@toadstorm - ok that makes sense. I'll look into getting the latest version then!
Thanks again for the scene file, I will see how far I can get based on the info you provided. I'm no math wizard, but we'll see how far can take it lol.
Thanks again!
-B
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Technical Discussion » Copy SOP without intersecting geometry
- slaybeast
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Technical Discussion » Copy SOP without intersecting geometry
- slaybeast
- 4 posts
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toadstormThank you! That's definitely working, but I'm getting an error on the MOPs_Convert node for some reason. Also, is there a way to keep the animation of the points and still have the rbd bullet solver calculate the geo? Right now when previewing the rbd solver it works, but it's not animating (maybe that's due to the error on the MOPs Convert node?)
If you wanted to handle the deintersection with Bullet, you can do so by setting the point attribute i@found_overlap to 1, and then putting your packed primitives through the RBD Bullet Solver with very high drag and no gravity. You'd need to make sure each of your packed primitives coming from the Copy SOP has a unique “name” string attribute… in the attached example I'm using MOPs Convert to do this, since you already have MOPs installed.
Edited by slaybeast - July 15, 2020 13:04:41
Technical Discussion » Copy SOP without intersecting geometry
- slaybeast
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N-GThanks for the scene file! Unfortunately this approach still allows the geo to intersect each other as it animates
Hi there!
Unfortunately I don't have MOPs but You can use Point Relax for this.
Take a look at the HIP file below!
Technical Discussion » Copy SOP without intersecting geometry
- slaybeast
- 4 posts
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Hello!
I'm trying to sort this out. Basically I'm scattering points on to a torus and then using MOPS to offset/animate the points. I'm then using a “copytopoints” to copy cubes onto the points. The result is what I'm wanting, only problem is all of the geometry is intersecting. I've seen a lot of suggested solutions using RBD and what not, but seeing as I'm fairly new to Houdini I'm not too sure the best way to order the nodes to achieve that. I would love to know if there's a way to solve this with a simple VEX code maybe? Any help is appreciated!
I'm trying to sort this out. Basically I'm scattering points on to a torus and then using MOPS to offset/animate the points. I'm then using a “copytopoints” to copy cubes onto the points. The result is what I'm wanting, only problem is all of the geometry is intersecting. I've seen a lot of suggested solutions using RBD and what not, but seeing as I'm fairly new to Houdini I'm not too sure the best way to order the nodes to achieve that. I would love to know if there's a way to solve this with a simple VEX code maybe? Any help is appreciated!
Edited by slaybeast - July 15, 2020 12:52:21
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