[Sidefx-houdini-list] Inverse Disintegration

Alex Czetwertynski alex at franktheplumber.com
Mon Apr 19 18:38:31 EDT 2010


Just a suggestion, I'm far from having a lot of experience with this,  
but if you have baked Geo you are bringing in at SOP level why can't  
you use that as first context geometry to generate your particles?   
Would that not match your points exactly (if you used "points ordered"  
in the Source POP?)

On Apr 19, 2010, at 3:33 PM, Stephen Jones wrote:

> My first problem that I run into is how to render the points once  
> they are baked and brought back into Houdini. I am using just a file  
> node to bring them back in. However, all of my other sims are using  
> the RenderPop to render out the particles. Once I bring the back  
> into Houdini, they baked particles are at the OBJ level and not the  
> POP level to create a RenderPop. Thanks for your help!
>
> Stephen
>
>
>
>
> ________________________________
> From: Andrew D Lyons <tstexture at gmail.com>
> To: sidefx-houdini-list at sidefx.com
> Sent: Mon, April 19, 2010 6:23:31 PM
> Subject: Re: [Sidefx-houdini-list] Inverse Disintegration
>
> It sounds like running a sim, and then loading it in reverse (last
> frame as first frame) is what you want to do. If there are problems
> doing that lets address them one by one. Can you break out the first
> hurdle you hit when trying to load the sim backwards?
>
>
>
> On 19 April 2010 15:17, Stephen Jones <stephenbjones25 at yahoo.com>  
> wrote:
>> Hello all, I am hoping that someone out there will be able to help  
>> me solve my problem. I am trying to do the reverse of a  
>> disintegration effect, but have racked my brain for every possible  
>> solution. As most have seen sand vase disintegration by Miguel  
>> (odforce.net), I am trying to do the complete opposite. I am trying  
>> to have points start out sporadically and based on a mask going  
>> across the geometry, integrate (or come together on the surface of  
>> the geo) and stay. What is the best possible way of accomplishing  
>> this effect? My closest trials have been creating the simulation  
>> that I want, in reverse. Bake the particles out, batch rename the  
>> baked particle files so that they are running backwards when I pull  
>> them back into Houdini. This strategy hasn't been that successful,  
>> but it's the closest I've gotten. The problem with this strategy is  
>> that I can't use a RenderPOP to render my particles, because they  
>> are at the GEO level (once pulled back in), not
>> the POP level. I also don't have any control over the particles  
>> once baked out. Time remapping the simulation in post won't work  
>> either, because I have camera movements that need match. Attached  
>> is the disintegrating vase that I'm using for reference. Any and  
>> all help would be greatly appreciated. I know that this is kind of  
>> confusing, but I don't know how else to explain it. Hope this makes  
>> sense.  Thanks Again,
>> Stephen
>> sjones at thedvigroup.com Any hip files would be most helpful as I am  
>> still trying to learn all of the ins and outs of Houdini.
>>
>>
>>
>> _______________________________________________
>> Sidefx-houdini-list mailing list
>> Sidefx-houdini-list at sidefx.com
>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>
>
>
>
> -- 
> =======================================
> Andrew D Lyons | Digital Artist | http://www.tstex.com
> =======================================
> _______________________________________________
> Sidefx-houdini-list mailing list
> Sidefx-houdini-list at sidefx.com
> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>
>
>
>
> _______________________________________________
> Sidefx-houdini-list mailing list
> Sidefx-houdini-list at sidefx.com
> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list




More information about the Sidefx-houdini-list mailing list