Apply material constraints with Point Deform
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- pltprx
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Hey all,
I need to simulate the destruction of a high-res mesh based on the output of a physical FEM analysis. So far I managed to I managed to calculate the deformation vectors, and using it with 'point deform' to manipulate the mesh. On a macro level this gives me the precise deformation I need, however, the analyisis report doesn't include the deformation of the individual profiles and 'point deform' simulates it a very unnatural way.
Ofc there are dozen of metal bending / tearing Houdini projects out there, but my question is: Is there a way to use the 'point deform' output as a simulation input within a RDB or Vellum network? Or is this only possible if you simulate the physical event (e.g. collision)? I'm a little lost as I'm not native to Houdini.. What's the right way to solve this problem?
Thank you!
I need to simulate the destruction of a high-res mesh based on the output of a physical FEM analysis. So far I managed to I managed to calculate the deformation vectors, and using it with 'point deform' to manipulate the mesh. On a macro level this gives me the precise deformation I need, however, the analyisis report doesn't include the deformation of the individual profiles and 'point deform' simulates it a very unnatural way.
Ofc there are dozen of metal bending / tearing Houdini projects out there, but my question is: Is there a way to use the 'point deform' output as a simulation input within a RDB or Vellum network? Or is this only possible if you simulate the physical event (e.g. collision)? I'm a little lost as I'm not native to Houdini.. What's the right way to solve this problem?
Thank you!
Edited by pltprx - Aug. 2, 2022 12:39:17
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- anon_user_09389530
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more information needed, maybe a scene or more images with your hires model + the that csv visualisation.
what inputs do you pass in and what result do you want for the output
thanks
what inputs do you pass in and what result do you want for the output
thanks
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- pltprx
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Thank you for getting back! Find attached an example .hip + geo. It is a different mesh (from STEP vs IGS) and lower-res for the sake of bandwith but the problem stays the same. I want to get the overall transformation of the beams from the difference of the two point sets. However, I need the overall "integrity" of the beams to stay intact. Meaning that if they bend, they throw folds and wrinkles like in the photo attached. I couldn't make it work with vellum, maybe also because it's to resource intensive. The Drop Off / Weighting of the Bone Capture Proximity Node come's very close to what I think would be needed (especially together with a Tension Map like: here [www.sidefx.com]. But I can't make it work without the whole bone structure. Is it possible to construct something like this with the "skeleton" of the point?
Or is there maybe a totally different, better approach? I'm a little desperate and would v much appreciate any hints / tips!
Or is there maybe a totally different, better approach? I'm a little desperate and would v much appreciate any hints / tips!
Edited by pltprx - Aug. 11, 2022 05:33:16
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- pltprx
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This is the .PLY file used together with the remesher in the first post. It's based on a IGS instead of a STEP and is better suited for triangular remesh from my experience: (Dropbox) [www.dropbox.com]
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