[Sidefx-houdini-list] nonLinear fluid reTime

Ben Frost benfrost3d at gmail.com
Sat Jul 9 12:19:10 EDT 2011


thanks for the advice guys..

hey Nick.. I remember trying to animate the scale a while ago. .and didn't
seem to be animatable.. would be pretty useful feature.. especially because
the "maya guys" have it in there arsenal :P

so.. I've been testing advecting particles and then reTiming.. looks to be
pretty promising.. just need shhhh,alot of particles..

cheers

ben :D



On 8 July 2011 11:54, Nick Zutphen <nvanzutphen at live.com> wrote:

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> On Jul 8, 2011, at 12:15 PM, sidefx-houdini-list-request at sidefx.com wrote:
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> > Send Sidefx-houdini-list mailing list submissions to
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> > than "Re: Contents of Sidefx-houdini-list digest..."
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> > Today's Topics:
> >
> >   1. Re: Fix copy stamp N and up rotations (Dan Wills)
> >   2. Re: Fix copy stamp N and up rotations (Pablo Gim?nez Pizarro)
> >   3. nonLinear fluid reTime (Ben Frost)
> >   4. Re: nonLinear fluid reTime (Szymon Kapeniak)
> >   5. Re: nonLinear fluid reTime (Olex P)
> >   6. Re: nonLinear fluid reTime (Szymon Kapeniak)
> >   7. Re: nonLinear fluid reTime (Olex P)
> >
> >
> > ----------------------------------------------------------------------
> >
> > Message: 1
> > Date: Fri, 8 Jul 2011 09:20:57 +0930
> > From: Dan Wills <gdanzo at gmail.com>
> > Subject: Re: [Sidefx-houdini-list] Fix copy stamp N and up rotations
> > To: sidefx-houdini-list at sidefx.com
> > Message-ID:
> >       <
> CAKnjVK3U-q-w_axx31xXS25BdGN+PDDUkW1omqaP6wns--485w at mail.gmail.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hey Pablo, there's also a great reference for exactly what attributes do
> to
> > copies/instances, here:
> >
> >
> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=6679
> >
> > 2011/7/7 Pablo Gim?nez <pablogipi at gmail.com>
> >
> >> Hi all.
> >> When using copy stamp, if you provide a N and up attributes the operator
> >> calculates the rotations using that coordiante system as a reference.
> >> I am having some troubles with some geometry that at some point just
> jumps,
> >> it orientation flickers. I have tought that probably the problem is that
> >> the
> >> copy operator is doing an euler rotation rather than using quaternions.
> >> Not sure if somebody else have had the same problem before, but any
> advice
> >> about waht is the best/easy way to get the same rotations but usign
> >> quaternions would be gret.
> >> Thanks!
> >>
> >> --
> >> Un saludo
> >> Best Regards
> >> Pablo Gim?nez
> >> _______________________________________________
> >> Sidefx-houdini-list mailing list
> >> Sidefx-houdini-list at sidefx.com
> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>
> >
> >
> > ------------------------------
> >
> > Message: 2
> > Date: Fri, 8 Jul 2011 09:36:55 +0200
> > From: Pablo Gim?nez Pizarro <pablogipi at gmail.com>
> > Subject: Re: [Sidefx-houdini-list] Fix copy stamp N and up rotations
> > To: "sidefx-houdini-list at sidefx.com" <sidefx-houdini-list at sidefx.com>
> > Message-ID: <E31565E8-B7A3-4EB3-AA5B-8D63FC53D37A at gmail.com>
> > Content-Type: text/plain;     charset=utf-8
> >
> > Thanks a lot dan, great reference!
> > Best documentation a i have ever seen about copy sop and instancing.
> >
> > Enviado desde mi iPhone
> >
> > El 8 Jul 2011, a las 01:50, Dan Wills <gdanzo at gmail.com> escribi?:
> >
> >> Hey Pablo, there's also a great reference for exactly what attributes do
> to
> >> copies/instances, here:
> >>
> >>
> http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=6679
> >>
> >> 2011/7/7 Pablo Gim?nez <pablogipi at gmail.com>
> >>
> >>> Hi all.
> >>> When using copy stamp, if you provide a N and up attributes the
> operator
> >>> calculates the rotations using that coordiante system as a reference.
> >>> I am having some troubles with some geometry that at some point just
> jumps,
> >>> it orientation flickers. I have tought that probably the problem is
> that
> >>> the
> >>> copy operator is doing an euler rotation rather than using quaternions.
> >>> Not sure if somebody else have had the same problem before, but any
> advice
> >>> about waht is the best/easy way to get the same rotations but usign
> >>> quaternions would be gret.
> >>> Thanks!
> >>>
> >>> --
> >>> Un saludo
> >>> Best Regards
> >>> Pablo Gim?nez
> >>> _______________________________________________
> >>> 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
> >
> >
> > ------------------------------
> >
> > Message: 3
> > Date: Fri, 8 Jul 2011 10:11:03 +0100
> > From: Ben Frost <benfrost3d at gmail.com>
> > Subject: [Sidefx-houdini-list] nonLinear fluid reTime
> > To: sidefx-houdini-list at sidefx.com
> > Message-ID:
> >       <
> CA+jg9Yp2iUUbx39VwpPc-cKeZSFHSzm5uwosCH_kEyjEKKaJyA at mail.gmail.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > hi all..
> >
> > I'm looking for anyones opinion regarding a non-linear reTime of a fluid
> > sim.. and possible approaches to take.. the reTime is quite severe..
> going
> > from 24fps to around 432fps.. so 18 times slower.. and is based on a
> > particle sim..
> >
> > at the moment I'm using a brute force method for having the subSteps at
> 18,
> > writing out the subFrame for each step.. and then read it back in, and
> > reTiming.. this works.. but as you can imagine the sim times goes through
> > the roof a bit.. and change the sim some what.. although it's more
> accurate
> > it does create the problem of previewing the simulation at 18 subSteps..
> > ideally I'd like to simulate at as fewer subSteps as possible.. until i'm
> > happy with the sim.. and then upRess and bake out subFrames/subSteps..
> >
> > we've reTimed the particles using the velocities to interpolate and get
> us
> > the subFrames needed.. not sure there is a way to interpret this to fluid
> > though..
> >
> > and to make things worse.. I've been shown an animatable "sim scale"
> option
> > in maya.. which works all too well.. I noticed houdini has the same
> option
> > of sim scale, but this is only able to be set at sim start.. just
> wondering
> > if this is possible to be manipulated and animate..?
> >
> > anyway I'd be great to hear your opinions or possible more efficient less
> > brute force approach..
> >
> > cheers
> >
> > ben..
> >
> >
> > ------------------------------
> >
> > Message: 4
> > Date: Fri, 8 Jul 2011 11:33:31 +0200
> > From: Szymon Kapeniak <szymon.kapeniak at gmail.com>
> > Subject: Re: [Sidefx-houdini-list] nonLinear fluid reTime
> > To: sidefx-houdini-list at sidefx.com
> > Message-ID:
> >       <CAHDL27xt0Pt=
> rNEWfvEn3U_83qMtx9YbxtG_CcmxhhBD2PTwuQ at mail.gmail.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > Hey Ben,
> > fluids are volumes (SDF), so they could be interpolated by Timeblend,
> > Sequenceblend and Timeshift Sops, similarly to plain geometries. I've
> > never tried it on fluids, but theoretically this should work the same
> > as on smoke (unless interpolating SDF is more computational
> > problematic, than density fields).
> >
> > So I would try to increase a little su- stepping to provide good
> > samples for extreme interpolation, and retime my SDFs (taken straight
> > from DOPS, without meshing), after which meshing should be possible as
> > usual.
> >
> >
> > hth,
> > skk.
> >
> > 2011/7/8 Ben Frost <benfrost3d at gmail.com>:
> >> hi all..
> >>
> >> I'm looking for anyones opinion regarding a non-linear reTime of a fluid
> >> sim.. and possible approaches to take.. the reTime is quite severe..
> going
> >> from 24fps to around 432fps.. so 18 times slower.. and is based on a
> >> particle sim..
> >>
> >> at the moment I'm using a brute force method for having the subSteps at
> 18,
> >> writing out the subFrame for each step.. and then read it back in, and
> >> reTiming.. this works.. but as you can imagine the sim times goes
> through
> >> the roof a bit.. and change the sim some what.. although it's more
> accurate
> >> it does create the problem of previewing the simulation at 18 subSteps..
> >> ideally I'd like to simulate at as fewer subSteps as possible.. until
> i'm
> >> happy with the sim.. and then upRess and bake out subFrames/subSteps..
> >>
> >> we've reTimed the particles using the velocities to interpolate and get
> us
> >> the subFrames needed.. not sure there is a way to interpret this to
> fluid
> >> though..
> >>
> >> and to make things worse.. I've been shown an animatable "sim scale"
> option
> >> in maya.. which works all too well.. I noticed houdini has the same
> option
> >> of sim scale, but this is only able to be set at sim start.. just
> wondering
> >> if this is possible to be manipulated and animate..?
> >>
> >> anyway I'd be great to hear your opinions or possible more efficient
> less
> >> brute force approach..
> >>
> >> cheers
> >>
> >> ben..
> >> _______________________________________________
> >> Sidefx-houdini-list mailing list
> >> Sidefx-houdini-list at sidefx.com
> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>
> >
> >
> >
> > --
> > skk.
> >
> >
> > ------------------------------
> >
> > Message: 5
> > Date: Fri, 8 Jul 2011 10:55:43 +0100
> > From: Olex P <hoknamahn at gmail.com>
> > Subject: Re: [Sidefx-houdini-list] nonLinear fluid reTime
> > To: sidefx-houdini-list at sidefx.com
> > Message-ID:
> >       <CAM=-
> 8n64W+Sb7wEzPFLhttyBcBNkBG_-wPWS8--RoWQUcoKsKQ at mail.gmail.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > I don't think that blending of two volumes in substep makes any sense
> > especially if a difference in state of the fluid in two frames is high
> > enough. But we can jump from Eulerian coordinate system (grids with
> > static voxels and quantities going through this grid) to Lagrangian
> > (particles where every particle is a local coordinate system with some
> > quantity, let's say density, on it).
> > In other words we can advect particles using velocity field,
> > interpolate particle positions in subframes and put density and other
> > needed attributes back into a grid.
> >
> > On Fri, Jul 8, 2011 at 10:33 AM, Szymon Kapeniak
> > <szymon.kapeniak at gmail.com> wrote:
> >> Hey Ben,
> >> fluids are volumes (SDF), so they could be interpolated by Timeblend,
> >> Sequenceblend and Timeshift Sops, similarly to plain geometries. I've
> >> never tried it on fluids, but theoretically this should work the same
> >> as on smoke (unless interpolating SDF is more computational
> >> problematic, than density fields).
> >>
> >> So I would try to increase a little su- stepping to provide good
> >> samples for extreme interpolation, and retime my SDFs (taken straight
> >> from DOPS, without meshing), after which meshing should be possible as
> >> usual.
> >>
> >>
> >> hth,
> >> skk.
> >>
> >> 2011/7/8 Ben Frost <benfrost3d at gmail.com>:
> >>> hi all..
> >>>
> >>> I'm looking for anyones opinion regarding a non-linear reTime of a
> fluid
> >>> sim.. and possible approaches to take.. the reTime is quite severe..
> going
> >>> from 24fps to around 432fps.. so 18 times slower.. and is based on a
> >>> particle sim..
> >>>
> >>> at the moment I'm using a brute force method for having the subSteps at
> 18,
> >>> writing out the subFrame for each step.. and then read it back in, and
> >>> reTiming.. this works.. but as you can imagine the sim times goes
> through
> >>> the roof a bit.. and change the sim some what.. although it's more
> accurate
> >>> it does create the problem of previewing the simulation at 18
> subSteps..
> >>> ideally I'd like to simulate at as fewer subSteps as possible.. until
> i'm
> >>> happy with the sim.. and then upRess and bake out subFrames/subSteps..
> >>>
> >>> we've reTimed the particles using the velocities to interpolate and get
> us
> >>> the subFrames needed.. not sure there is a way to interpret this to
> fluid
> >>> though..
> >>>
> >>> and to make things worse.. I've been shown an animatable "sim scale"
> option
> >>> in maya.. which works all too well.. I noticed houdini has the same
> option
> >>> of sim scale, but this is only able to be set at sim start.. just
> wondering
> >>> if this is possible to be manipulated and animate..?
> >>>
> >>> anyway I'd be great to hear your opinions or possible more efficient
> less
> >>> brute force approach..
> >>>
> >>> cheers
> >>>
> >>> ben..
> >>> _______________________________________________
> >>> Sidefx-houdini-list mailing list
> >>> Sidefx-houdini-list at sidefx.com
> >>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>>
> >>
> >>
> >>
> >> --
> >> skk.
> >> _______________________________________________
> >> Sidefx-houdini-list mailing list
> >> Sidefx-houdini-list at sidefx.com
> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>
> >
> >
> > ------------------------------
> >
> > Message: 6
> > Date: Fri, 8 Jul 2011 12:06:15 +0200
> > From: Szymon Kapeniak <szymon.kapeniak at gmail.com>
> > Subject: Re: [Sidefx-houdini-list] nonLinear fluid reTime
> > To: sidefx-houdini-list at sidefx.com
> > Message-ID:
> >       <CAHDL27w5aCtNRzOJujP8xZfcD=hKC8q1P=
> bHHknJb+gLrnCP4Q at mail.gmail.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > 2011/7/8 Olex P <hoknamahn at gmail.com>:
> >> I don't think that blending of two volumes in substep makes any sense
> >> especially if a difference in state of the fluid in two frames is high
> >> enough.
> >
> > Well, people are using this technique to retime their smoke sims,
> > Olex. I understand why blending volumes works worse than particles,
> > but still it seems to be enough for most retiming cases, since frames
> > tend to be similar.
> >
> > Agree though, particles from volume might work better for high
> displacements.
> >
> > But we can jump from Eulerian coordinate system (grids with
> >> static voxels and quantities going through this grid) to Lagrangian
> >> (particles where every particle is a local coordinate system with some
> >> quantity, let's say density, on it).
> >> In other words we can advect particles using velocity field,
> >> interpolate particle positions in subframes and put density and other
> >> needed attributes back into a grid.
> >>
> >> On Fri, Jul 8, 2011 at 10:33 AM, Szymon Kapeniak
> >> <szymon.kapeniak at gmail.com> wrote:
> >>> Hey Ben,
> >>> fluids are volumes (SDF), so they could be interpolated by Timeblend,
> >>> Sequenceblend and Timeshift Sops, similarly to plain geometries. I've
> >>> never tried it on fluids, but theoretically this should work the same
> >>> as on smoke (unless interpolating SDF is more computational
> >>> problematic, than density fields).
> >>>
> >>> So I would try to increase a little su- stepping to provide good
> >>> samples for extreme interpolation, and retime my SDFs (taken straight
> >>> from DOPS, without meshing), after which meshing should be possible as
> >>> usual.
> >>>
> >>>
> >>> hth,
> >>> skk.
> >>>
> >>> 2011/7/8 Ben Frost <benfrost3d at gmail.com>:
> >>>> hi all..
> >>>>
> >>>> I'm looking for anyones opinion regarding a non-linear reTime of a
> fluid
> >>>> sim.. and possible approaches to take.. the reTime is quite severe..
> going
> >>>> from 24fps to around 432fps.. so 18 times slower.. and is based on a
> >>>> particle sim..
> >>>>
> >>>> at the moment I'm using a brute force method for having the subSteps
> at 18,
> >>>> writing out the subFrame for each step.. and then read it back in, and
> >>>> reTiming.. this works.. but as you can imagine the sim times goes
> through
> >>>> the roof a bit.. and change the sim some what.. although it's more
> accurate
> >>>> it does create the problem of previewing the simulation at 18
> subSteps..
> >>>> ideally I'd like to simulate at as fewer subSteps as possible.. until
> i'm
> >>>> happy with the sim.. and then upRess and bake out subFrames/subSteps..
> >>>>
> >>>> we've reTimed the particles using the velocities to interpolate and
> get us
> >>>> the subFrames needed.. not sure there is a way to interpret this to
> fluid
> >>>> though..
> >>>>
> >>>> and to make things worse.. I've been shown an animatable "sim scale"
> option
> >>>> in maya.. which works all too well.. I noticed houdini has the same
> option
> >>>> of sim scale, but this is only able to be set at sim start.. just
> wondering
> >>>> if this is possible to be manipulated and animate..?
> >>>>
> >>>> anyway I'd be great to hear your opinions or possible more efficient
> less
> >>>> brute force approach..
> >>>>
> >>>> cheers
> >>>>
> >>>> ben..
> >>>> _______________________________________________
> >>>> Sidefx-houdini-list mailing list
> >>>> Sidefx-houdini-list at sidefx.com
> >>>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>>>
> >>>
> >>>
> >>>
> >>> --
> >>> skk.
> >>> _______________________________________________
> >>> 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
> >>
> >
> >
> >
> > --
> > skk.
> >
> >
> > ------------------------------
> >
> > Message: 7
>
> I haven't tested this yet but how about animating the 'scale time' on the
> dop network? Shouldn't that take care of all that you need including 'just
> sim what you need'?
>
> Cheers,
> Nick van Zutphen
>
> ----
> http://www.nickvanzutphen.com
> > Date: Fri, 8 Jul 2011 11:15:13 +0100
> > From: Olex P <hoknamahn at gmail.com>
> > Subject: Re: [Sidefx-houdini-list] nonLinear fluid reTime
> > To: sidefx-houdini-list at sidefx.com
> > Message-ID:
> >       <CAM=-8n7D7L6kh3eczUQkKSr-VkC=
> 3xO9tgzLXz1eJJrJCN8AuA at mail.gmail.com>
> > Content-Type: text/plain; charset=ISO-8859-1
> >
> > I agree in some situations it works (clouds in the sky?). While in
> > others like let's say a plume of steam from a steam train (initial
> > velocity is about 50-75 m/s) it wouldn't work.
> > Plus particles have other benefits like additional details, rest
> positions etc.
> >
> > On Fri, Jul 8, 2011 at 11:06 AM, Szymon Kapeniak
> > <szymon.kapeniak at gmail.com> wrote:
> >> 2011/7/8 Olex P <hoknamahn at gmail.com>:
> >>> I don't think that blending of two volumes in substep makes any sense
> >>> especially if a difference in state of the fluid in two frames is high
> >>> enough.
> >>
> >> Well, people are using this technique to retime their smoke sims,
> >> Olex. I understand why blending volumes works worse than particles,
> >> but still it seems to be enough for most retiming cases, since frames
> >> tend to be similar.
> >>
> >> Agree though, particles from volume might work better for high
> displacements.
> >>
> >> ?But we can jump from Eulerian coordinate system (grids with
> >>> static voxels and quantities going through this grid) to Lagrangian
> >>> (particles where every particle is a local coordinate system with some
> >>> quantity, let's say density, on it).
> >>> In other words we can advect particles using velocity field,
> >>> interpolate particle positions in subframes and put density and other
> >>> needed attributes back into a grid.
> >>>
> >>> On Fri, Jul 8, 2011 at 10:33 AM, Szymon Kapeniak
> >>> <szymon.kapeniak at gmail.com> wrote:
> >>>> Hey Ben,
> >>>> fluids are volumes (SDF), so they could be interpolated by Timeblend,
> >>>> Sequenceblend and Timeshift Sops, similarly to plain geometries. I've
> >>>> never tried it on fluids, but theoretically this should work the same
> >>>> as on smoke (unless interpolating SDF is more computational
> >>>> problematic, than density fields).
> >>>>
> >>>> So I would try to increase a little su- stepping to provide good
> >>>> samples for extreme interpolation, and retime my SDFs (taken straight
> >>>> from DOPS, without meshing), after which meshing should be possible as
> >>>> usual.
> >>>>
> >>>>
> >>>> hth,
> >>>> skk.
> >>>>
> >>>> 2011/7/8 Ben Frost <benfrost3d at gmail.com>:
> >>>>> hi all..
> >>>>>
> >>>>> I'm looking for anyones opinion regarding a non-linear reTime of a
> fluid
> >>>>> sim.. and possible approaches to take.. the reTime is quite severe..
> going
> >>>>> from 24fps to around 432fps.. so 18 times slower.. and is based on a
> >>>>> particle sim..
> >>>>>
> >>>>> at the moment I'm using a brute force method for having the subSteps
> at 18,
> >>>>> writing out the subFrame for each step.. and then read it back in,
> and
> >>>>> reTiming.. this works.. but as you can imagine the sim times goes
> through
> >>>>> the roof a bit.. and change the sim some what.. although it's more
> accurate
> >>>>> it does create the problem of previewing the simulation at 18
> subSteps..
> >>>>> ideally I'd like to simulate at as fewer subSteps as possible.. until
> i'm
> >>>>> happy with the sim.. and then upRess and bake out
> subFrames/subSteps..
> >>>>>
> >>>>> we've reTimed the particles using the velocities to interpolate and
> get us
> >>>>> the subFrames needed.. not sure there is a way to interpret this to
> fluid
> >>>>> though..
> >>>>>
> >>>>> and to make things worse.. I've been shown an animatable "sim scale"
> option
> >>>>> in maya.. which works all too well.. I noticed houdini has the same
> option
> >>>>> of sim scale, but this is only able to be set at sim start.. just
> wondering
> >>>>> if this is possible to be manipulated and animate..?
> >>>>>
> >>>>> anyway I'd be great to hear your opinions or possible more efficient
> less
> >>>>> brute force approach..
> >>>>>
> >>>>> cheers
> >>>>>
> >>>>> ben..
> >>>>> _______________________________________________
> >>>>> Sidefx-houdini-list mailing list
> >>>>> Sidefx-houdini-list at sidefx.com
> >>>>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>>>>
> >>>>
> >>>>
> >>>>
> >>>> --
> >>>> skk.
> >>>> _______________________________________________
> >>>> 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
> >>>
> >>
> >>
> >>
> >> --
> >> skk.
> >> _______________________________________________
> >> 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
> >
> >
> > End of Sidefx-houdini-list Digest, Vol 303, Issue 6
> > ***************************************************
> >
>
> _______________________________________________
> Sidefx-houdini-list mailing list
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