I think you're having problems because you didn't pack the ground.
I packed your ground and added a sop solver that adds a percentage of the constraints to the broken group.
Craig
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Technical Discussion » constraining a pre-fractured object to shaky ground
- craigthailand
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Houdini Learning Materials » Resuming render in mantra after PC crash? (Rendered out TIF files)
- craigthailand
- 30 posts
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Technical Discussion » Different Density for different piece of RBD Fracture
- craigthailand
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you do have access to $PT , well i do anyway. Just did a quick test and works as expected. My guess would be that you are trying to put $PT in the default float field and not in the value float field.
Craig
Craig
Technical Discussion » Different Density for different piece of RBD Fracture
- craigthailand
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If you just want a random value, put down a point wrangle after you've packed and before you bring into dops ….
f@mass = (rand(@ptnum) * 300 ) + 200;
This will give you a random value between 200 and 500.
Cheers
Craig
EDIT
Not sure why you can't use $PT as each primitive should have a point unless you have packed everything into one object(point). I usually pack using the assemble sop which will pack based on connected primitives plus other useful things. Or you can just use a pack sop and use the pack as fractured checkbox(can't remember what it's called but it's something like that).
Edited by craigthailand - July 12, 2016 11:10:15
Technical Discussion » Vex Logical and if
- craigthailand
- 30 posts
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Code looks okay to me, but i am no vexpert. Not sure what you are plugging in your second input to get secondV, but you could declare secondV and speed as attributes(until it works) so you can atleast debug them in the geometry spread sheet.
Technical Discussion » Different Density for different piece of RBD Fracture
- craigthailand
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In your dopnet on your rbd packed object, turn on overwrite attribute from sop and type density.
I have had issues in 15 (may have been an early version or may have been me)with density not changing anything in my scene, but setting mass worked ok. Pretty sure you need to turn off compute mass on your packed object though.
I have had issues in 15 (may have been an early version or may have been me)with density not changing anything in my scene, but setting mass worked ok. Pretty sure you need to turn off compute mass on your packed object though.
Technical Discussion » Whitewater and suspended foam particles
- craigthailand
- 30 posts
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I havnt looked at your scene but it sounds like maybe you are trying to read the velocity field to far from the surface field. I dont use the whitewater shelf tool, so not sure how sesi blend between spray and foam velocities but there must be some kind of distance threshold somewhere.
Technical Discussion » Apply noise turboolence to point position
- craigthailand
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The point vop is just an attribute vop set to run over points(which is also the default for the attribute vop). you can set them to run over points vertex primitives and detail. the same goes for the wrangle nodes.
Craig
Craig
Houdini Lounge » LAVA TEMPERATURE ATTRIBUTE
- craigthailand
- 30 posts
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if you created the temperature attribute before you go into dops …my guess would be that you are not subtracting or you are multiplying by 1 in the popvop. So your temperature always remains the same.
cheers
Craig
cheers
Craig
Technical Discussion » constraints bug or workflow change?(SOLVED)
- craigthailand
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Technical Discussion » constraints bug or workflow change?(SOLVED)
- craigthailand
- 30 posts
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Hi all,
I've been trying to add constraints(cone twist) in H14.0.361 and cant get rid of this weird offset. So I built a simple setup in H13 and everything works fine. Is this a bug or did the workflow change?
I also noticed this with the pin constraint from the file in post #4 from this topic on odforce -
http://forums.odforce.net/topic/20640-bullet-dynamic-constraint-creation/ [forums.odforce.net]
again works fine in 13 but funky in 14.
help very much appreciated
craig
I've been trying to add constraints(cone twist) in H14.0.361 and cant get rid of this weird offset. So I built a simple setup in H13 and everything works fine. Is this a bug or did the workflow change?
I also noticed this with the pin constraint from the file in post #4 from this topic on odforce -
http://forums.odforce.net/topic/20640-bullet-dynamic-constraint-creation/ [forums.odforce.net]
again works fine in 13 but funky in 14.
help very much appreciated
craig
Edited by - July 13, 2015 23:41:44
Technical Discussion » Open CL Settings
- craigthailand
- 30 posts
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win7 h12.1.125
i7 3770k @ 4.3ghz
gtx680 4gb not oc'd
395^3 gpu 31fpm && cpu 1.4fpm
im pretty happy with that !
i7 3770k @ 4.3ghz
gtx680 4gb not oc'd
395^3 gpu 31fpm && cpu 1.4fpm
im pretty happy with that !
Houdini Lounge » [SOLVED]opencl pyro always crashes H
- craigthailand
- 30 posts
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hi all … just built a new system and having a problem with opencl pyro. I tried Jeffs sample scene from the forum but as soon as I press play houdini crashes everytime.
h12.1.125 on win7
i7 3770K
gigabyte 680gtx 4gb … driver 360.97(but tried others)
32gb ram
I'm thinking of trying ubuntu but not sure this will solve the problem.
any help or things to try would be greatly appreciated.
thanks,
Craig
EDIT.
It looks like it was the gigabyte overclocking utility that was causing the problem.I never noticed that it was running on startup. Turned it off and seems to work fine now?!?!
h12.1.125 on win7
i7 3770K
gigabyte 680gtx 4gb … driver 360.97(but tried others)
32gb ram
I'm thinking of trying ubuntu but not sure this will solve the problem.
any help or things to try would be greatly appreciated.
thanks,
Craig
EDIT.
It looks like it was the gigabyte overclocking utility that was causing the problem.I never noticed that it was running on startup. Turned it off and seems to work fine now?!?!
Houdini Lounge » good driver for the gtx680 4gb?
- craigthailand
- 30 posts
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Houdini Lounge » good driver for the gtx680 4gb?
- craigthailand
- 30 posts
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I just got my new machine and for the graphics card I decided to go with the gigabyte gtx680 4gb.
viewports are fine no problems but opencl sims crash all the time. I am wondering if there is a specific driver that works well or a specific version of houdini?
cheers
Craig
viewports are fine no problems but opencl sims crash all the time. I am wondering if there is a specific driver that works well or a specific version of houdini?
cheers
Craig
Technical Discussion » Particle Rotation Problem
- craigthailand
- 30 posts
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hi all,
having some problems with particle rotation.
I am using the smooth function combined with rand and modulo to control my rotation angle on a rotate pop.
This rotation is on the x axis and works fine but I want to add a another rotation on the z axis after this rotation takes place. If I add another rotate pop the first one gets ignored.
help appreciated
cheers.
Craig
having some problems with particle rotation.
I am using the smooth function combined with rand and modulo to control my rotation angle on a rotate pop.
This rotation is on the x axis and works fine but I want to add a another rotation on the z axis after this rotation takes place. If I add another rotate pop the first one gets ignored.
help appreciated
cheers.
Craig
Technical Discussion » my first vop shop material
- craigthailand
- 30 posts
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ah okay , i will check it out … thanks for all your time and help DaJuice.
very much appreciated !
Craig
very much appreciated !
Craig
Technical Discussion » my first vop shop material
- craigthailand
- 30 posts
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I'm sure ive missed a checkbox somewhere or misunderstood something but I tried a few ways and I always get this result …
the grid is animated on frames 1,2 and 3 but the texture pretty much stays in the same place although there is some very small movement in certain places.
thanks
Craig
the grid is animated on frames 1,2 and 3 but the texture pretty much stays in the same place although there is some very small movement in certain places.
thanks
Craig
Technical Discussion » my first vop shop material
- craigthailand
- 30 posts
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yep , I meant it does'nt stick to the geometry which is what i'd expect.
I am assuming that the transform nodes you added (current space to texture space) is just scaling the texture to a different range ? or should the texture stick with this ?
There seems to be no help card for this node.
cheers
Craig
I am assuming that the transform nodes you added (current space to texture space) is just scaling the texture to a different range ? or should the texture stick with this ?
There seems to be no help card for this node.
cheers
Craig
Technical Discussion » my first vop shop material
- craigthailand
- 30 posts
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Hi DaJuice,
Thanks very much for checking out my network…
the export displacement to surface shader will be a great time saver!
and the colored network boxes is a big help.
I am a little confused about a 3d texture not being able to use the UV coords though. I just set up a simple test with a turbulent noise displacement applied to a grid and rotated the grid in Y and then in Z. When I render these with P transform to texture space the displacement stays in the same position as a 3d texture should, but if I plug in the uvcoords uv -> P of the turbulent noise, the displacement seems to stick to the grid and seems to act like a 2d texture.
Am I missing something here or could you explain what you meant by the swimming displacement .
thanks again,
Craig
Thanks very much for checking out my network…
the export displacement to surface shader will be a great time saver!
and the colored network boxes is a big help.
I am a little confused about a 3d texture not being able to use the UV coords though. I just set up a simple test with a turbulent noise displacement applied to a grid and rotated the grid in Y and then in Z. When I render these with P transform to texture space the displacement stays in the same position as a 3d texture should, but if I plug in the uvcoords uv -> P of the turbulent noise, the displacement seems to stick to the grid and seems to act like a 2d texture.
Am I missing something here or could you explain what you meant by the swimming displacement .
thanks again,
Craig
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