Network" and use a "Geometry Chop" to import the data.
3-Append a "Stretch Chop" to stretch the data over time.
4-Append a "Channel Sop" after the "Cache Sop" to bring the stretched 
animation back to Sop.

Let me know if you need an example file and I'll send it to you.


François Duchesneau wrote:
> 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.
> François
> 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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