I tried to create small domino simulation, but result is horrible.
It seems that collision is not correctly calculated. Then I increased substeps, the result get better but still sliding a bit. I increased substeps around 200 and finally the result is satisfactory.
I created two files, one with 1cm/unit and one with physically small object. When I played around with Collision Padding in physically small version of the file, the objects explodes for some reason. So I had to set Collision Padding to 0.
So here are my questions. 1. When you create small scale simulation, is it better to change unit scale or make actually small objects?? 2. Is increasing substeps like crazy only solution for small scale simulation? Is there any other approach?
Thank you for explanation! But I still quite understand the terminology “field”. I looked up dopfield command help and it says following. It treats position data as field even though position data is not volumetric. so I thought position data could be called field as well…?
>Returns the value of a field as a float. >`dopfield(dop, objectSpec, subDataName, recordType, recordNum, fieldName)`
>dopfield(“/obj/dopnet1”, “obj0”, “Position”, “Options”, 0, “ty”) >Returns the y position of object obj0
If I want to use dopfield command, What kind of data can I pass to fieldName parameter? and what are subDataName and recordType??
What kind of data is called field or options?? I looked up dopfield help and I think field means property…? then what is option? Is it literally Options sub-data under Position or Geometry??
I installed Houdini 15 and noticed that Houdini help got changed!!! It's nice that you can search using shortcut and result shows up as you type.
However, the overall design of the help got worse.
For example, if I look up Flip Solver node in old help, there are nice link to each parameters on the right side and it jumps instantly when I click it.
As for new help, you get this links and it doesn't show child parameters. Also clicking the link doesn't jump to anywhere. Maybe it's just in my environment? If I use browser, I can see child parameters and clinking a link works. But it's very slow. It doesn't jump instantly.
Please bring old help back and please don't change something that's already working. This new help is too slow, and I can't get to the information I want like in old help.
I have a deforming fractured geometry with a modified RBD Fracure Object. As you can see in the video, the pieces become active one by one and are getting velocity from deforming animation. I turned on “inherit velocity from point velocity” on RBD fractured object and the object has point attribute of velocity 0, but still inheriting velocity somehow and radiates.
how can I disable or adjust this velocity? Basically, I want all the pieces to fall off straight down with gravity. I tried RBD state to overwrite velocity, but it doesn't work.
I fractured a object with Voronoi Fracture SOP and want to delete some of it by Delete SOP. I typed piece in the group parameter in Delete SOP, and it only deletes only piece0 and piece5. Is there a way to specify a range??
Is there a way to animate “use deforming geometry” option? I want objects to deform while they are inactive. Once they become active, I want objects to stop deforming. when I turn on “use deforming geometry”, objects deforms all the time and it affects simulation. so, I don't want deforming geometry to affect simulation. it seems that turning “use deforming geometry” on changes “hint_isgeometrydeforming” to 1. so I put modify data node to manually change this data, but it doesn't work.
I attached very simple test file. a peace keeps getting bigger because of deforming. I want it to stop deforming while inactive objects keep deforming.