If you want lot's of unpack rigid body objects, use RBD Fractured Object node in DOP to bring them from SOP to DOP at once.
I don't know why RBD Packed Objects are not suitable for mutual relationship and I can't get stable behaviour in any way.
Found 209 posts.
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Technical Discussion » Packed RBD Objects and Flip Explodes
- N-G
- 209 posts
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Technical Discussion » Packed RBD Objects and Flip Explodes
- N-G
- 209 posts
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RBD Packed Objects have serious problem with FLIP in mutual relationship.
Use one way collision relationship or use unpack rigid body objects (like RBD Hero Object) if you want mutual relationship.
Hope this helps.
Use one way collision relationship or use unpack rigid body objects (like RBD Hero Object) if you want mutual relationship.
Hope this helps.
Houdini Indie and Apprentice » PolyExtrude: keep previous Attributes?
- N-G
- 209 posts
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Technical Discussion » Can't access Pyro Shader from Shop
- N-G
- 209 posts
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SHOP is deprecated since Houdini 16.
All pyro nodes are waiting for you in Mat context…
All pyro nodes are waiting for you in Mat context…
Technical Discussion » Sop solver with multiple inputs?
- N-G
- 209 posts
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Can you explain a little bit more?
SOP Solver can accept any number of inputs so what is your problem?
SOP Solver can accept any number of inputs so what is your problem?
Technical Discussion » 64 Bit Attribute for Point Positions?
- N-G
- 209 posts
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What a pity.
I'm wondering why SESI put a storage argument in GA_Detail.h to set size for position attributes!
Really Thanks Tomas.
I'm wondering why SESI put a storage argument in GA_Detail.h to set size for position attributes!
Really Thanks Tomas.
Edited by N-G - Aug. 20, 2018 15:18:53
Technical Discussion » 64 Bit Attribute for Point Positions?
- N-G
- 209 posts
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Thank you dear Tomas.
I just did a simple test in following image.
Seems P can't cast to 64 bit even if we explicitly tell Houdini!
If you notice there is difference between 32 and 64 bit new_pos which is an arbitrary attribute.
I just did a simple test in following image.
Seems P can't cast to 64 bit even if we explicitly tell Houdini!
If you notice there is difference between 32 and 64 bit new_pos which is an arbitrary attribute.
Edited by N-G - Aug. 20, 2018 03:50:51
Technical Discussion » compiled blocks error
- N-G
- 209 posts
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Base on what i'm seeing in the picture you can put your compile begin right before the for each loop.
Another way is using a point wrangle instead of using delete SOP.
Another way is using a point wrangle instead of using delete SOP.
Technical Discussion » 64 Bit Attribute for Point Positions?
- N-G
- 209 posts
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Thank you dear Enivob.
I find out that GA_Detail class takes an argument to set size of position:
GA_Detail Constructor [www.sidefx.com]
But the problem is how can I access that via GU_Detail class because constructors of this class don't take any GA_Storage to construct GA_Detail as we wish.
Another bad news is all setters in GA_Detail class are getting UT_Vector3 as their argument for set position attribute which is 32 bit in size!
I find out that GA_Detail class takes an argument to set size of position:
GA_Detail Constructor [www.sidefx.com]
But the problem is how can I access that via GU_Detail class because constructors of this class don't take any GA_Storage to construct GA_Detail as we wish.
Another bad news is all setters in GA_Detail class are getting UT_Vector3 as their argument for set position attribute which is 32 bit in size!
Technical Discussion » 64 Bit Attribute for Point Positions?
- N-G
- 209 posts
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Hello guys.
I can't find a way for creating point position attribute with 64 bit size.
I saw some samples in HDK and all of those use 32 bit size for point position.
I even try to cast a P attribute to 64 bit inside Houdini but after printing positions with python everything are still the same!
Is this true that Houdini can only accept point position attribute as float?
Thanks in advance.
I can't find a way for creating point position attribute with 64 bit size.
I saw some samples in HDK and all of those use 32 bit size for point position.
I even try to cast a P attribute to 64 bit inside Houdini but after printing positions with python everything are still the same!
Is this true that Houdini can only accept point position attribute as float?
Thanks in advance.
Houdini Indie and Apprentice » Transforming Packed primatives/instances.
- N-G
- 209 posts
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Hello.
You can use orient attribute in order to control rotation.
Another way is using up attribute in conjunction with normal which are vectors.
Hope this helps.
You can use orient attribute in order to control rotation.
Another way is using up attribute in conjunction with normal which are vectors.
Hope this helps.
Technical Discussion » Buoyant Force and Floating RBDs on FLIP Simulation
- N-G
- 209 posts
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Hello guys.
I want to have some RBDs floating on flip simulation.
After awhile for searching, many topics suggest to use Gas Feedback DOP in order to calculate force for floating RBDs on flip sim.
So I used that but the result was not good!
I played with Feedback Scale and mass or density of RBDs with no luck!
In some cases, RBDs have crazy movement in flip or in some other cases they explode after falling into flip!
Seems I need more robust algorithm to calculate force for floating RBDs.
Any tips, tricks, HIP files will be greatly appreciated.
I want to have some RBDs floating on flip simulation.
After awhile for searching, many topics suggest to use Gas Feedback DOP in order to calculate force for floating RBDs on flip sim.
So I used that but the result was not good!
I played with Feedback Scale and mass or density of RBDs with no luck!
In some cases, RBDs have crazy movement in flip or in some other cases they explode after falling into flip!
Seems I need more robust algorithm to calculate force for floating RBDs.
Any tips, tricks, HIP files will be greatly appreciated.
Technical Discussion » inheriting point velocity from an animated object
- N-G
- 209 posts
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behzad_ph
hi N-G , sorry for the hip file, i uploaded that last test, my real test was to use V with that point function .. not force .. you re getting it to work but not the way it should actually .. cuz the force that is applied to the pieces kinda drops after the first frame .. i want to have equal amount of force applied to it.. thanks a lot for checking out the file and time ..
You should look for a logic to do this.
Just crating an affect attribute which stores a frame number and use that to decide @v should modify or not.
See this HIP file.
Edited by N-G - April 30, 2018 05:33:11
Technical Discussion » inheriting point velocity from an animated object
- N-G
- 209 posts
- Offline
Hello Behzad.
I have look to your HIP file.
Your force attribute is not exist in packed_out node just take look at Geometry Spreadsheet to see.
If using N instead of force then everything will be good.
I have look to your HIP file.
Your force attribute is not exist in packed_out node just take look at Geometry Spreadsheet to see.
If using N instead of force then everything will be good.
Edited by N-G - April 29, 2018 13:20:08
Technical Discussion » voronoi fracture issue
- N-G
- 209 posts
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Hello.
What is your Houdini version?
Try to use latest production build it should be fine.
What is your Houdini version?
Try to use latest production build it should be fine.
Technical Discussion » Is there any 2D boolean in Houdini?
- N-G
- 209 posts
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Hello.
You can set Treat As option to Surface in Boolean or use Surfsect node if your objects are NURBS or Bezier.
You can set Treat As option to Surface in Boolean or use Surfsect node if your objects are NURBS or Bezier.
Technical Discussion » RBD packed No collision
- N-G
- 209 posts
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Technical Discussion » RBD packed No collision
- N-G
- 209 posts
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Technical Discussion » RBD packed No collision
- N-G
- 209 posts
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Technical Discussion » Changing Constraint Type Dynamically
- N-G
- 209 posts
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