in case there is somebody else too lazy to type this :D the attached video is unfortunately not there anymore... if(@infect == 0){ float search = ch('search'); int spnts[] = nearpoints(0,@P, search, chi('points_to_search')); int pt; foreach(pt;spnts){ if(point(0,'infect', pt) ==1){ @infect = 1; @Cd = {1,0,0}; } } }
I'm having an issue where if the search radius and speed is too low, say 10/10 or 20/20 and I use a gravity, the points will once activated will start falling, but then exit the range and change back to black, become instantly frozen until the infect gets close enough to re-activate them... something must be wrong in my setup, but in all previous steps I have solvers that transfers the colours and that seems to look correct. I will try and download your example and turn on gravity too just to make sure if its a setup problem or specifically to me :)
OKay so it seems your setup does exactly the same. I wonder what you have to do for it to never loose the red colour once acquired, so that once its infected, it can be affected by any force including gravity without freezing mid air :)
Oh ok I got it, I did have these problems, I have explained how to solve this issue in part III. Try watching from 9:27 th-cam.com/video/GiGJPkY9CKQ/w-d-xo.html
so I can force / cheat it, by massively increasing the "points to search" to like 150-500 + depending on how dense my grain grid is, but it gets really slow once you go to 1000+ so it doesn't feel like a proper solution.
You can do this 3 ways or a combination of them 1. Reduce the number of points 2. Increase the infection solvers 1 & 2 substeps 3. Increase the search and points to search. The 3rd one in particular points to search will slow your sim. Let me know if this helped.
@@resilientpicture I actually figured it out by myself, I ended up running the attrib transfer over a base group, and when they get a colour I move them a new group, then an if statement that if they are in the new group, they are always active. problem solved :) imgur.com/a/HHUrS3X?fbclid=IwAR3dt3K8Fo1RInwZTs3aQK3pZKvfLeAZbFuZfaVrxLrE0s4oLKaKnKdIo-o
I am having an issue trying to implement this, and it actually looks like you might have had the same issue though it was not too noticeable because you were looking at the uncolored grains at the end, but you can see that after your grains start to spread, some of them freeze for some number of frames, then unfreeze. I am having this problem, activated grains deactivate, then reactivate. It seems related to the pop wind node, but I haven't been able to figure it out. I am surprised to not find anything online about this problem. Any ideas? Thanks in advance!
@@resilientpicture I completed the tutorial. Normally, 'true false' type variables are 1 and 0. I am wondering why you used 3? Can you provide a link to the Houdini documentation on the stopped parameter?
in case there is somebody else too lazy to type this :D the attached video is unfortunately not there anymore...
if(@infect == 0){
float search = ch('search');
int spnts[] = nearpoints(0,@P, search, chi('points_to_search'));
int pt;
foreach(pt;spnts){
if(point(0,'infect', pt) ==1){
@infect = 1;
@Cd = {1,0,0};
}
}
}
Oh yes, thanks for that. I forgot to post it.
thanks!! very useful video
T
I'm glad you found it useful. Thanks for watching
It's just not working for me, the infected turns red but they do not activate
Hmm, ok, maybe check part 5 where I have fixed an error related to this. Hope this helps.
I'm having an issue where if the search radius and speed is too low, say 10/10 or 20/20 and I use a gravity, the points will once activated will start falling, but then exit the range and change back to black, become instantly frozen until the infect gets close enough to re-activate them... something must be wrong in my setup, but in all previous steps I have solvers that transfers the colours and that seems to look correct. I will try and download your example and turn on gravity too just to make sure if its a setup problem or specifically to me :)
OKay so it seems your setup does exactly the same. I wonder what you have to do for it to never loose the red colour once acquired, so that once its infected, it can be affected by any force including gravity without freezing mid air :)
Oh ok I got it, I did have these problems, I have explained how to solve this issue in part III. Try watching from 9:27
th-cam.com/video/GiGJPkY9CKQ/w-d-xo.html
so I can force / cheat it, by massively increasing the "points to search" to like 150-500 + depending on how dense my grain grid is, but it gets really slow once you go to 1000+ so it doesn't feel like a proper solution.
You can do this 3 ways or a combination of them
1. Reduce the number of points
2. Increase the infection solvers 1 & 2 substeps
3. Increase the search and points to search.
The 3rd one in particular points to search will slow your sim.
Let me know if this helped.
@@resilientpicture I actually figured it out by myself, I ended up running the attrib transfer over a base group, and when they get a colour I move them a new group, then an if statement that if they are in the new group, they are always active. problem solved :)
imgur.com/a/HHUrS3X?fbclid=IwAR3dt3K8Fo1RInwZTs3aQK3pZKvfLeAZbFuZfaVrxLrE0s4oLKaKnKdIo-o
May I know how you rendered this out? I mean you did you assigned two materials for each different object. I can only assign 1 material.
Oh that's actually 2 objects. Maybe I'll do an update on some elements of this series.
OK. Waiting for that
I am having an issue trying to implement this, and it actually looks like you might have had the same issue though it was not too noticeable because you were looking at the uncolored grains at the end, but you can see that after your grains start to spread, some of them freeze for some number of frames, then unfreeze. I am having this problem, activated grains deactivate, then reactivate. It seems related to the pop wind node, but I haven't been able to figure it out. I am surprised to not find anything online about this problem. Any ideas? Thanks in advance!
Hi Luke, I uploaded another video explaining just this. Please find link.
th-cam.com/video/G9U9LohFtsQ/w-d-xo.html
Hope this helps
Why do you use stopped=3 instead of stopped=1? I can't find any documentation on the stopped parameter.
Hi Jim, I am not sure where you are in the tutorial but if I am right after the first try I did change it to use stopped = 3.
@@resilientpicture I completed the tutorial. Normally, 'true false' type variables are 1 and 0. I am wondering why you used 3? Can you provide a link to the Houdini documentation on the stopped parameter?
@@reelinspirations www.sidefx.com/docs/houdini/vellum/vellumattributes.html
search for stopped you'll find the answer. I hope this helps.