Hi all,
I have a question about adding point attribute for wires. How is it possible to evaluate attributes from SOPs on every frame?
My wire has to be active from the first frame, and I have a velocity attribute on point 0, if $F>50, but the wireobject doesn't seem to be able to read that.
Alternatively, I'm using a velocity impulse force DOP, but I have no idea how to apply that to only point 0.
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Technical Discussion » Wire attributes
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- lawbh
- 10 posts
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Technical Discussion » Houdini Points not displaying properly
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- lawbh
- 10 posts
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Technical Discussion » Bullet ConeTwistConstraint
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- lawbh
- 10 posts
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Hi,
I'm trying to destroy a bridge using bullet and conetwist constraint (because spring doesn't work with bullet), with glue network constraint.
Glue network works fine, but I was having some trouble telling Houdini which piece it should constraint to, because it is based on piece numbers (piece0 to piece1, piece1 to piece2 etc.) and it was very messy, but I managed to sort the point numbers along the z-axis so everything looks like they're in correct order. I should point out that the constraint is an approximation distance of the centroids of 2 pieces, so it is not 100% accurate.
While this setup kinda works for me, I would also like to know, if there is any way, I could tell Houdini to constraint to the nearest neighbor piece, or constraint just the points that are overlapping, or points that have different cluster attributes (points along the edges of clusters), or anything that is better than my current setup?
I'm trying to destroy a bridge using bullet and conetwist constraint (because spring doesn't work with bullet), with glue network constraint.
Glue network works fine, but I was having some trouble telling Houdini which piece it should constraint to, because it is based on piece numbers (piece0 to piece1, piece1 to piece2 etc.) and it was very messy, but I managed to sort the point numbers along the z-axis so everything looks like they're in correct order. I should point out that the constraint is an approximation distance of the centroids of 2 pieces, so it is not 100% accurate.
While this setup kinda works for me, I would also like to know, if there is any way, I could tell Houdini to constraint to the nearest neighbor piece, or constraint just the points that are overlapping, or points that have different cluster attributes (points along the edges of clusters), or anything that is better than my current setup?
Technical Discussion » Need help with Point Force DOP
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- lawbh
- 10 posts
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Hi,
I have been trying to get feedback from wireobject with Point Force DOP. My rbdobject is just following the constrained points, never stops spinning and passes through my wires.
Can anyone help me out with point force?
I have been trying to get feedback from wireobject with Point Force DOP. My rbdobject is just following the constrained points, never stops spinning and passes through my wires.
Can anyone help me out with point force?
Technical Discussion » Voronoi Fracture Geo Replacement
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- lawbh
- 10 posts
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Hi,
I've cached out a low-res fractured geometry and was wondering is there any way I could read it back into houdini with a file sop and use it as a transform for my hi-res geometries?
Basically I just wanted to avoid doing my sim with hi-res geos to save time. I've tried using dopimport with “transform input geometry” but that doesn't seem to save much time for me.
I've cached out a low-res fractured geometry and was wondering is there any way I could read it back into houdini with a file sop and use it as a transform for my hi-res geometries?
Basically I just wanted to avoid doing my sim with hi-res geos to save time. I've tried using dopimport with “transform input geometry” but that doesn't seem to save much time for me.
Technical Discussion » DOPs fracture inside groups
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- lawbh
- 10 posts
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Technical Discussion » Voronoi Fracture Add Details To Edges
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- lawbh
- 10 posts
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Hello,
I've managed to add interior details to my pieces, but its only creating noise on the faces. Now I'd like add noise to my edges too (highlighted red in the image below) but what's the best way to do that?
I've managed to add interior details to my pieces, but its only creating noise on the faces. Now I'd like add noise to my edges too (highlighted red in the image below) but what's the best way to do that?
Technical Discussion » DOPs fracture inside groups
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- lawbh
- 10 posts
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Hello,
I've been learning voronoi fracture for a couple weeks now. Didn't have much problems with SOPs fracture but I couldn't figure out how would I texture the inside groups with the DOPs fracture.
Is there any tutorials out there that I should look at, or can anyone enlighten me please?
Thanks,
Boon
I've been learning voronoi fracture for a couple weeks now. Didn't have much problems with SOPs fracture but I couldn't figure out how would I texture the inside groups with the DOPs fracture.
Is there any tutorials out there that I should look at, or can anyone enlighten me please?
Thanks,
Boon
Technical Discussion » Mantra PBR render help
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- lawbh
- 10 posts
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Noted, I will look into that.
Thank you for your time Tom, greatly appreciated!
cheers,
Boon
Thank you for your time Tom, greatly appreciated!
cheers,
Boon
Technical Discussion » Mantra PBR render help
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- lawbh
- 10 posts
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Hi everyone,
I have setup a small interior scene and I'm having problems getting a clean render with mantra PBR. The noise level is too damn high.
I've tried cranking up the pixel samples to 16x16 and shading quality multiplier to 3, the only difference it made was the extreme render time. It took me about an hour just to render 1 frame.
Can I please get your advice on how to get a clean render?
Thanks,
Boon
I have setup a small interior scene and I'm having problems getting a clean render with mantra PBR. The noise level is too damn high.
I've tried cranking up the pixel samples to 16x16 and shading quality multiplier to 3, the only difference it made was the extreme render time. It took me about an hour just to render 1 frame.
Can I please get your advice on how to get a clean render?
Thanks,
Boon
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