I'm working on an HDA to procedurally create destructible assets. How can I automatically set the Initial State To sleeping and the anchored status to "Yes" on random pieces? I've been following this Houdini Chaos Documentation [www.sidefx.com] and successfully set mass.. damage requirements.. cluster levels.. etc.
Currently every time I recook the Houdini Asset and re-play my level, the destructible asset spawns in as active and physicalizes immediately. It needs to only activate once the player shoots or walks into it. To solve this, currently I need to either re-connect an anchor field, or re-set the anchored pieces/set some pieces to sleeping to hold everything in place.
How can I set the sleeping and anchored attributes within my HDA?
Attributes I need to set:
Without Anchoring being set:
With Anchor:
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Houdini Engine for Unreal » Unreal Engine Chaos Physics: Setting Initial State & Anchor
- gcotrell
- 5 posts
- Online
Houdini for Realtime » How to force re-cook of HDA in UE5 sequencer?
- gcotrell
- 5 posts
- Online
Hello,
I have an HDA for a procedural building that takes a cube as an input for the size of the building.
When I update the scale of the cube, the HDA re-generates the building, as expected.
My idea is increase the scale of the cube over the course of a few seconds in the UE5 Level Sequencer, and have the HDA re-cook every frame so that when rendered out, the building procedurally grows every frame.
Unfortunately, the HDA only seems to cook on the first frame and does not update over the time of the render.
Of course this wouldn't make sense to have running in-game, but It'd make for an interesting render.
How can I force a re-cook of the HDA every frame? Thanks in advance
Here is what the building should look like at the beginning of the render
Here is what it should look like a few seconds later, as the input cube scales up
Here is my current timeline
I have an HDA for a procedural building that takes a cube as an input for the size of the building.
When I update the scale of the cube, the HDA re-generates the building, as expected.
My idea is increase the scale of the cube over the course of a few seconds in the UE5 Level Sequencer, and have the HDA re-cook every frame so that when rendered out, the building procedurally grows every frame.
Unfortunately, the HDA only seems to cook on the first frame and does not update over the time of the render.
Of course this wouldn't make sense to have running in-game, but It'd make for an interesting render.
How can I force a re-cook of the HDA every frame? Thanks in advance
Here is what the building should look like at the beginning of the render
Here is what it should look like a few seconds later, as the input cube scales up
Here is my current timeline
Edited by gcotrell - Feb. 4, 2023 16:50:57
Technical Discussion » How would you close this hole in a mesh?
- gcotrell
- 5 posts
- Online
Ahhh thank you John! That did exactly what I needed it to do in a predictable fashion. I think I must have been over complicating the whole issue. With previous attempts the polybridge would occasionally return twisted segments of geometry.
Cheers!
Cheers!
Technical Discussion » How would you close this hole in a mesh?
- gcotrell
- 5 posts
- Online
Here is an example of some geo I've been able to generate with my procedural setup. I feel I
must be so close to cracking this problem but I've come up short so far.
The image is not wireframe, but rather I've been able to generate Lines between ordered points.
must be so close to cracking this problem but I've come up short so far.
The image is not wireframe, but rather I've been able to generate Lines between ordered points.
Image Not Found
Technical Discussion » How would you close this hole in a mesh?
- gcotrell
- 5 posts
- Online
Hello!
I've created a tool that procedurally creates a Skirt around a mesh. so far, I've been able to get it to return a mesh like the first image. All I need to do is fill in the holes, but the methods I've used so far have been unsuccessful. Any suggestions would be greatly appreciated.
So far I have tried:
-poly bridge (returns inconsistent results)
-polyfill
-ends node
-polycap
I've created a tool that procedurally creates a Skirt around a mesh. so far, I've been able to get it to return a mesh like the first image. All I need to do is fill in the holes, but the methods I've used so far have been unsuccessful. Any suggestions would be greatly appreciated.
So far I have tried:
-poly bridge (returns inconsistent results)
-polyfill
-ends node
-polycap
Edited by gcotrell - Nov. 9, 2022 14:01:57
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