[Sidefx-houdini-list] POP Collision question

Javier Meroño javiermerono at hotmail.com
Mon Aug 16 13:37:53 EDT 2010


I kinda lean towards more SOP VOP-based solutions rather than DOP-based solutions. In the long range we would benefit from faster calculations methinks....

Javier Meroño

> Date: Mon, 16 Aug 2010 10:22:10 -0700
> From: zhangxiao6776 at gmail.com
> To: sidefx-houdini-list at sidefx.com
> Subject: Re: [Sidefx-houdini-list] POP Collision question
> 
> 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
> > >>>>_______________________________________________
> > >>>> Sidefx-houdini-list mailing list
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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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> 
> 
> 
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