Thank you for the help guys, as it turns out there was actually a demo scene after all that demonstrated what I was going for. It's referring to emission of small chunks from the impact points of the original sim. It can be found here:
https://www.sidefx.com/docs/houdini/examples/nodes/sop/rbdbulletsolver/RBDBulletSolverEmission.html [www.sidefx.com]
Cheers!
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Technical Discussion » RDB's and Emission
- timbolland
- 167 posts
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Technical Discussion » RDB's and Emission
- timbolland
- 167 posts
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Thank you for getting back guys, I added an early movie of what I'm going for just below the photo.
I guess what I'm trying to do is break up the bigger chunks into smaller ones while still keeping the initial sim as a guide. I suppose I could shatter the already shattered geo even more, and use the initial sim as the guide. Maybe that's what it was intended for. I just saw the nice example from the presentation and it looked like there was a simpler way to emit more detail using Houdini 18's tools (with emission fig1)
Without knowing, it looks like they have taken the chipped pieces, worked out when they would trigger and re-emmited them a few times? It sounds simple but I don't really know how it's done.
Kind Regards,
Tim
I am also going to take a look at the Debris tool, thank you for suggesting it.
I guess what I'm trying to do is break up the bigger chunks into smaller ones while still keeping the initial sim as a guide. I suppose I could shatter the already shattered geo even more, and use the initial sim as the guide. Maybe that's what it was intended for. I just saw the nice example from the presentation and it looked like there was a simpler way to emit more detail using Houdini 18's tools (with emission fig1)
Without knowing, it looks like they have taken the chipped pieces, worked out when they would trigger and re-emmited them a few times? It sounds simple but I don't really know how it's done.
Kind Regards,
Tim
I am also going to take a look at the Debris tool, thank you for suggesting it.
Edited by timbolland - Jan. 16, 2020 13:09:47
Technical Discussion » RDB's and Emission
- timbolland
- 167 posts
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Hi everyone, I'm dipping my toe into the awesome water of RDB's in Houdini 18. I'm new to working with destruction in general but I'm finding the workflow and solvers really nice so far, especially the guided sim.
I've managed to create a ground explosion based on a “shockwave” that uses the guided sim method and I'm hoping to up-res it and bring in a lot more detail. Looking around there seems to be a lot of methods to do this, but I'm stuck on finding the optimal solution. However in the Houdini launch presentation there is a slide that talks about emission. I think potentially using the initial sim as a guide for emission somehow would work. Does anyone know how to go about doing this? I'm guessing there are a few steps for it and any help would be appreciated.
Kind Regards,
Tim
I've managed to create a ground explosion based on a “shockwave” that uses the guided sim method and I'm hoping to up-res it and bring in a lot more detail. Looking around there seems to be a lot of methods to do this, but I'm stuck on finding the optimal solution. However in the Houdini launch presentation there is a slide that talks about emission. I think potentially using the initial sim as a guide for emission somehow would work. Does anyone know how to go about doing this? I'm guessing there are a few steps for it and any help would be appreciated.
Kind Regards,
Tim
PDG/TOPs » Accessing PDG Wedges when instancing / copy_to_points
- timbolland
- 167 posts
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Hi, I'm massively impressed with PDG so far, it's simplified tasks a lot and I'm keen to integrate it as much as I can in my workflows. I have a set up that I will describe below, and i'm wondering if there is a way to use more PDG instead of relying on traditional methods.
What I have done that I like..
My set up is simple:
- I use a mountain SOP on a sphere and use this to generate a basic flip sim.
- In a top network I use a a wedge node to give me 10 variations of the mountain
- I run these 10 variations through the flip sim and with a ROP Geometry Output node, cache PDG style the 10 sims.
So far so good, and It's really nice to be able to work on “one” set-up but it actually be for 10, all without eye-sore for-loops.
However, what I would like to do but don't know how is…
- Take these 10 variations of the sim and randomly instance, or copy them based on the wedges(I guess ‘@wedgeindex’).
- Offset and randomise the time of these wedges for more variation.
After asking around I have found that I can do this by overriding the packed primitive intrinsic of the copy, and referencing the PDG caches when constructing the filename of the packed prim.
“// modify packed primitive instrinsic
setprimintrinsic(0, ”unexpandedfilename“, @ptnum, newpath); ”
However, this feels quite verbose and esoteric when the rest of the PDG workflow is so streamlined.
Is there a way to do this in a cleaner, more PDG integrated way? e.g.. Just using the Top attributes.
Kind Regards,
Tim
What I have done that I like..
My set up is simple:
- I use a mountain SOP on a sphere and use this to generate a basic flip sim.
- In a top network I use a a wedge node to give me 10 variations of the mountain
- I run these 10 variations through the flip sim and with a ROP Geometry Output node, cache PDG style the 10 sims.
So far so good, and It's really nice to be able to work on “one” set-up but it actually be for 10, all without eye-sore for-loops.
However, what I would like to do but don't know how is…
- Take these 10 variations of the sim and randomly instance, or copy them based on the wedges(I guess ‘@wedgeindex’).
- Offset and randomise the time of these wedges for more variation.
After asking around I have found that I can do this by overriding the packed primitive intrinsic of the copy, and referencing the PDG caches when constructing the filename of the packed prim.
“// modify packed primitive instrinsic
setprimintrinsic(0, ”unexpandedfilename“, @ptnum, newpath); ”
However, this feels quite verbose and esoteric when the rest of the PDG workflow is so streamlined.
Is there a way to do this in a cleaner, more PDG integrated way? e.g.. Just using the Top attributes.
Kind Regards,
Tim
Edited by timbolland - Aug. 5, 2019 09:23:22
Technical Discussion » Houdini 17.5 viewport "flipping" issue.
- timbolland
- 167 posts
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Technical Discussion » Houdini 17.5 viewport "flipping" issue.
- timbolland
- 167 posts
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My apologies if this is the wrong place, or this has been asked before but I'm getting some pretty consistent viewport flipping when I try to navigate. Just doing some quick tests, it appears to happen when I first dolly, and then try to orbit. It's making working in the viewport a bit of a nightmare. Has something happened to the default navigation prefs? Or is this a bug of some kind?
I'm working with Windows 10 Pro, 17.5.293.
Kind Regards,
Tim
I'm working with Windows 10 Pro, 17.5.293.
Kind Regards,
Tim
Edited by timbolland - July 30, 2019 06:13:22
Work in Progress » Object Wrangle preview
- timbolland
- 167 posts
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Technical Discussion » Calculating the Volume Gradient within a Gas Field VOP
- timbolland
- 167 posts
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Enivob
Don't you have to plug input1 from the globals into the volume gradient node? Brown connector to brown connector.
Your absolutely right! I did this originally and it wasn't working because I hadn't set up my inputs correctly. When I fixed the inputs I forgot to plug it back in. Thank you for reminding me. As it turns out I needed to specify the input as “DOP Data –> fluidobject1/surface”. I was getting stuck on this part too. It's all up and running now Thank you for the help.
Technical Discussion » Calculating the Volume Gradient within a Gas Field VOP
- timbolland
- 167 posts
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Hi, I'm trying to use the Surface field within a FLIP system to calculate the volume gradient. Ideally I would do this within a Gas Field VOP as it's fast and I'm using the VOP with other fields to customise a melting effect. However I can't get the VolumeGradient VOP node to work as it doesn't seem to pick up the Surface field. I'm guessing it's a problem relating to Gas Field VOPs specifically?
Does anyone have any ideas what I'm doing wrong here?
Kind Regards,
Tim
Does anyone have any ideas what I'm doing wrong here?
Kind Regards,
Tim
Houdini Lounge » Capture Layer Paint select cregion from mesh
- timbolland
- 167 posts
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Really nice stuff Henry. I'm +1'ing the GitHub repository. A nice HD-tools library would be a good addition!
Technical Discussion » How do you guys manage big scenes with many objects? I'm struggling.
- timbolland
- 167 posts
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Daryl Dunlap
Bundles are really great and powerful in that they can be consumed in other parts of houdini as well - say, light list for example. Bundles are managed on the Bundle Pane, away from Network view.
But, a more immediate organization tool, right there in the Network Pane is, Groups. You display the Group tool with Shift+Z. You can control Node selection, Node viewport display, and Node network visibility.
Thank you for the Tip Daryl, groups look interesting for sure. However I don't seem to be able to control anything other than the node selection. What do I press to hide the grouped nodes? Or even Network visibilty. I don't see a button for this. I'm using 16.5.293 if that makes a difference.
Am I also able to change the color of the group? right now they are all yellow and double clicking on them doesn't change anything. I feel like something is missing here.
Cheers,
Tim
- I just noticed the blue “D” for display. I'm not sure how I missed that but It answers that! Is there a way to hide the nodes in the network view as well?
Edited by timbolland - Jan. 23, 2018 05:26:04
Houdini Lounge » Redshift3D adds support for Houdini 16.5
- timbolland
- 167 posts
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According to the Redshift Forum the latest Redshift (2.5.41) doesn't work with 16.5. The exact message is:
“THE HOUDINI 16.5 BUILD IS BROKEN. THIS APPEARS TO BE DUE TO A PROBLEM WITH HOUDINI 16.5 AND NOT REDSHIFT
PLEASE DO NOT POST ABOUT HOUDINI 16.5 ISSUES HERE.”
Do you guys know about this? What's the SideFX view?
Regards,
Tim
“THE HOUDINI 16.5 BUILD IS BROKEN. THIS APPEARS TO BE DUE TO A PROBLEM WITH HOUDINI 16.5 AND NOT REDSHIFT
PLEASE DO NOT POST ABOUT HOUDINI 16.5 ISSUES HERE.”
Do you guys know about this? What's the SideFX view?
Regards,
Tim
Technical Discussion » Polysplit - what's going on here?
- timbolland
- 167 posts
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Hi there, first of all great work on the improvements that the current releases are bringing. I'm an XSI user making somewhat of a transition, and currently exploring Houdini as a go to option. I'm loving the logic that the program uses, but with that said I'm trying to wrap my head around what's going on here.
I'm drawing out a bunch of a polygons using the polysplit tool, and when I confirm my selection the lines generated don't match what I've outlined. Is this meant to be the case?
P.S I'm aware I could have used some kind of inset/bevel tool, but in this case I'm trying to see what I can do with the polysplit.
Cheers,
Tim
I'm drawing out a bunch of a polygons using the polysplit tool, and when I confirm my selection the lines generated don't match what I've outlined. Is this meant to be the case?
P.S I'm aware I could have used some kind of inset/bevel tool, but in this case I'm trying to see what I can do with the polysplit.
Cheers,
Tim
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