I am not sure if this addresses your question, but in “push” mode you sort of have that option.
If you are setting a Target Parameter to push wedge values to when you cook, you have the option of (not) overwriting the target parameter. This might give the results you are looking for, but with the trade off of not being able to conveniently preview the effects of the wedge.
cheers,
Chris
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PDG/TOPs » Q: Wedging preserving original value implemented?
- chrish
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Technical Discussion » RBD packed stick on collision?
- chrish
- 6 posts
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Hi,
I'm trying to get an RBD packed object to stick (or slide) on collision. I am using a multisolver, with POP Collision Detect plugged in before the rigidsolver. I can't seem to get the RBD object to respond to the POPs controls. I have attached the hip file.
Any suggestions would be appreciated.
Thanks,
Chris
I'm trying to get an RBD packed object to stick (or slide) on collision. I am using a multisolver, with POP Collision Detect plugged in before the rigidsolver. I can't seem to get the RBD object to respond to the POPs controls. I have attached the hip file.
Any suggestions would be appreciated.
Thanks,
Chris
Technical Discussion » expand vdb values
- chrish
- 6 posts
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thanks Edward, this seems to be giving me the result I was looking for.
edward
Try VDB Smooth SDF or VDB Smooth. Set the operation to Mean Value.
Technical Discussion » expand vdb values
- chrish
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Hi,
I am trying to expand values in a VDB volume – to expand the active value out from the boundary a few voxels, and fill the new voxels with those on from boundary. I am working with a vector volume (vel).
The Volume Blur SOP can do this on standard houdini volumes, but not VDB.
Does anybody have any suggestions?
thanks,
Chris
I am trying to expand values in a VDB volume – to expand the active value out from the boundary a few voxels, and fill the new voxels with those on from boundary. I am working with a vector volume (vel).
The Volume Blur SOP can do this on standard houdini volumes, but not VDB.
Does anybody have any suggestions?
thanks,
Chris
Technical Discussion » RBD Initial State /w Packed Primitives
- chrish
- 6 posts
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Hi, Here is an example file, originally from SESI support, that shows how to update the translation, orientation, angular velocity, and pivot, using an Attrib Wrangle inside of a SOP Solver in DOPs.
It does exactly what you are trying to do in keeping the non-active pieces animating from SOPs.
-Chris
It does exactly what you are trying to do in keeping the non-active pieces animating from SOPs.
-Chris
xukcaRatmann
Hey Chris, bumping this up a bit, This seems to be working, but now I would to be able to do the same for the orient attribute.
I'm doing some sims where I want the non-active RBD pieces to continue with an animation, I was able to get the P value for position working, but orient so far isn't working.
I am able to generate an orient attribute on the pieces inside of sops, I test it using a Transform Pieces object and that works.
So far I can't seem to get it working with a POP or Geometry Wrangle nodes.
Thanks!
-Rick
@Ratmann, I was also able to get quaternion orient attribute (very simple with qLib sops IMO), but if I just get them into dops, they does not seem to be sufficient. I have done some other tests and it seems that packed prims in DOPs need not only P and orient attributes, but also pivot, trans, v and w . I dont know how to generete these attributes from SOPs (I have been able to copy paste dynamically some objects in DOPs tho, thats why I'm sure that it works, if you have right values for all these attributes). Any further comments/help on this issue is greatly appreciated. :idea:
Technical Discussion » RBD Initial State /w Packed Primitives
- chrish
- 6 posts
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xukcaOne way to accomplish this is to use a point() function in a POP Wrangle DOP VEXpression (see Jeff's post for an example hip with POP Wrangle and Multiple Solver DOPs):
Packed geometry are really so faster than normal RBD, but they dont have “use deforming geometry” option Is it possible to pull a SOP level animation somehow in the DOPS?
if (!@active) @P = point(“oppath/to/deforming/sop”, “P”, @ptnum);
There are probably more elegant and robust solutions – if you find one, please share on the forum!
-Chris
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