hi.
i have a simple particle animation.
http://clip2net.com/s/26wO3 [clip2net.com]
how can i generate a new points inbetween of every four points?
i mean like:
points 1 2 3 4 - in avg pos of those points should be a new one.
points 5 6 7 8 - e.t.c
point inbetween
3814 9 2- qbick
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- asnowcappedromance
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very tricky thing to do in SOPs, I can only imagine a combination between a foreach SOP and a SOP Solver, where you create a “storage” point anywhere in space that gets a string attribute assigned to which you add the already iterated particle id's on every time step. That way you can kill already iterated points and use a foreach sop (by origin attrib group created in a partition SOP)
to add the center of mass point once the npoints(“../each1”) > 3.
if you know Python there's a way to do such a thing with the DOP's script solver, that way you could loop through the points using a $ORIGIN attribute that you assign in the Source POP, create new points based on their center of mass and store the old particle id's in a list so you don't have to query them once they created a point. Maybe that could work, can't say for sure though, haven't tried it yet :?
Any other ideas?
to add the center of mass point once the npoints(“../each1”) > 3.
if you know Python there's a way to do such a thing with the DOP's script solver, that way you could loop through the points using a $ORIGIN attribute that you assign in the Source POP, create new points based on their center of mass and store the old particle id's in a list so you don't have to query them once they created a point. Maybe that could work, can't say for sure though, haven't tried it yet :?
Any other ideas?
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- eetu
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- rafaels
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qbick
i have a POPNET.
there are particles emitted.
i cannot achieve the same result with particles.
Do you have a “production” reason for it to be in the POP context? Otherwise, as long as the performance is correct, I don't see a reason you need to burn your noodle to achieve it that way if the other way is already working…
Anyway, here's a test that might help you.
cheers
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
- qbick
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- qbick
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- rafaels
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Cool! You can probably use a for loop to make it procedural for whatever size sets you feed in… plus averaging velocity to get proper motion blur and all.
Cheers
Cheers
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
- qbick
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