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Technical Discussion » Collision shape in RBD Bullet Solver only shows Convex Hull?
- vicvvsh
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Technical Discussion » Constrain objects to fractured RBD pieces?
- vicvvsh
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It's all correct.
I use pscale attribute randomize spheres' size and it was easy to use this attribute in an add sop to create primitives.
I created constraints as primitive with zero length in purpose to place these constraints between the top of the ground and the bottom of the spheres (not centroid) because that gave me more stiff and stable connection.
As for constraints_type - I just decided it more appropriate for this case, you can tray others values.
It's worth reading: Constraint Network dynamics node [www.sidefx.com]
I use pscale attribute randomize spheres' size and it was easy to use this attribute in an add sop to create primitives.
I created constraints as primitive with zero length in purpose to place these constraints between the top of the ground and the bottom of the spheres (not centroid) because that gave me more stiff and stable connection.
As for constraints_type - I just decided it more appropriate for this case, you can tray others values.
It's worth reading: Constraint Network dynamics node [www.sidefx.com]
Edited by vicvvsh - Jan. 17, 2024 00:35:38
Technical Discussion » Bulletsolver | Delete Collision Geometry
- vicvvsh
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I poked around in the RBD Bullet Solver a bit. All geometry connected to first input of the solver (Geometry) has dop name "rbd_object" and connected to forth input (Collision Geometry) has dop name "collision_object". They and "groundplane" predefined in a RBD Configure sop in multiple selection menu of Collision Ignore parameter and in the others parameters. You can choose on of these name in that menu. Example attached.
Technical Discussion » Bulletsolver | Delete Collision Geometry
- vicvvsh
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Try it. Attributes s@collisionignore, s@collisiongroup and conditions should be for both an active and static objects.
Edited by vicvvsh - Jan. 15, 2024 11:48:55
Technical Discussion » Constrain objects to fractured RBD pieces?
- vicvvsh
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In this file I swapped RBD Constraint Properties to Attribute Wrangle sop.
Edited by vicvvsh - Jan. 15, 2024 09:48:29
Technical Discussion » Constrain objects to fractured RBD pieces?
- vicvvsh
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Technical Discussion » Offset Attribute Value in time
- vicvvsh
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TheDude123
Hi Victor! Didn't recognize the screen name.
Never mind!
TheDude123
How do I store an attribute that increases over say 10 frames (0-1 value). Then use that attribute to scale the spines (the white outlines in the images above).
solver sop I think
TheDude123
Ultimate goal: the spines stay with the animated geo and scale-up after the curve is unfolded (after @foo is 1 and the @counter threshold is reached). As of now, they scale-up but the animation timing is too fast. I'm trying to offset it with the above workflow.
it's hard to say without seeing your setup but maybe reading somehow attribute that triggering spines scaling.
In hip my guess where I skip counter part, it is just a concept.
Technical Discussion » Offset Attribute Value in time
- vicvvsh
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Try this. In the hip current range of animated @foo (24 frames) stretched in time to the new range (48 frame). Start time still the same, end time changed.
Technical Discussion » Bulletsolver | Delete Collision Geometry
- vicvvsh
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Сollisionignore is just a string attribute on a point (packed primitive) and you can manipulate with value of this attribute during simulation. Double click on rbdbulletsolver node and use any POP dop node to build a logic you want to control behavior of rbd simulation.
Edited by vicvvsh - Jan. 13, 2024 03:35:35
Technical Discussion » Bulletsolver | Delete Collision Geometry
- vicvvsh
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Here a simple scene where animated collisionignore attribute in rbdconfigure1 sop. Collision Ignore checkbox is on from 1 to 120 frame, then it is off. A value of this attribute is name of dop object - groundplane inside rbdbulletsolver.
Edited by vicvvsh - Jan. 12, 2024 12:37:58
Technical Discussion » Offset Attribute Value in time
- vicvvsh
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Hi,
I think you should look in the CHOP direction as this is animated in time attribute and you want to change range of animation. I don't have a lot of knowledge of this context unfortunately.
I think you should look in the CHOP direction as this is animated in time attribute and you want to change range of animation. I don't have a lot of knowledge of this context unfortunately.
Technical Discussion » Bulletsolver | Delete Collision Geometry
- vicvvsh
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Houdini Indie and Apprentice » Particles passing through animated collider
- vicvvsh
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Hi,
control Min Substeps ans Max Substeps on POP Solver. I also changed Division Method parameter to By Size on Static Object dop and set Division Size - 0.01, set relative reference from this value to Voxel Size on vdbfrompolygons1, DOP Network substeps - 1.
It works now.
control Min Substeps ans Max Substeps on POP Solver. I also changed Division Method parameter to By Size on Static Object dop and set Division Size - 0.01, set relative reference from this value to Voxel Size on vdbfrompolygons1, DOP Network substeps - 1.
It works now.
Technical Discussion » Any way to refactor this code? [ dynamic casting point() ]
- vicvvsh
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i assume you need function overloading link [www.sidefx.com]
Edited by vicvvsh - Dec. 2, 2023 01:03:07
Houdini Indie and Apprentice » Transferring edge groups after meshing.
- vicvvsh
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Hi,
in your case remesh a geometry with Planar Patch From Curves sop, you can control topology with this node. Then transfer group. I attached an example.
in your case remesh a geometry with Planar Patch From Curves sop, you can control topology with this node. Then transfer group. I attached an example.
Technical Discussion » Stacks in RBD
- vicvvsh
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Technical Discussion » RBD - Impact Propagation issue
- vicvvsh
- 46 posts
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Hi,
houdini doesn't know what number 22 is meaning. You should set group type explicitly as primitive in attribute wrangle.
houdini doesn't know what number 22 is meaning. You should set group type explicitly as primitive in attribute wrangle.
Houdini Indie and Apprentice » Milling process with smooth surface
- vicvvsh
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Hi,
in real milling process you'll get the same type or defects because of the feed speed. In your case solutions are:
- increase substeps in the solver1 and this gives you smooth vertical surface;
- animation in the transform1 should be much longer in time then animation in a tube sop. This will allow you to get smooth horizontal surface.
in real milling process you'll get the same type or defects because of the feed speed. In your case solutions are:
- increase substeps in the solver1 and this gives you smooth vertical surface;
- animation in the transform1 should be much longer in time then animation in a tube sop. This will allow you to get smooth horizontal surface.
Technical Discussion » Attrib Create Value not overriding Default value?
- vicvvsh
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"active" is a point integer attribute, not a float attribute. Try change type in attribcteate SOP and you get what you want.
Houdini Lounge » Houdini 20
- vicvvsh
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According to this .pdf https://www.sidefx.com/forum/topic/91632/ [www.sidefx.com] page 22 and this Illume www.sidefx.com/forum/topic/91733/ [www.sidefx.com] time code 1 h 35 min, Houdini 20 release will be in November 2023.
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