Desmond Miles

demonsd_miles17

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multiple vellum object workflow April 26, 2024, 11:37 a.m.

I've attached a sample file and some screenshot to explain the problem.

As you can see the "skin" mesh pass trough the box and the collision is not calculated properly.

What i am trying to achieve is a very accurate collision for the skin between the 2 oject, especially when it touch the edges of the box.

multiple vellum object workflow April 26, 2024, 10:58 a.m.

Hi everyone, I need help with a problem that's been blocking me for a few days now.

I should do a simulation of 2 different vellum objects colliding with each other and simultaneously colliding with a wall.

Essentially the simulation is composed of 1 vellum strut softbody, wrapped by a second vellum object which functions as a "skin" for the vellum strut softbody.

both are then simulated and will have to collide with this wall.

The problem comes with the collision with the wall.

Apparently the skin cannot collide well because it finds itself in the middle of 2 colliders (the softbody and the wall) which do not calculate everything well.

Someone have any suggestions fo this problem?

render frames backward from end to start Sept. 19, 2022, 6:39 a.m.

CYTE
Hey demonsd_miles17,

no that is not possible. Why do you want to do that? Each image gets a name assigned based on its frame in the timeline. So if you render backward the sequence would always play forward in any editor. If you want to reverse an animation, do it on the Geometry level via a timeshift node or with the rendered images in Post-processing.

Cheers
CYTE

Damn,
Anyway thanks for the reply. I don't need to reverse the animation.

I want to render the same scene with 2 different machines in order to speed up the process.
The first one rendering in a normal way and a second one rendering backward.
Then i will stop both of them once they meet each other halfway at the same frame.