[Sidefx-houdini-list] POP Collision question

zhang xiao zhangxiao6776 at gmail.com
Mon Aug 16 13:22:10 EDT 2010


i feel sesi should make a sdf particle collision otl to handle
particle/object collision, so
much faster and stable than the old collision pop.

On Mon, Aug 16, 2010 at 10:02 AM, Andrew D Lyons <tstexture at gmail.com>wrote:

> It's a CHOP based thing. The caveat is that it gets pretty heavy for
> big long particle objects. It can delete based on any condition you
> desire. We usually set up an attribute for that condition that uses an
> expression of some sort, and if that condition gets above zero - then
> bam. We usually use it to remove particles that come too near to an
> object - such as the camera or a character, but renegades of all
> varieties are fair game.
>
>
> On 16 August 2010 09:59, Alex Czetwertynski <alex at franktheplumber.com>
> wrote:
> > That sounds interesting!  What condition are you looking for?  In
> Houdini's world, if the particle was supposed to collide will it allow you
> to tag a particle that didn't actually collide?  That would be amazing, a
> net for rebels.
> >
> > Alex
> > Sent via BlackBerry
> >
> > -----Original Message-----
> > From: Andrew D Lyons <tstexture at gmail.com>
> > Sender: <sidefx-houdini-list-bounces at sidefx.com>
> > Date: Mon, 16 Aug 2010 09:32:29
> > To: <sidefx-houdini-list at sidefx.com>
> > Reply-To: <sidefx-houdini-list at sidefx.com>
> > Subject: Re: [Sidefx-houdini-list] POP Collision question
> >
> > I have a SOP that cleans up this kind of thing. It basically deletes
> > particles that don't meet a certain conditionby ID across their entire
> > life span. It's like they never existed...
> >
> > On 15 August 2010 18:15, Robert Kelly <isstuff at gmail.com> wrote:
> >> Kill the Rebel element!
> >>
> >> Crush them under your mighty Boot!
> >>
> >> On 14 August 2010 00:21, Sebastian H. Schmidt
> >> <sebastian.h.schmidt at googlemail.com> wrote:
> >>> Hi Alex,
> >>>
> >>> are your particles flying very fast ?
> >>> If so you could increase the oversampling on the pop-network but that
> slows
> >>> down the whole simulation.
> >>> Another thing what you could play with on the collision pop would be
> the
> >>> collision tolerance parameter.
> >>> That parameter defines 'Distance from geometry at which particle is
> >>> considered to have collided'
> >>>
> >>>
> >>> Seb
> >>>
> >>> On Sat, Aug 14, 2010 at 3:28 AM, Alex Czetwertynski <
> >>> alex at franktheplumber.com> wrote:
> >>>
> >>>> I have a set of particles emitted from a sphere going towards another
> >>>> sphere where they stick and slide along the surface.  The problem I'm
> having
> >>>> is a series of rogue particles flying away from the sphere even though
> the
> >>>> majority are properly sticking on it.
> >>>>
> >>>> I tried increasing the radial force in my Point SOP at Geo level, but
> that
> >>>> doesn't seem to help...
> >>>>
> >>>> Is there anything I can do in the Collision POP to avoid this?
> >>>>
> >>>> Thanks
> >>>> Alex
> >>>>_______________________________________________
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> >>>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>>>
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> >
> >
> >
> > --
> > =======================================
> > Andrew D Lyons | Digital Artist | http://www.tstex.com
> > =======================================
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>
>
>
> --
> =======================================
> Andrew D Lyons | Digital Artist | http://www.tstex.com
> =======================================
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