Hello!
I tried to export an rbd simulation to Unreal. I used animation_vertex_texture ROP for that. I followed the video https://vimeo.com/212982381 [vimeo.com] (which is a great video).
But when I exported the packed objects I got a bad motion, it appears as the fragmented pieces had a bad pivot. So I tried to export an unpacked object. In that case the tool seems to create a 0 rot map. And save just the positions of the vertices and I got a correct motion in unreal.
So something seems to be messed up while creating the rot map. Do you have any idea, why I got a different result then in the masterclass??? What should I be care while creating rot map???
Thank you.
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Houdini for Realtime » Vertex Animation to UE4 problem
- 3DBandi
- 6 posts
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Technical Discussion » OceanFoam displacement problems
- 3DBandi
- 6 posts
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Hello!
I have a problem with oceanfoam displacements.
I've got this result always whenever I put down manualy the oceanfoam sop and link it the result to the oceanSurface shader's oceanfoam particles path.
What you can see in the picture, that first I clicked on the “Small Ocean” from the shelf tool, that puts down automaticly the ocean foam SOP and also creates the link on the oceansurface shader. That renders with no problem.
After that I moved the camera, recached the oceanfoam (from the camera) I disabled the link and point on the path manually, and after that the render is destroyed. I creates these spike artifacts. I made this workflow only for demonstration purpose, that whenever the link for the oceanfoam path is made manualy I got this weird render result.
Does anyone have any idea what Im missing??? Thank you.
I have a problem with oceanfoam displacements.
I've got this result always whenever I put down manualy the oceanfoam sop and link it the result to the oceanSurface shader's oceanfoam particles path.
What you can see in the picture, that first I clicked on the “Small Ocean” from the shelf tool, that puts down automaticly the ocean foam SOP and also creates the link on the oceansurface shader. That renders with no problem.
After that I moved the camera, recached the oceanfoam (from the camera) I disabled the link and point on the path manually, and after that the render is destroyed. I creates these spike artifacts. I made this workflow only for demonstration purpose, that whenever the link for the oceanfoam path is made manualy I got this weird render result.
Does anyone have any idea what Im missing??? Thank you.
Houdini Lounge » defgeo
- 3DBandi
- 6 posts
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Hi! When I create a new geometry I dont see the dumy box, as it should be, but it appears a container with some volume in it. How can I fix this to get the default dumy box back???
Technical Discussion » multiple objects in dopnet
- 3DBandi
- 6 posts
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Hello! I would like to simulate multiple objects in my dopnet.
And I would like to change some of their attriubtes, but I dont wanna change on all of the objects, just on a specific. I know I can change attributes of the objects during a simulation with a SOP solver, and I can identify an object in a simulation by their objname, or objid attribute however I could not manage to do that till now.
For example I have two shperes, and I want that after frame 20, one sphere has a velocity of 20 in z direction and the other object has 10.
So I made an attribute wrangle and connected in the SOP solver to the dopgeom node, and I wrote the code:
if(@Frame>20)
v@v={0,0,20};
else
v@v={0,0,0};
but I have no idea how to make the SOP solver understand to operate this on one or the other object. If anyone could tell me, would be a great help. Thanks.
And I would like to change some of their attriubtes, but I dont wanna change on all of the objects, just on a specific. I know I can change attributes of the objects during a simulation with a SOP solver, and I can identify an object in a simulation by their objname, or objid attribute however I could not manage to do that till now.
For example I have two shperes, and I want that after frame 20, one sphere has a velocity of 20 in z direction and the other object has 10.
So I made an attribute wrangle and connected in the SOP solver to the dopgeom node, and I wrote the code:
if(@Frame>20)
v@v={0,0,20};
else
v@v={0,0,0};
but I have no idea how to make the SOP solver understand to operate this on one or the other object. If anyone could tell me, would be a great help. Thanks.
Technical Discussion » SOP solver in Constraints
- 3DBandi
- 6 posts
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Thx for the answer. But the problem was much more stupid. I did as U wrote, and used the relationship_geometry from the beginning, but I did not clicked on the attribwrangle's node little blue “button” since I thought it's “display/render”, so has nothing to do with calculation, and there was I wrong. Now Solved!
Technical Discussion » SOP solver in Constraints
- 3DBandi
- 6 posts
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Hello everyone!
I'm trying to make a simulation where a ball with spikes flies, and when it reaches a ground plane the spikes with a kind of angle attributes detach from the sphere.
Im using a conetwistconstraint for this, and Im connecting a SOP solver to the constraintnetworks 3rd input, to delete the constraints.
But as soon as I connect the SOP solver, all the input data, that are in the detailview constraintnetwork->geometry tab, disappears (like:angle, constraiend_twix_axis, constraint_name….etc). And my spikes doesnt follow my sphere, like the constraints doesn't exists. Without connecting the SOP solver the constraints primitive attributes are there, the spikes follow the sphere, but I can not give a condition when to delete the constraint.
Do u have any idea what can give this problem?????
(this is in a tutorial of CGSociety Destruction in Houdini, I have the project file, and it works there. I tried to look all the nodes multiple times and I cant see the difference between its sim, and mine.)
I'm trying to make a simulation where a ball with spikes flies, and when it reaches a ground plane the spikes with a kind of angle attributes detach from the sphere.
Im using a conetwistconstraint for this, and Im connecting a SOP solver to the constraintnetworks 3rd input, to delete the constraints.
But as soon as I connect the SOP solver, all the input data, that are in the detailview constraintnetwork->geometry tab, disappears (like:angle, constraiend_twix_axis, constraint_name….etc). And my spikes doesnt follow my sphere, like the constraints doesn't exists. Without connecting the SOP solver the constraints primitive attributes are there, the spikes follow the sphere, but I can not give a condition when to delete the constraint.
Do u have any idea what can give this problem?????
(this is in a tutorial of CGSociety Destruction in Houdini, I have the project file, and it works there. I tried to look all the nodes multiple times and I cant see the difference between its sim, and mine.)
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