[Sidefx-houdini-list] Killing cached sim particles
ben.schrijvers at guerrilla-games.com
Fri Oct 24 08:39:42 EDT 2008
That's a tricky thing. The easiest is to do it at simulation time as you
In a cached situation you're best of in SOP's.
The tricky bit is that the Delete or Blast Sop only know about point
numbers but the point numbers of your particle system are probably changing.
What's not changing is the particle ID attribute. So you could use an
expression in the Delete Sop to delete the points in question.
$ID==19338 || $ID==2403 || $ID==1653 || $ID==8328 || $ID==3278
If it's a lot of particles that need to be deleted you might have to run
through the whole sequence and find all to be deleted points.
Somehow you have to get those ID's into a text file. Then make some
scripts that removes the doubles occurances and builds you the string
you need for the Delete Sop.
I've actually see people doing that in the past.
Andy Nicholas wrote:
> Forgive the torrent of questions from me at the moment. I've got a tough
> simulation job on at the moment and it's turning out to be a great
> learning experience :-)
> Anyway, my question... I've cached some particles into some .sim files and
> I've then loaded them back in to an empty DOP network using a File DOP.
> What I'd like to do is to delete particles that venture outside a
> specified volume, but delete them permanently so that when their original
> trajectory comes back into the volume they don't reappear.
> I've tried feeding the File DOP into a popsolver and then putting it
> through a Kill POP in there, but no joy. I'm guessing there's a trick to
> this, but I don't know where to start looking.
> Any pointers on this would be gratefully received.
> Sidefx-houdini-list mailing list
> Sidefx-houdini-list at sidefx.com
More information about the Sidefx-houdini-list