Hey!
I've made a custom set of constraints for a set of blocks that are connected together. Is it possible to break these constraints via a sheer force, so that constraints that are parallel to the direction of force will break a lot easier than ones that are perpendicular.
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Technical Discussion » RBD breaking constraints with sheer force?
- pidgyedits
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Technical Discussion » Cant react to created points within a loop within a wrangle
- pidgyedits
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Interesting! Is there a way around this? Or should I just treat points as a final thing and just work off arrays of positions and add all the points at the end?
Technical Discussion » Cant react to created points within a loop within a wrangle
- pidgyedits
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I'm having an issue whilst trying to create a random walk algorithm purely within VEX. I have a single wrangle, and within that I've got a for loop that creates a point every iteration, as long as there is an available location. However it seems no matter what I try, the created points don't react to the previously created points, resulting in clipping or weird behaviour. I've tried debugging by creating a vector array attribute of all available locations for every created point, but they're always empty.
Is there something I'm missing?
Find attached a hip with a basic setup of what I'm trying to do. The end goal would be for a point to start at zero, and randomly walk either {0,0,1}, {0,0,-1}, {1,0,0} or {-1,0,0} WITHOUT clipping into other points, if it detects a collision, it moves down {0,-1,0}. I'd preferably want it to all happen on frame 0 as well since I want to make this into a procedural tool and drive the creation of other things.
Is there something I'm missing?
Find attached a hip with a basic setup of what I'm trying to do. The end goal would be for a point to start at zero, and randomly walk either {0,0,1}, {0,0,-1}, {1,0,0} or {-1,0,0} WITHOUT clipping into other points, if it detects a collision, it moves down {0,-1,0}. I'd preferably want it to all happen on frame 0 as well since I want to make this into a procedural tool and drive the creation of other things.
Technical Discussion » Clustering, Glue and Strength rbdbulletsolver issue
- pidgyedits
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So I'm working on a lego brick setup:
I'm struggling very much with trying to get glue constraints to work properly with my lego brick rbd setup. I've managed to create a bunch of connections that I want to use for a glue constraint setup:
The picture above is a series of prims I've generated, with green to red representing how strong the brick to brick connection is (more stud to hole connections means higher strength).
When I plug this into an rbdconstraintproperties and use an attribute to drive the strength of the glue, I can't seem to get it to work exactly how I want. Some parts of the glue constraint mesh is seperated, so when the sim begins I'd want those to fall and simulate seperately. But the result I get is the glue contraint network acting as a whole and even when I set some strengths to 0 it ignores it.
I've seen online and from others trying to help that you need to cluster and name pieces correctly, but i've had no luck with any of this. My end goal is to have the lego simulate like it work in real life, pieces that aren't connected to eachother will fall away, and pieces that are connected will use their strength value.
I've attached my constraint setup as well as a stash of the full mesh / proxy mesh. Any help, explinations or examples would be amazing!
I'm struggling very much with trying to get glue constraints to work properly with my lego brick rbd setup. I've managed to create a bunch of connections that I want to use for a glue constraint setup:
The picture above is a series of prims I've generated, with green to red representing how strong the brick to brick connection is (more stud to hole connections means higher strength).
When I plug this into an rbdconstraintproperties and use an attribute to drive the strength of the glue, I can't seem to get it to work exactly how I want. Some parts of the glue constraint mesh is seperated, so when the sim begins I'd want those to fall and simulate seperately. But the result I get is the glue contraint network acting as a whole and even when I set some strengths to 0 it ignores it.
I've seen online and from others trying to help that you need to cluster and name pieces correctly, but i've had no luck with any of this. My end goal is to have the lego simulate like it work in real life, pieces that aren't connected to eachother will fall away, and pieces that are connected will use their strength value.
I've attached my constraint setup as well as a stash of the full mesh / proxy mesh. Any help, explinations or examples would be amazing!
Edited by pidgyedits - Dec. 11, 2021 19:26:08
HOULY Daily Challenge » Day 4 | Elements: Fire
- pidgyedits
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HOULY Daily Challenge » Day 3 | Elements: Water
- pidgyedits
- 11 posts
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Generic glass!
Struggled rendering in Mantra for this one, this took 2 hours and still didn't clean up too nicely..
Struggled rendering in Mantra for this one, this took 2 hours and still didn't clean up too nicely..
HOULY Daily Challenge » Day 2 | Elements: Wind
- pidgyedits
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A dusty tumbleweed. Had a lot of issues with trying to get the Pyro SOP to render and due to time limits, had to post a viewport render. If anyone can help me with that please message me!
HOULY Daily Challenge » Day 1 | Elements: Earth
- pidgyedits
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First time really rendering inside of Houdini, as well as this, learning how to comp. Wish there was a way past the 1000 x 1000 limitation of the Apprentice version. Can't wait for the next 30 days though!
Technical Discussion » Creating an 'Inverted' Wrecking Ball
- pidgyedits
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Been using Houdini for a little bit now, still getting my head around things. Learnt about simulating rigid body effects with spheres and transforming the original mesh back on top, and its going fairly well. Issue is now, once I start adding a big mass to the end of a chain, no matter the sub-steps, no matter the density of spheres, the ball ends up either clipping through or the chain clips and breaks apart, like shown:
https://streamable.com/hljtu [streamable.com]
My end goal is to have a wrecking ball swoop in, and have the wrecking ball object fracture and break apart once it hits an static object (hence the inverted wrecking ball). I'm confident with just the chain, just the added mass is breaking the entire thing and I don't know how to fix it.
Is this the correct work flow? Or should I use something else to achieve the effect?
I've included the hip file so you can see how I've built the wrecking ball and such.
https://streamable.com/hljtu [streamable.com]
My end goal is to have a wrecking ball swoop in, and have the wrecking ball object fracture and break apart once it hits an static object (hence the inverted wrecking ball). I'm confident with just the chain, just the added mass is breaking the entire thing and I don't know how to fix it.
Is this the correct work flow? Or should I use something else to achieve the effect?
I've included the hip file so you can see how I've built the wrecking ball and such.
Attachment Not Found
Edited by pidgyedits - March 9, 2018 20:32:58
Houdini Indie and Apprentice » FLIP fluid passing through a RBD Fractured object
- pidgyedits
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Im doing a simple sim of a cup with fluid inside gets thrown onto a surface. I've imported my model, fractured it then glued the pieces together. Next I made a sphere and clicked FLIP fluid from Object. When I sim, the fluid basically passes through the mesh.
I've made sure the collision volume is right, but I'm basically stuck here. Is there a way to make it take more time to check if the particles are passing through the collision volume? Do I need to make a thicker proxy?
Here is an example of what is happening: https://streamable.com/6kovu [streamable.com]
I've made sure the collision volume is right, but I'm basically stuck here. Is there a way to make it take more time to check if the particles are passing through the collision volume? Do I need to make a thicker proxy?
Here is an example of what is happening: https://streamable.com/6kovu [streamable.com]
Houdini Indie and Apprentice » Exporting FLIP Tank to Maya via Alembic file format, having issues with the mesh
- pidgyedits
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Hello, first time posting and I think this is the right place to ask.
I'm fairly new to Houdini and its been a challenge to learn so far, but I'm slowly learning bit by bit. After a while I've managed to make a FLIP Tank, import mesh and have it react nicely. My current project involves me having a bit of mesh passing up through some viscous fluid (similar to the beginning of Ghost in the Shell) and this is where I'm up to so far:
https://streamable.com/c8pne [streamable.com]
But now that I'm finished with the stuff inside of Houdini, I want to export this into Maya and render it via Arnold. The best way to do this I've found is to export it as a .abc and just render it as an animated mesh. But when I do this, the mesh is all wierd, it reacts funny, disconnects at random parts and overall looks really jittery.
https://streamable.com/g3y8i [streamable.com]
Is there any way of doing this better? Or improving on what I've done so far? I'm really not sure on what the best way of doing this pipeline is so I'm very open to suggestions and advice.
This is what the animated bit of mesh looks like without any of the fluid sims (just as a reference)
https://streamable.com/gjb6m [streamable.com]
I'm fairly new to Houdini and its been a challenge to learn so far, but I'm slowly learning bit by bit. After a while I've managed to make a FLIP Tank, import mesh and have it react nicely. My current project involves me having a bit of mesh passing up through some viscous fluid (similar to the beginning of Ghost in the Shell) and this is where I'm up to so far:
https://streamable.com/c8pne [streamable.com]
But now that I'm finished with the stuff inside of Houdini, I want to export this into Maya and render it via Arnold. The best way to do this I've found is to export it as a .abc and just render it as an animated mesh. But when I do this, the mesh is all wierd, it reacts funny, disconnects at random parts and overall looks really jittery.
https://streamable.com/g3y8i [streamable.com]
Is there any way of doing this better? Or improving on what I've done so far? I'm really not sure on what the best way of doing this pipeline is so I'm very open to suggestions and advice.
This is what the animated bit of mesh looks like without any of the fluid sims (just as a reference)
https://streamable.com/gjb6m [streamable.com]
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