I checked your scene briefly:
-your wall is not clean enough. You must separate walls going on perpendicular directions from each other and then fracture them. Fracturing everything at once as you did leads to problems and funky geometry, not good enough for convex hull representation (check it in dops, and also default value of 0.2 for it is too big, try 0.05)
-your sphere is moving way too fast. This means the default substep of 1 is not enough. I highly advice to decrease the speed, bump the substeps of the whole sim a bit and increasing the density of the sphere, to achieve the effect you want.
-you probably need to either make the most lower parts of your wall inactive, or constraint them to the ground with hard constraint, so they stay anchored. This way you can increase the glue constraint strenght to somethhing better than 400 and your wall is not going to be siply dragged by the huge ball.
pesonal advice: learn to apply pin constraint networks. Simply using glue constraint networks is not good enough for realistic destruction. (fxphd, cgworkshop tutorials).
Keep going 8)
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Houdini Learning Materials » Keep collapsing wall in place
- xukca
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Houdini Indie and Apprentice » workflow proxy_geo in sim and replacing with highres_geo
- xukca
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Hi,
for a relatively straight forward task like this, you don't need so many object containers. Here, take a look a this file
for a relatively straight forward task like this, you don't need so many object containers. Here, take a look a this file
Houdini Indie and Apprentice » Finding the single nearest point between target and PCloud
- xukca
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PradeepBarua
Here is some methods (VOPs and VEX) to get nearest point.
this also functions like a charm, thank you!
Houdini Indie and Apprentice » Finding the single nearest point between target and PCloud
- xukca
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Houdini Indie and Apprentice » Finding the single nearest point between target and PCloud
- xukca
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PradeepBarua
You can set Number of Points to 1 to get first nearest point in defined radius.
Yeah, this is the behaviour I want… but it doesn't seem to find only 1 point, if I set max points to 1 If you can check my HIP, would be great!
Houdini Indie and Apprentice » Finding the single nearest point between target and PCloud
- xukca
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Hi, I'm trying to learn point clouds on my own, but I am kinda stuck with the execution…
In theory, point clouds do a radial look up and return the number of points specified within the radius. So, I've seen some setups where people just itterate on PCs to average and distribute some attributes, but what about:
Finding the nearest point in a point cloud and setting an attribute only to it ? It seems like if I set the max points in the pcopen() function or VOP, I get returned ALL the points the pointcloud, so the attribute I am assigning is applied to all of them. I want to have a loop like behavior with BREAK, where the assigning of attributes stops at the first point found (sorted by distance) between a target and the PC…
Any feedback and directions are welcome, I'm feeling like my head can't handle all of this PC querrying :x
In theory, point clouds do a radial look up and return the number of points specified within the radius. So, I've seen some setups where people just itterate on PCs to average and distribute some attributes, but what about:
Finding the nearest point in a point cloud and setting an attribute only to it ? It seems like if I set the max points in the pcopen() function or VOP, I get returned ALL the points the pointcloud, so the attribute I am assigning is applied to all of them. I want to have a loop like behavior with BREAK, where the assigning of attributes stops at the first point found (sorted by distance) between a target and the PC…
Any feedback and directions are welcome, I'm feeling like my head can't handle all of this PC querrying :x
Technical Discussion » PBR layered Material
- xukca
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Thank you for your answer Sean. I'm aware about the specular being a light reflection The problem is… the reflections are also not there. Im attaching a file comparing the chrome presets of both material shader builder and PBR Layered material. As you can see, you barely see the second statue, because the reflectivity is missing, despite being set on I tried reinstalling the OTL, got the newest houdini build and the result is still the same..
Technical Discussion » PBR layered Material
- xukca
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I installed that neat OTL lately, but it seems that I'm having the exact same problem with the specular as user ajz3d described! Does anyone know how to do the custom installation (because “Extra Files” tab does not contain the needed information..) ?
Technical Discussion » Subdivision on polygon meshes imported through Alambic?
- xukca
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grendizer
Hello gang, sorry if the question seems obvious but I'm an absolute newbie here 8)
I would need some help with imported Alambic… I imported a whole XSI scene with multiple models that contain simple polygon meshes (low poly modeling).
I don't know what's the matter but I can't subdivide them in Houdini. I'm not trying to simply increase the polycount, I want a non destructive subdivision on these meshes just like in XSI.
So here is what I tried:
If I create a cube polygon mesh, I can go to parameters > render > display as = subdivision surface.
But on this imported Alambic geometry, this drop down is not available.
Do you have any idea why?
Thanks guys,
Gz
I have noticed, if you import an animated alembic, you pretty much cant use modeling sops on it, even if you unpack the geo (which actually makes sense, doesnt it?). I suppose your problem has the same cause..
Houdini Learning Materials » Viewport Normals (aka Autosmoothing)
- xukca
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I think switching to flat shaded is helping to visually “please” myself during big part of modeling stages. When I use smooth shaded, I do it only in conjunction with wires, so It is more like a “debbuging” mode for me.
Adding cusp angle as viewport mode is still going to be pretty good feature tho
Adding cusp angle as viewport mode is still going to be pretty good feature tho
Houdini Learning Materials » Alembic to RBD
- xukca
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Is the alembic single or multiframe? Imagine, you have a rendered (cached out) sequence of a geometry, which deforms in time. It seems pretty tricky to me to further fracture it and stick the fractures to the already existing deformation/animation…. (If any, you need to cleverly utilize rest positions) :idea:
Houdini Indie and Apprentice » How to get number of groups?
- xukca
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Joker386
You should use “argc” expression :wink:
Yes, I was looking exactly for arg and argc expressions, thank you Joker
Houdini Indie and Apprentice » How to get number of groups?
- xukca
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Hi, if I use something like primgrouplist or primgroupmask I get a string with all primitive groups. Unfortunately I could not find which expression allows me to tokenize (and count) this string… I would love to have a procedural way of counting groups. Any suggestions?? :idea:
Thanks in advance
Thanks in advance
Houdini Indie and Apprentice » Finite Element + Rigid body
- xukca
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About the force behavior… it looks like the density of the objects has been set/interpreted differently in both solvers. I think(hope?) there are some FEA improvements coming with next H release…
Technical Discussion » RBD Initial State /w Packed Primitives
- xukca
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RatmannchrishxukcaOne way to accomplish this is to use a point() function in a POP Wrangle DOP VEXpression (see Jeff's post for an example hip with POP Wrangle and Multiple Solver DOPs):
Packed geometry are really so faster than normal RBD, but they dont have “use deforming geometry” option Is it possible to pull a SOP level animation somehow in the DOPS?
if (!@active) @P = point(“oppath/to/deforming/sop”, “P”, @ptnum);
There are probably more elegant and robust solutions – if you find one, please share on the forum!
-Chris
Hey Chris, bumping this up a bit, This seems to be working, but now I would to be able to do the same for the orient attribute.
I'm doing some sims where I want the non-active RBD pieces to continue with an animation, I was able to get the P value for position working, but orient so far isn't working.
I am able to generate an orient attribute on the pieces inside of sops, I test it using a Transform Pieces object and that works.
So far I can't seem to get it working with a POP or Geometry Wrangle nodes.
Thanks!
-Rick
@Chris, thank you for this nice piece of code, its amazing!
@Ratmann, I was also able to get quaternion orient attribute (very simple with qLib sops IMO), but if I just get them into dops, they does not seem to be sufficient. I have done some other tests and it seems that packed prims in DOPs need not only P and orient attributes, but also pivot, trans, v and w . I dont know how to generete these attributes from SOPs (I have been able to copy paste dynamically some objects in DOPs tho, thats why I'm sure that it works, if you have right values for all these attributes). Any further comments/help on this issue is greatly appreciated. :idea:
Houdini Indie and Apprentice » Enable sleeping in Bullet sims
- xukca
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Hi, by default there is “enable sleeping” turned on in the bullet data tab (rbd objkect dop) and this is wonderful for calculation speed. But what about “awakening” some rbds? I thought I could use the MELT option from the “rbd auto freeze” dop with a time expression, but this doesn't seem to work :roll: Are there any “wake up” possibilities, or should I keep overall “enable sleeping” off for this particular occasion? :?
Thanks in advance!
Thanks in advance!
Houdini Indie and Apprentice » Deform curve along the tangent problem...
- xukca
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Oh well, I looked at all suggestions, and all of them actually do what I need. Thanks a lot guys
Houdini Indie and Apprentice » Deform curve along the tangent problem...
- xukca
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mawixukca
Hi, I want to build a deformer, which moves all points along the curve, till all of them reach point 0. So I calculate the tangent (which I feed into the normal for convinience..) and it works fine untill every point matches the next corresponding point position. (The thing is, the tangent does not get automatically recalculated). So my idea was to plug this into a for each sop, so it gets iterratively calculated thus enabling “incremental execution” of the “algorithm”, but it still doesnt work ( the documentation for the for each loop does not cover the “for each NUMBER” option pretty well :roll: ).
Any tips are most welcome, thanks!
Unclick merge result and check apply to points.
Im not sure what you are trying to do, but do you know about the carve SOP?
Hi, I'll try your suggestion, when I get on my PC tomorrow. I know about the carve SOP, but the idea is that I need actually moving points (want to calculate some velocities). AND I need even spacing between the points (The moving point of the carve sop is destroying the even distance)
Thanks for replying
Houdini Indie and Apprentice » Deform curve along the tangent problem...
- xukca
- 50 posts
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Hi, I want to build a deformer, which moves all points along the curve, till all of them reach point 0. So I calculate the tangent (which I feed into the normal for convinience..) and it works fine untill every point matches the next corresponding point position. (The thing is, the tangent does not get automatically recalculated). So my idea was to plug this into a for each sop, so it gets iterratively calculated thus enabling “incremental execution” of the “algorithm”, but it still doesnt work ( the documentation for the for each loop does not cover the “for each NUMBER” option pretty well :roll: ).
Any tips are most welcome, thanks!
Any tips are most welcome, thanks!
Houdini Lounge » Construction plane misplaced
- xukca
- 50 posts
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I suppose, you come from maya. I have “issues” like this, when I try to use “frame object”, “home” or similar functions. While in Maya I just “press F” to frame the selection, it seems like sometimes in Houdini I accidentally use “home” or “home objects” instead and this messes up the scene (especially when the shortcut for something like “move grid to selection” gets randomly into play)…
p.s. just study the interface and remap your shortcuts… :idea:
p.s. just study the interface and remap your shortcuts… :idea:
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