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Technical Discussion » RBD Initial State /w Packed Primitives
- cwhite
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In H14, support for animated / deforming packed primitives is built-in, via the Initial Object Type menu. (this just sets the initial values for the ‘animated’ and ‘deforming’ point attributes).
Technical Discussion » Glue issue in Houdini 14
Technical Discussion » Houdini 14 Glue Network changes
- cwhite
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There was a bug in the default expression for the Overwrite with SOP parameter, which is fixed in 14.0.216.
The shelf tool also switched to putting down an Attribute Create node instead of two Attribute Wrangle nodes in order to be a bit more friendly to beginners.
The shelf tool also switched to putting down an Attribute Create node instead of two Attribute Wrangle nodes in order to be a bit more friendly to beginners.
Houdini Indie and Apprentice » H14 - Rigid body emitter
- cwhite
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There was a bug in the RBD Packed Object DOP that caused it to not import the geometry if the object's creation frame was not on the first simulation frame. This is fixed in tomorrow's build (14.0.221)
Technical Discussion » Constraints Getting Stuck
- cwhite
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There was a bug in the default expression for the ‘Overwrite with SOP’ parameter, which caused the constraint network to be re-imported from the SOP path on every frame.
The default expression is fixed in 14.0.216 - I've also pasted the corrected expression below, since I don't think daily builds are being published yet:
if hou.hscriptExpression(“$SF”) == 1:
return 1
else:
node = hou.node(ch(“soppath”))
return node.isTimeDependent() if node else 0
The default expression is fixed in 14.0.216 - I've also pasted the corrected expression below, since I don't think daily builds are being published yet:
if hou.hscriptExpression(“$SF”) == 1:
return 1
else:
node = hou.node(ch(“soppath”))
return node.isTimeDependent() if node else 0
Houdini Lounge » vopsop H14?
- cwhite
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http://www.sidefx.com/docs/houdini14.0/news/14/geometry#idm47305805107488 [sidefx.com] mentions that the VOP SOP is now hidden in favour of the Attribute VOP / Point VOP
Technical Discussion » Simulation Cache
- cwhite
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I think there was a bug similar to this that was fixed recently. Have you tried the latest daily build?
Technical Discussion » create poly line primitive from edge group
- cwhite
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Houdini Indie and Apprentice » RBD fractured object
- cwhite
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The easiest approach is probably to use something like the Glue Cluster SOP, which sets up glue constraints so that some pieces are glued together into clusters (with infinitely strong glue bonds) and the clusters are glued together with weak glue bonds.
Houdini Indie and Apprentice » RBD fractured object
- cwhite
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The RBD Fractured Object tool is for use with pre-fractured geometry (e.g. if you used the ‘Shatter’ shelf tool on your object) and will create a separate object in the RBD sim for each piece. It sounds like you may want to use the ‘Make Breakable’ shelf tool, which will set up an RBD object for dynamic fracturing.
Technical Discussion » RBD Fracture > POP Force > Advect with volume
- cwhite
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Technical Discussion » set packed pieces Active
- cwhite
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If you're looking at the impact data, the ‘primnum’ / ‘otherobjprimnum’ fields should tell you which packed primitives were hit, and you can then set the ‘active’ point attribute on those primitives.
Technical Discussion » Emit Packed RBD
- cwhite
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I think it's probably easiest to do it in DOPs inside the same SOP solver that deletes the broken constraints.
Technical Discussion » Emit Packed RBD
- cwhite
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That bug was fixed a few days ago:
For your second question, you want to make sure that you don't completely rebuild the constraint network each frame, since that could introduce glue bonds between objects that are close together on the current frame but weren't initially close together. One approach would be to run a SOP Solver over the constraint network's geometry, and add in new constraints for the objects that were just added to the sim.
Houdini 13.0.488: Fixed a bug in the Bullet solver that could cause initially overlapping objects to explode after an object was deleted from the simulation.
For your second question, you want to make sure that you don't completely rebuild the constraint network each frame, since that could introduce glue bonds between objects that are close together on the current frame but weren't initially close together. One approach would be to run a SOP Solver over the constraint network's geometry, and add in new constraints for the objects that were just added to the sim.
Technical Discussion » Altering glue strength in sop solver
- cwhite
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Technical Discussion » how can replace a highres object for low res sim in bullet
- cwhite
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A typical workflow for this is to use the “Create Points to Represent Objects” mode on the DOP Import SOP, and then use those points with the Transform Pieces SOP to transform the high-res geometry.
Houdini Lounge » Questions about Houdini Bullet
- cwhite
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If you're using the Concave collision representation, you need to ensure that you have correct face normals on your geometry (in order to e.g. allow the Bullet solver to compute a correct volume for the collision shape). The Reverse SOP is useful if you have a model where the orientation of the polygons is reversed.
Technical Discussion » set point velocity + RBD packed object
- cwhite
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The Geometry VOP is run after the Bullet solver, so the objects haven't been deactivated yet when the first frame is simulated. You can either turn off “Create Active Objects” on the RBD Packed Object DOP to make the objects initially inactive, or rearrange the order of inputs to the multisolver.
Houdini Learning Materials » Houdini ---> Alembic animation TO affect fractured object
- cwhite
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I'm not sure why this isn't working for the RBD solver, but it does work with the Bullet solver. I've also turned off deforming geometry for the fractured object, since it isn't necessary for those objects and causes the Bullet solver to recompute the collision shapes on each frame.
Houdini Learning Materials » Houdini ---> Alembic animation TO affect fractured object
- cwhite
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The simplest approach for something like this would be to use a Static Object DOP with “Use Deforming Geometry” enabled.
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