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Houdini Indie and Apprentice » Split Objects after a Dopnet ?
- raph.benh
- 8 posts
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Houdini Indie and Apprentice » Split Objects after a Dopnet ?
- raph.benh
- 8 posts
- Offline
Hello,
I have a dopnet with a flip object and a Rbd object.
I know I can specifiy which object to have in the output panel, put I dont know how to split them.
I tried a merge object but if I import the dopnet specific object, it takes everything with it.
I want to have the flip object to go through a particle fluid surface, and the rbd to be replaced with a match size sop.
How can I manage that ? After cache file if possible ?
I have a dopnet with a flip object and a Rbd object.
I know I can specifiy which object to have in the output panel, put I dont know how to split them.
I tried a merge object but if I import the dopnet specific object, it takes everything with it.
I want to have the flip object to go through a particle fluid surface, and the rbd to be replaced with a match size sop.
How can I manage that ? After cache file if possible ?
Houdini Indie and Apprentice » Activate vellum after a Popnet with particle age
- raph.benh
- 8 posts
- Offline
Got it thanks to this post
https://www.sidefx.com/forum/topic/34065/?page=1#post-157728 [www.sidefx.com]
https://www.sidefx.com/forum/topic/34065/?page=1#post-157728 [www.sidefx.com]
Houdini Indie and Apprentice » Activate vellum after a Popnet with particle age
- raph.benh
- 8 posts
- Offline
Hello,
I have a popnet emitting boxes with a certain velocity and spin.
After a few frames I would like to have vellum taking over with the current velocity and transform the boxes into soft bodies.
I did everything but I'm struggling at the takeover.
I do have a group expression to send to the objects to simulation after a certain age but I don't find the rights settings in vellum to proceed with that group
I saw a tutorial by Entagma to only activate at a certain frame, but not based on age with a continuous simulation.
The houdini file is attached if someone can help !
I have a popnet emitting boxes with a certain velocity and spin.
After a few frames I would like to have vellum taking over with the current velocity and transform the boxes into soft bodies.
I did everything but I'm struggling at the takeover.
I do have a group expression to send to the objects to simulation after a certain age but I don't find the rights settings in vellum to proceed with that group
I saw a tutorial by Entagma to only activate at a certain frame, but not based on age with a continuous simulation.
The houdini file is attached if someone can help !
Houdini Indie and Apprentice » Combining random orientations
- raph.benh
- 8 posts
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Houdini Indie and Apprentice » Combining random orientations
- raph.benh
- 8 posts
- Offline
Hello !
On a copy to point I have objects rotating on the same axis at different speed with that expression :
Works well.
But I would want that with a small and random orientation (not animated) on every axis in the first place.
The orientation that is animated will still proceed on the object axis, not the world axis.
I tried adding and multipying quaternions but with weird results...
On a copy to point I have objects rotating on the same axis at different speed with that expression :
@a= fit01(rand(@id), ch('slowest'), ch('fastest')); f@b = ch('speed_rate'); @c = (@a * @b); float angle = (@c * @Time); vector axis = chv('axis'); @orient = quaternion(angle, axis);
Works well.
But I would want that with a small and random orientation (not animated) on every axis in the first place.
The orientation that is animated will still proceed on the object axis, not the world axis.
I tried adding and multipying quaternions but with weird results...
Houdini Indie and Apprentice » Popforce VEX with RBDBulletSolver
- raph.benh
- 8 posts
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Houdini Indie and Apprentice » Popforce VEX with RBDBulletSolver
- raph.benh
- 8 posts
- Offline
Hello,
I'm trying to create an effect where a force progressively interact with a fractured object.
To achieve that I do it this way :
it doesn't actualise every frame but only take the value of the fadein vector at the first frame.
What am I missing ?
By the way is it the best way to achieve this effect ? Or a multisolver with Pop and bullet would be best ?
Thank you !
I'm trying to create an effect where a force progressively interact with a fractured object.
To achieve that I do it this way :
- Sphere
- RBDmaterialfracture
- Assemble to create packed primitives
- Attribute wrangle :
float amp = chf('amplitude');
vector fadein = {0, 0, 0};
fadein = set(amp,0,0);
v@fadein = fadein; - RBDbulletsolver.
Inside that solver a Pop force. Everything works well when I keyframe the Force manually.
But when I create a VEX expression though :force = v@fadein ;
it doesn't actualise every frame but only take the value of the fadein vector at the first frame.
What am I missing ?
By the way is it the best way to achieve this effect ? Or a multisolver with Pop and bullet would be best ?
Thank you !
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Edited by raph.benh - May 22, 2023 09:59:23
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