[Sidefx-houdini-list] Two unrelated questions

Peter Bowmar pbowmar at gmail.com
Mon Oct 15 04:49:20 EDT 2007


The trick with adjusting particle timings in CHOPs is to make sure
when you grab the particles in the Geometry CHOP you set Organize by
Attribute to "id" (no quotes) so that if particles die, things don't
jump around. Once you do that, Bob's Your Uncle!

cheers,

Peter B

On 14/10/2007, François Duchesneau <sidefx at trinix.ca> wrote:
> I'll send you the file off list but I've noticed the particles are
> accumulating at their birth position so you'll have to do something to
> get rid of them until they really start moving, a kind of birth fake.
>
> François
>
> gravatar at gravatonia.com wrote:
> > Fracois,
> >     Oooh, time warp sop.  I'm afraid I will have to do the chop thing for
> > now as we still are on 8.  (The buyer for the department said this would be
> > remedied soon, but not soon enough for this deadline.)  I'll try fidgeting
> > with it on my own here, but if you have an example handy that I can reverse
> > engineer, that would be super!  I'm afraid I can count on one hand how many
> > times I have used chops.
> >
> > Grav
> >
> >
> >
> >
> >
> > Original Message:
> > -----------------
> > From: François Duchesneau sidefx at trinix.ca
> > Date: Sun, 14 Oct 2007 11:32:26 -0400
> > To: sidefx-houdini-list at sidefx.com
> > Subject: Re: [Sidefx-houdini-list] Two unrelated questions
> >
> >
> > 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
> >
> > 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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