Hi rafaels, right now my test scene only really consists of my fractured object (an imported .obj file), and the rbd network.
I tried setting the object up as a rbd glue object, then after it gets hit initially animate the glue strength down to 0, but the object stuck together until it hit the ground. Maybe that's just because they're all travelling on the same trajectory still and it just looks like they're stuck together, idk. Don't hesitate to say if I did that wrong, but that's about as far as I got.
My initial thought was to use a secondary object to make a group selection of fragments, so primitives inside the selection object will go into this group which I can make active in the sim. Primitives outside the object aren't active yet, but I'd animate the selection object over time to include all the primitives. I don't have a clue where to start with that one though.
Any relevant tutorials would be appreciate. Cheers!
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Houdini Indie and Apprentice » Static to Active RBD Control
- duuback
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Houdini Indie and Apprentice » Static to Active RBD Control
- duuback
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Let me see if I can explain this well. I have a prefractured object that I want to keyframe position/rotation as a whole, but at a certain point have the sim take over for individual fragments. The idea is to have the object get hit in the center which would cause those fragments to shoot off and send shockwaves out to the rest of the object, causing it to split apart. So I guess my question is how can I control the fractured object on a per-fragment basis for the sim?
I have a few thoughts how to go about it, but with my limited knowledge of Houdini its hard to see the whole process. Thanks for any help!
I have a few thoughts how to go about it, but with my limited knowledge of Houdini its hard to see the whole process. Thanks for any help!
Houdini Indie and Apprentice » Render Flag & Display Flag
- duuback
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Houdini Indie and Apprentice » Render Flag & Display Flag
- duuback
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I understand what to do from watching the video in the link I originally posted, but as you can see from the screenshots I posted later my viewport display changes when I go back up to object level. It even happens for me in the sample file circusmonkey posted.
I've only been using Houdini for a few weeks so I don't know if there's a setting somewhere, or it's just a glitch with the hardware I have..
I've only been using Houdini for a few weeks so I don't know if there's a setting somewhere, or it's just a glitch with the hardware I have..
Houdini Indie and Apprentice » Render Flag & Display Flag
- duuback
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That was circusmonkey's file, I didn't set that up. And it happens when I use GL 1.2 & 2.1, not just 3.2.
But in the video in the link I posted, I followed along exactly to what he did and got results like in the screenshot I posted.
But in the video in the link I posted, I followed along exactly to what he did and got results like in the screenshot I posted.
Houdini Indie and Apprentice » Render Flag & Display Flag
- duuback
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@circusmonkey: I updated to the latest build and latest graphics driver and it still happens while using any of the GL modes. Any other ideas?
@twod: This is a simplified example. The idea is to use a low res version for the viewport and hi res with more detail for the rendering, so putting the display and render flag on the same node doesn't work, unless I'm misunderstanding what you mean..
@twod: This is a simplified example. The idea is to use a low res version for the viewport and hi res with more detail for the rendering, so putting the display and render flag on the same node doesn't work, unless I'm misunderstanding what you mean..
Houdini Indie and Apprentice » Render Flag & Display Flag
- duuback
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The problem is it's putting instances of the hi res objects onto the points of the low res display objects. So it's not displaying the proxy, but much more instances of the hi res object (see attachment).
Houdini Indie and Apprentice » Render Flag & Display Flag
- duuback
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Thanks for the reply, but your scene is doing the same thing on my computer as the problem I was having. Everything displays fine when I go into the instancer, but when I back up to the object level there are instances on the objects that are display only.
I changed my viewport renderer to see if that would fix it and the only one that displays correctly is H11. All of the GL versions seem to mess it up. Is it a problem with my video card (GeForce GTX 460), or maybe the free apprentice edition?
I changed my viewport renderer to see if that would fix it and the only one that displays correctly is H11. All of the GL versions seem to mess it up. Is it a problem with my video card (GeForce GTX 460), or maybe the free apprentice edition?
Houdini Indie and Apprentice » Render Flag & Display Flag
- duuback
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I've been watching the User Guide Lesson Two tutorial on here and I'm having trouble at the part where he switches on the display flag and render flags. He uses it so the render flag is on the points so he can substitute his higher res object in at the object level using the Mantra instance rendering feature.
When I do it, everything works fine while I'm inside the object (I see my low res placeholder boxes instead of the higher res pegs), but when I go back up to object level, there's now an instance of a peg on each point of the placeholder boxes in addition to the original points. The render comes up correctly with the pegs just on the original points, but the viewport is extremely slow with the extra objects.
I'm using Houdini 12 and it looks like he's using 11 if that makes a difference. Starts at 31:10 and again at 1:13:45.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1845&Itemid=351 [sidefx.com]
When I do it, everything works fine while I'm inside the object (I see my low res placeholder boxes instead of the higher res pegs), but when I go back up to object level, there's now an instance of a peg on each point of the placeholder boxes in addition to the original points. The render comes up correctly with the pegs just on the original points, but the viewport is extremely slow with the extra objects.
I'm using Houdini 12 and it looks like he's using 11 if that makes a difference. Starts at 31:10 and again at 1:13:45.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1845&Itemid=351 [sidefx.com]
Houdini Indie and Apprentice » Display points not working
- duuback
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Houdini Indie and Apprentice » Display points not working
- duuback
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I've been using the Houdini free apprentice edition for the last week and if I click on the display points, display point normals, etc, nothing shows in my viewport when working with curves, polys, or whatever. Using a Geforce GTX 460 card on Windows 7 64-bit.
Am I missing something?
Am I missing something?
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