Anyone have any guidance on how to manually set the values (Position, Rotation, Box Size, Radius, Length) for the collision shapes in simulation?
I need procedural control over this, for example, growing a force field around a character, pushing other scene objects away in the process.
I'd set the collision shape to Sphere and then grow the collision shape over time. I'd imagine I'd do this in VEX, but the documentation is not really clear where/how to even do that?
Thanks.
Manual Collision Shape Control
1648 5 1- TwinSnakes007
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- skoora
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- TwinSnakes007
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- TwinSnakes007
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- skoora
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- TwinSnakes007
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Thanks for the assist skoora. The NVidia VFX tools look promising and I think its worth the peak to compare equal simulations between Houdini OpenCL Solvers and NVidia GPU VFX tools.
I believe FLIP, Grains and Pyro all have OpenCL acceleration options, so, this should be a good barometer about whether or not investing in wrapping the NVidia libraries in Houdini nodes is even worth it.
I gotta apply to get access to the Gameworks GitHub, but that's merely “procedural”.
I believe FLIP, Grains and Pyro all have OpenCL acceleration options, so, this should be a good barometer about whether or not investing in wrapping the NVidia libraries in Houdini nodes is even worth it.
I gotta apply to get access to the Gameworks GitHub, but that's merely “procedural”.
Houdini Indie
Karma/Redshift 3D
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