Hi Ryuji,
Instead of repeating the process for points repeat it for the grid.
Sorry i can not post the file.
Try these steps
1. Run foreach in each number mode. Connect grid to the first input of foreach sop and scatter node to the second.
2.In numrenge2 para on foreach node write the number how many times you want to repeat the process (use npoints expression to find out the total number of points created by scatter sop)
3.Turn off merge results parm on foreach sop
4.In side foreach sop, 1st aux input gives you grid and the 2nd gives all the scatter points.
5. Connect delete sop after the 2nd aux sop, operation delete non selected , entity points.
delete by expression $PT == stamp(“..”,“FORIDXVALUE”,0) . It will select poin based on iteration number from 2nd aux input.
6. Copy sphere on it.
7. Perform the cookie operation.
Hope this helps !
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Houdini Indie and Apprentice » ForEach Node
- sadhu
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Technical Discussion » Distribute Random Pscale
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Technical Discussion » mixing keyframe and simulation with prefractured object
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Just to start fall of objs from center , use active value dop with condition $OBJID<$F*n , where n is number of objects you want to fall down per frame.
In sop play with sort sop, just choose different methods of point sort and see how it affects the dop output.
In sop play with sort sop, just choose different methods of point sort and see how it affects the dop output.
Technical Discussion » RBD pieces inherit V on different frames
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with rbdstate dop you can inherit point velocity from sop @ any frame, you can use expression to take point vel after certain condition is satisfied.
Technical Discussion » RBD state and glue per OBJ
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Technical Discussion » Glued to moving statick object, then collision doesn't work
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Instead of gluing , if you apply similar motion to sticky obj, turn on deforming geo. Add some vel to sticky obj by using rbdstate node. See the attached file for other settings on rbdstate dop.
I have used a fixed number in vely param of rbdstate. Write some expression there which generates positive values when sphere is going up and negative when sphere is going down.
This should give you the expected result.
I have used a fixed number in vely param of rbdstate. Write some expression there which generates positive values when sphere is going up and negative when sphere is going down.
This should give you the expected result.
Technical Discussion » Rigid Body Collisions Basics
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select rbd object with hole and go to > collisions > Bullet data > Polygon as convex hulls, toggle it off.
This shoul work.
This shoul work.
Technical Discussion » gravity expression
- sadhu
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Hi made21, I came across this reply by derrick on the link
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=26636&highlight= [sidefx.com]
Thanks Derrick for this reply.
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=26636&highlight= [sidefx.com]
The Bullet Solver is putting the stationary objects to sleep. This can be fixed by turning off “Enable Sleeping” on the RBD Fractured Object's “Bullet Data” tab.
Thanks Derrick for this reply.
Technical Discussion » Active object delete.
- sadhu
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1)Number of scattered points (input to voronoie) == Number of fractured object created by voronoie sop
2)There is a relation between voronoi cell point number and fractured object number. Point num 0 creates fractured object which is piece0 in dops. Point number 1 create s fractured object which is piece1 in dops and so on.
3)Go to dops turn on details view and just click on the name of objects, in the right window of details view you will see objid of that object.
point 0 creates piece0 objid 2 (difference in id and num is 2)
point 1 creates piece1 objid 3 (difference in id and num is 2)
point 2 creates piece2 objid 4 (difference in id and num is 2)
and so on
Notice, piece number (in bold) and corresponding objid difference is 2
In the expression
point(“/obj/Fractured_object1/attribcreate_INGRP”,$OBJID2,“ingrp”,0)
2nd input is where we specify pt number whose ‘ingrp’ attribute value we want to find.
But we are using this expression in dops. so the 2nd input in expression is ‘$OBJID-2’
It means go to the address – “/obj/Fractured_object1/attribcreate_INGRP”
Look for point number == $OBJID - 2 (why -2 , point number is not equal to objid but objid - 2 as explained above)
Find value of an attrib ‘ingrp’ for the above point.
If this value is 1 then the corresponding object will be active otherwise it is deactivated.
You would also want to take a look at this link http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27089&highlight= [sidefx.com]
2)There is a relation between voronoi cell point number and fractured object number. Point num 0 creates fractured object which is piece0 in dops. Point number 1 create s fractured object which is piece1 in dops and so on.
3)Go to dops turn on details view and just click on the name of objects, in the right window of details view you will see objid of that object.
point 0 creates piece0 objid 2 (difference in id and num is 2)
point 1 creates piece1 objid 3 (difference in id and num is 2)
point 2 creates piece2 objid 4 (difference in id and num is 2)
and so on
Notice, piece number (in bold) and corresponding objid difference is 2
In the expression
point(“/obj/Fractured_object1/attribcreate_INGRP”,$OBJID2,“ingrp”,0)
2nd input is where we specify pt number whose ‘ingrp’ attribute value we want to find.
But we are using this expression in dops. so the 2nd input in expression is ‘$OBJID-2’
It means go to the address – “/obj/Fractured_object1/attribcreate_INGRP”
Look for point number == $OBJID - 2 (why -2 , point number is not equal to objid but objid - 2 as explained above)
Find value of an attrib ‘ingrp’ for the above point.
If this value is 1 then the corresponding object will be active otherwise it is deactivated.
You would also want to take a look at this link http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=27089&highlight= [sidefx.com]
Technical Discussion » gravity expression
- sadhu
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Technical Discussion » Active object delete.
- sadhu
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Technical Discussion » gravity expression
- sadhu
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This is working with RBD solver but not with BULLET solver.
If Bullet solver is used, Forces data doesn't get applied to the omitted object (piece15 doesn't get Forces data after frame 60, Please refer file) so I used apply data to apply Forces data. Now I can see that data in piece15 but still it is not moving.
If Bullet solver is used, Forces data doesn't get applied to the omitted object (piece15 doesn't get Forces data after frame 60, Please refer file) so I used apply data to apply Forces data. Now I can see that data in piece15 but still it is not moving.
Technical Discussion » gravity expression
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Houdini Indie and Apprentice » cookie SOP prefacturing geo
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Houdini Indie and Apprentice » cookie SOP prefacturing geo
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Technical Discussion » Change Active State of Fractured Object Pieces
- sadhu
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I hope this file helps. I am using the scattered points for fracturing as reference. If grid passes above that point then that specific chunk gets activated.
I am using point expression in dops with one change instead of specifying the pt no (for exa $PT) I am using $OBJID-1 (-1 is to match pt no with obj id, see details view to find out objid of every object, it starts from 1 onward but our point number as input to voronoi fracture starts from 0 onward )
point(“/obj/sphere_object1/chunkcenters”,$OBJID-1,“P”,1)<ch(“/obj/grid_object_ACTIVATOR/ty”)
with “/obj/sphere_object1/chunkcenters” you will go to scatter points then with ‘$OBJID-1’ object you will look for that point no's y position (“P”,1) if it is less than grid's y pos then ‘$OBJID-1’ will get activated.
I am using point expression in dops with one change instead of specifying the pt no (for exa $PT) I am using $OBJID-1 (-1 is to match pt no with obj id, see details view to find out objid of every object, it starts from 1 onward but our point number as input to voronoi fracture starts from 0 onward )
point(“/obj/sphere_object1/chunkcenters”,$OBJID-1,“P”,1)<ch(“/obj/grid_object_ACTIVATOR/ty”)
with “/obj/sphere_object1/chunkcenters” you will go to scatter points then with ‘$OBJID-1’ object you will look for that point no's y position (“P”,1) if it is less than grid's y pos then ‘$OBJID-1’ will get activated.
Technical Discussion » how to constrian a balloon with a rope?
- sadhu
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Technical Discussion » Conveyor belt animation How to
- sadhu
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Hello galinaton.
The bars on the bed are moving. Just color a side of any single bar only and press play.
Speed of animaton is controlled by offset para on sort_ANIMATE_BELT sop. Change this para to get the desired speed.
The bars on the bed are moving. Just color a side of any single bar only and press play.
Speed of animaton is controlled by offset para on sort_ANIMATE_BELT sop. Change this para to get the desired speed.
Technical Discussion » Bullet RBD Bug Report - strange behaviour with "AS IS&q
- sadhu
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Go to Torus_object1>polyExtrude1>Options and turn off output back.
It was creating hollow torus object and so Bullet was giving trouble.
Also go to dopnet>rbd solver>bullet, and set the Number of steps and constraint iterations to default. It will work.
If you want hollow torus.
Keep the above mentioned option turned on.
On voronoi fracture turn on connect inside edges.
Go to dopnet>torus_object>collisions>volume , turn on laser scan and set the proper number of uniform divisions to represent the torus shape.
Go to the rbd solver and change the type from Bullet to RBD. It will work.
I could not make Bullet solver to work on hollow torus.
It was creating hollow torus object and so Bullet was giving trouble.
Also go to dopnet>rbd solver>bullet, and set the Number of steps and constraint iterations to default. It will work.
If you want hollow torus.
Keep the above mentioned option turned on.
On voronoi fracture turn on connect inside edges.
Go to dopnet>torus_object>collisions>volume , turn on laser scan and set the proper number of uniform divisions to represent the torus shape.
Go to the rbd solver and change the type from Bullet to RBD. It will work.
I could not make Bullet solver to work on hollow torus.
Technical Discussion » Conveyor belt animation How to
- sadhu
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