Hi!
I was trying to make a bunch of balloon like the movie UP
Here's my problem
1. How to generate random length for the balloons lines? Should I make a variant or fatch the point attribute based on the original line?
2. How to avoid the glue issue, keeping them far enough always makes lines too long
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Houdini Indie and Apprentice » a simple balloon generation
- Jimmy_Fan
- 21 posts
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Houdini Indie and Apprentice » Bypass enable solver
- Jimmy_Fan
- 21 posts
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Here's the dop network during Applied Houdini Rigid III. In (SOP Solver), there is a simple VEX i@active=1; which helps sim to take over from animation.
I thought bypass (Enable Solver) should be equal to connect (SOP Solver) directly to (rigid Body Solver), but actually they turns out different result. The former leads to animated result while the later make packed object free fall at the very begining. It makes me so confused.
So, does bypass (Enable Solver) means nothing will be enabled, rather than simply ignore (Enable Solver)?
And, if my guess is right, which other nodes also have this kind of bypass issue?
Many thanks!
I thought bypass (Enable Solver) should be equal to connect (SOP Solver) directly to (rigid Body Solver), but actually they turns out different result. The former leads to animated result while the later make packed object free fall at the very begining. It makes me so confused.
So, does bypass (Enable Solver) means nothing will be enabled, rather than simply ignore (Enable Solver)?
And, if my guess is right, which other nodes also have this kind of bypass issue?
Many thanks!
Edited by Jimmy_Fan - Feb. 2, 2021 11:43:42
Houdini Learning Materials » Elapsed Time Meaning
- Jimmy_Fan
- 21 posts
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Houdini Indie and Apprentice » Any tips on RBD concave ?
- Jimmy_Fan
- 21 posts
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vustaBrilliant!
you're not seriously simming the beans with the actual ‘crack’ down the middle, are you ?
surely it's basically a half capsule.
I used to generate 500 beans at a time with copy to point, did you meand to bullet beans within frame? I'll definately try that ! thx !
Houdini Indie and Apprentice » Any tips on RBD concave ?
- Jimmy_Fan
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cwhite
I'd generally advise against using concave shapes where possible - for a case like this you'll probably get much better results from using either VDB to Spheres or Convex Decomposition to generate proxy collision shapes.
Yeah, it's indeed much faster with a relatively resonable convex !
Houdini Indie and Apprentice » Any tips on RBD concave ?
- Jimmy_Fan
- 21 posts
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Starting with some coffee beans drop scene, when changing convex hull to concave, CPU cost flying up to ceiling, and houdini crashed
I thought it might be too brual force to bullet 500 coffee beans, but it's houdini right? There must be something I missed.
I thought it might be too brual force to bullet 500 coffee beans, but it's houdini right? There must be something I missed.
Edited by Jimmy_Fan - Dec. 4, 2020 11:10:50
Houdini Indie and Apprentice » How to bind attribute to Redshift ?
- Jimmy_Fan
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Like @emitint @width or other vex based shading attribute, is it possible to transfer to redshift?
Houdini Indie and Apprentice » Copy to Point shift the 'P' value??
- Jimmy_Fan
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CYTEWow, thx !!!
Hey Jimmy_Fan,
you have to switch the pivot location from centroid to origin.
Cheers
CYTE
Houdini Indie and Apprentice » Copy to Point shift the 'P' value??
- Jimmy_Fan
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I checked the Pack and Instance but ‘P’ still not match the original value. So is it some computer science?
BTW, is there a round() like python which could return an int?
BTW, is there a round() like python which could return an int?
Houdini Indie and Apprentice » How to define a volume ?
- Jimmy_Fan
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I'm working on Entagma - Modify curl noise
Your text to link here… [www.youtube.com]
In the video, he used a box volume as VOP input, and I was thinking using polygon and convert to volume as input. However, it seams the volume takes in the bbox of polygon instead of polygon itself.
Is there something I missed??
THX!
Your text to link here… [www.youtube.com]
In the video, he used a box volume as VOP input, and I was thinking using polygon and convert to volume as input. However, it seams the volume takes in the bbox of polygon instead of polygon itself.
Is there something I missed??
THX!
Houdini Indie and Apprentice » stamp copy + mountain
- Jimmy_Fan
- 21 posts
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Here is the issue, when I add a stamp copy onto a grid and use mountain to create shape, there are always some lines going straight forword up with no mountain effects, even fit01 range changed, there are still some. But this is not happend with a copy to point. Is there any trick in stamp copy ?
Houdini Indie and Apprentice » ADD node - group by attribute
- Jimmy_Fan
- 21 posts
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tamte
ptnum is not an attribute so you can't use group by attribute to group by ptnum
however, the default All Points already groups by ptnum so you shouldn't need to create id attribute at all if you just want that
I want to build relative connection between two lines, such as A1-B1,A2-B2,etc… seems like the default All Points connected all points but not relatively.
Skip every Nth points seems can do that but sometimes inner connections appeared…
One more question!
How do I know if things like ptnum is not an attribute? Is there a help file to refer? (Truely noob …
Thank you so much!
Edited by Jimmy_Fan - May 18, 2020 02:35:49
Houdini Indie and Apprentice » ADD node - group by attribute
- Jimmy_Fan
- 21 posts
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A very noob question on group by attribute…
Say I have two lines with 4 points, so each of them has ptnum from 0-3. Then I want to connect points according to their ptnum, I have to create an attribute id=@ptnum, and in the add node, select group by attribute and point to id.
My question is: why bother another another id attribute, simply group by ptnum seems not working properly…
Say I have two lines with 4 points, so each of them has ptnum from 0-3. Then I want to connect points according to their ptnum, I have to create an attribute id=@ptnum, and in the add node, select group by attribute and point to id.
My question is: why bother another another id attribute, simply group by ptnum seems not working properly…
Edited by Jimmy_Fan - May 17, 2020 23:55:34
Houdini Indie and Apprentice » Selection expression based on $F | Applied Houdini Rigid II
- Jimmy_Fan
- 21 posts
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tamte!!!
it's probably not@class='$F'
, but@class=`$F`
you need to use ticks `, not quotes ' to evaluate string as expression, however simple variables are expanded even without them therefore@class=$F
will work
for more complex expressions you will need to use them though, so :@class=`$F-1`
That also explain the Error in my file cache directory expression, the string expression should always be in ticks``, not quoto''
Thank you very much !
Houdini Indie and Apprentice » Selection expression based on $F | Applied Houdini Rigid II
- Jimmy_Fan
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Hello there, I'm following Applied Houdini Rigid II.
Here's the part on cache of each voronoi pieces to disk, before cache, attached a delete node to select each piece based on their attribute “class”.
What puzzled me is in the tutorial, the group in delete node is ==> @class='$F', it seems malfunction in current H18.The attribute locked on @class=0 on whatever frame.
Could someone explain the difference between “$F” and $F, it seems really make no sense to use “$F” at first glance.
So I use ==> @class=$F instead, it turned out to be good, with one piece shown and others deleted, cool!
But!
Since $F start from 1, the @class start from 0, thers's one piece missing.
On consider of this I typed in ==> @class= ($F-1), the node stop working, in the geometry spread sheet, there're attribute on class=0 and class=1.
Plus, when I change it to ==> @class= ($F), it also not worked, but in the geometry spread sheet, there's only attribute on class=0.
How could I get the 0-99 pieces based on frame 1-100 without changing the attribute order?
Here's the part on cache of each voronoi pieces to disk, before cache, attached a delete node to select each piece based on their attribute “class”.
What puzzled me is in the tutorial, the group in delete node is ==> @class='$F', it seems malfunction in current H18.The attribute locked on @class=0 on whatever frame.
Could someone explain the difference between “$F” and $F, it seems really make no sense to use “$F” at first glance.
So I use ==> @class=$F instead, it turned out to be good, with one piece shown and others deleted, cool!
But!
Since $F start from 1, the @class start from 0, thers's one piece missing.
On consider of this I typed in ==> @class= ($F-1), the node stop working, in the geometry spread sheet, there're attribute on class=0 and class=1.
Plus, when I change it to ==> @class= ($F), it also not worked, but in the geometry spread sheet, there's only attribute on class=0.
How could I get the 0-99 pieces based on frame 1-100 without changing the attribute order?
Edited by Jimmy_Fan - May 1, 2020 12:34:26
Houdini Indie and Apprentice » Rigid body solver with no Force attri :(
- Jimmy_Fan
- 21 posts
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tamte
your force has already been applied and zeroed out within this timestep
to see the values connect it to post solve input, however they will be applied next timestep
Oh my, thank you !!!!
This is really one classic lesson on Pre and Post which the tutorial forgot to mention!
Thank you again for the timely help !
Houdini Indie and Apprentice » Rigid body solver with no Force attri :(
- Jimmy_Fan
- 21 posts
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Hello there !
I'm following the Applied Houdini Rigid II,
One part is to get a popMetaballForce input force on certain frame and divided by mass, in order to get the acceleration for constraint breaking, but in rbdPackedObject:Geometry the “force” value is always (0, 0, 0).
My question is
1. Why I can still get the explode result if the force value is zeros?
2. How to get the right “force” value?
Thx !
I'm following the Applied Houdini Rigid II,
One part is to get a popMetaballForce input force on certain frame and divided by mass, in order to get the acceleration for constraint breaking, but in rbdPackedObject:Geometry the “force” value is always (0, 0, 0).
My question is
1. Why I can still get the explode result if the force value is zeros?
2. How to get the right “force” value?
Thx !
Houdini Indie and Apprentice » Houdini 17: Visualize Voronoi Fracture
- Jimmy_Fan
- 21 posts
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Just in case someone can't find it in H18, before the scatter point input,
add a node,
- Group Type==> Point(of course)
- Color Type==> Random
and in the voronoiFracture node
- check the
- To Piece Primitives==> ___Cd___
add a node,
- Group Type==> Point(of course)
- Color Type==> Random
and in the voronoiFracture node
- check the
- To Piece Primitives==> ___Cd___
Houdini Indie and Apprentice » Redeon Pro Vega not supported for particle simulation?
- Jimmy_Fan
- 21 posts
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OpenCL in solver is checked but gpu usage is still very low on a MacOS is there anyway to boost particle sim ?
Houdini Indie and Apprentice » [Entry Lv] How to export model in certain frame simulation?
- Jimmy_Fan
- 21 posts
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tamte
use Timeshift SOP to hold the frame you are happy with
then afterwards to avoid recomputing whenever you open the file you can cache that either to memory
using Stash SOP to store the geo at the frame you want, especially if it's just about lightweight rbd points for example
or to dist using File Cache SOP or others
or just do your fbx export directly after the frame hold
thx! problem solved !
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