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Technical Discussion » Using Houdini as Simulator Instead of Simulation Software
- malkrus
- 7 posts
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Absolutely not. It's completely diferent software. Data you need in analisys software it's diferent that you need for visualization.
Houdini Lounge » Cd into a material network?
- malkrus
- 7 posts
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promote Cd to points in geometry. And in material use bind and read Cd attribute, configure bind to vector or 3 floats and connect as you want.
Houdini Indie and Apprentice » FLIP and Bullet Interaction Troubleshooting
- malkrus
- 7 posts
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Hello.
The problem is packed object don't interact correctly with flip. You could try with rbdobject rather than rbdpackedobject, This should work.
The problem is packed object don't interact correctly with flip. You could try with rbdobject rather than rbdpackedobject, This should work.
Houdini Indie and Apprentice » RBD Destruction problem with constraints
- malkrus
- 7 posts
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First try to break only a part of you geometry and don't all build. Now the file it's slow to analyze and you don't need all geo for only destroy a corner.
With only a corner it's more easy check the scene and more quick.
With only a corner it's more easy check the scene and more quick.
Technical Discussion » Rigidbody solver won´t work
- malkrus
- 7 posts
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Hi
You need packed the object before de DOP network.
Put the assemble node before Null and activate Create Packed Geometry.
It should work.
You need packed the object before de DOP network.
Put the assemble node before Null and activate Create Packed Geometry.
It should work.
Technical Discussion » Houdini 17 Emit Particle Fluid - FLIP Source node is different?
- malkrus
- 7 posts
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Hi.
You can activate Velocity in flipsource or you can set velocity at point level with vex/vop after flipsource.
You can activate Velocity in flipsource or you can set velocity at point level with vex/vop after flipsource.
Technical Discussion » vellum and angular velocity
- malkrus
- 7 posts
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I supous like vellum works with points, has no sense angular velocity, because @w would spin each point on itself.
My solution it's a point wrangle, and set linear velocity (@v) for each point independently. In this way, each point it's simulated with a velocity equivalent to @w, and this result like the object has angular velocity.
My solution it's a point wrangle, and set linear velocity (@v) for each point independently. In this way, each point it's simulated with a velocity equivalent to @w, and this result like the object has angular velocity.
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