Wire Object DOP gets erractic (hair on a sphere tut)

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It's a sphere with lines attached at points to look and fall like hair. (example in The Magic of Houdini Book) Trying to create a more natural example than the book.

Simulation runs perfect for about 2 seconds (hair falls very naturally around the sphere) but then one at a time the wires start to freak out and it looks like my sphere/head is getting struck my lighting. zap-ouch!

What am I doing wrong?
~Shawn

WireObjDOP:
ComputeMass=ON, Denisty=10, Bounce=0, Friction=0
AngularSpringConstant=0, LinearSpringConstant=1000, AngularDampingConstand=0.002, Wire/VolumeCollisions=ON, VolumeOffset=0.15, WireCollisions=OFF, SelfCllisions=OFF
WireSolverDOP:
MaxiumSubsteps=8, SolveTolerance=0.0001

I am using the clothstitchconstraintDOP and RBDOjectDOP all default.

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Using the ClothStitchConstraint in this context is a sneaky cheat that doesn't really work, as you can see. Instead, use a WireGlueGroupConstraint (new in 8.1), and put the ‘root’ group in the first parameter field. Now it works fine.
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Thanks Craig,

Getting better results now. Sim acts like real hair falling onto the head. I was able to get rid of a vibrating effect from the hair bouncing off the top of the head with these values:

Wire Object DOP: ForceModel Tab;
Linear Spring Constant=500, Damping=0
Angular Spring Constant= 0, Damping=1

My only gripe is that the Wire Solver DOP is showing warnings because the wires are having too many collisions or continuous collisions.
In the Wire Object DOP/Collisions Tab, Volume is set to 0.15 so collisions are just outside of the Head/Sphere. I can decrease this to -0.1 and get less warnings but then the hair/wires end up resting inside the head.

There must be a way to keep hairs from resting too long on head. Maybe have Houdini recognize a hair/wire having too many collisions and skip over these until they become less frequent.

~Shawn
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