[Sidefx-houdini-list] Time warping a point cloud
ben.schrijvers at guerrilla-games.com
Wed Aug 6 04:27:44 EDT 2008
I just gave that a go and you just need to set the geometry CHOP's
start and end paramers to $T.
In that way it just reads the current frame.
With time slicing and things like lag, jiggle etc you can only play
forward so I geuss you bring back the channels into sops and render out
a point cloud sequence again.
Guillaume Laforge wrote:
> Hellooooww Ben :),
> The timeslicing option sounds interesting but I can't find a way to activate this parameter directly in the geometry CHOP.
> It is possible to turn it on in the lag CHOP but the memory could be full before this node :-/.
> I'm at home know, so I can't test on my point cloud sequence. I will let you know how it works tomorrow.
> On Tue, 05 Aug 2008 20:01:16 +0200, Ben Schrijvers <ben.schrijvers at guerrilla-games.com> wrote:
>> For the time warping part you indeed are better of with a sop method.
>> For CHOP's tou might consider looking at timeslicing. Each CHOp has a
>> toggle in the last tab.
>> Not sure if it's documented somewhere but I believe it means it's just
>> keeping a few frames in memory.
>> Not all CHOP's will work but things like lag, jiggle or spring will.
>> Guillaume Laforge wrote:
>>> I'm trying to do some time warping on a bgeo sequence of points coming
>>> from a fluid simulation. I thought that I could use CHOPs to control the
>>> motion but
>>> unfortunately when I reference my bgeo file in a geometry CHOP, it gives
>>> an error or crash Houdini. I've got 7000 points in my bgeo files and a
>>> duration of 120 frames. Maybe it is to much data to handle in CHOP ?
>>> I tried the Timewarp SOP too but it gives less control than CHOPs (no
>>> lag, jiggle etc...).
>>> Any advices to setup a time warping on a bgeo sequence of 7000 points on
>>> 120 frames is welcome !
>>> Guillaume Laforge | la maison
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>>> Sidefx-houdini-list at sidefx.com
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> Guillaume Laforge | la maison
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