Change the nature of behavior to bounce on collision on collision1 pop, gain normal will decide the bounce of the particle and gain tangent will decide speed at which the particles will travel along the surface.
Set the proper values of gain tangent and gain normal to get the desired result.
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Technical Discussion » Particle Simulation Issue
- sadhu
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Technical Discussion » DOP Question.
- sadhu
- 112 posts
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Strange. I could not figure it out. It is working fine with RBD solver but not with BULLET solver.
$F*0.5>$OBJID starts giving you the desired result with BULLET solver but any number below 0.5 is giving the starange result.
$F*0.5>$OBJID starts giving you the desired result with BULLET solver but any number below 0.5 is giving the starange result.
Houdini Indie and Apprentice » forEach logic
- sadhu
- 112 posts
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connect group sop after the inner foreach, don't create any group but use edit option on this group sop to delet the existing groups (use *) and it will give you the desired output.
It remembers the groups created in every iteration as merge output option is turned on, so it is giving you the undesired output.
It remembers the groups created in every iteration as merge output option is turned on, so it is giving you the undesired output.
Technical Discussion » Voronoi with Cookie Issue
- sadhu
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Houdini Indie and Apprentice » Can't figure out Voronoifracture create output group problem
- sadhu
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select your rigidbodysolver node and Rclick on it and select allow editing of contents, do the same thing for voronoifracturesolver1, you will be eble to edit the contents inside.
Houdini Indie and Apprentice » Instances wire shapes not showing up
- sadhu
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If I open up your file in H11 it shows me wired instances upon templating instance flag of instance pop but not in H12.
One more thing that I noticed was
1)Select particle location object Rclick and select edit para interface, it will open up a window.
2)Go to for rendering option, at the bottom of the window in filter option type instance and press enter. Result will be Mantra folder, if you expand that you will see instance folder drag and drop it on the root. Press accept and apply.
3)Now you will have instance para on your particle location obj.
4)Turn on point instancing and select the obj to instance.
5)You will see the instance obj in view port only when you are at scene level.
One more thing that I noticed was
1)Select particle location object Rclick and select edit para interface, it will open up a window.
2)Go to for rendering option, at the bottom of the window in filter option type instance and press enter. Result will be Mantra folder, if you expand that you will see instance folder drag and drop it on the root. Press accept and apply.
3)Now you will have instance para on your particle location obj.
4)Turn on point instancing and select the obj to instance.
5)You will see the instance obj in view port only when you are at scene level.
Houdini Indie and Apprentice » Instances wire shapes not showing up
- sadhu
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Houdini Indie and Apprentice » Can't figure out Voronoifracture create output group problem
- sadhu
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When you fracture any geo in H11 using voronoi fracture tool, by default create output groups option is turned on. But in H12 , by default it is turned off so it doesn't create groups.
Houdini Indie and Apprentice » Can't figure out Voronoifracture create output group problem
- sadhu
- 112 posts
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Go to
/obj/AutoDopNetwork/rigidbodysolver1/voronoifracturesolver1/fracture_SOP_solver
go to groups para. and turn on creat output groups.
Now that material node will show you inside group.
/obj/AutoDopNetwork/rigidbodysolver1/voronoifracturesolver1/fracture_SOP_solver
go to groups para. and turn on creat output groups.
Now that material node will show you inside group.
Houdini Indie and Apprentice » Copy Stamping w/ Timeshift and Switch node stamping issue
- sadhu
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Just multiply stamp expression by some value
floor(rand(stamp(“../copy1”,“copynum”,0)*20.5698) * opninputs(“../switch1”) )
or
stamp(“../copy1”,“copynum”,0)%opninputs(“../switch1”) will also work.
But it will not give you randomized output
floor(rand(stamp(“../copy1”,“copynum”,0)*20.5698) * opninputs(“../switch1”) )
or
stamp(“../copy1”,“copynum”,0)%opninputs(“../switch1”) will also work.
But it will not give you randomized output
Houdini Indie and Apprentice » [help] error: delete by bounding box
- sadhu
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The polygons which appear to be inside box but still deleted, do not have all the points in the box. Few points are out of the bounding box. Check the y coordinates of these points, they are below zero.
Technical Discussion » Normals in my direction
- sadhu
- 112 posts
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To control the orientation of the geometry that you want to copy, use point normals and up vectors of the template point.
Z axis of geo to be copied alligns with the point normal direction.
Y axis of geo to be copied alligns with the up vector which you can add using point sop > particle tab.
Or you can insert transform operator after the geo that you want to copy and set the desired orientation with the reference of templated copy sop.
Z axis of geo to be copied alligns with the point normal direction.
Y axis of geo to be copied alligns with the up vector which you can add using point sop > particle tab.
Or you can insert transform operator after the geo that you want to copy and set the desired orientation with the reference of templated copy sop.
Houdini Indie and Apprentice » Particle instancing Cached animations
- sadhu
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Houdini Indie and Apprentice » Particle instancing Cached animations
- sadhu
- 112 posts
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One of the solns is copy stamping. Shifting the animation using timeshift sop and copy stamping.
1)In popnet add hittime attrib (on collision pop)
2)Copy animated Lsystem on the output of popnet1
3)In copy sop go to stamping , create variable , say tshift. Set it's value equql to hittime. Use point expression to access hittime value. Your expression should be something like this.
point(“../popnet1”,$PT,“hittime”,0) * $FPS (Multiply by $FPS to convert hittime in frames)
5)Connect timeshift node after lsystem.
6)In timeshift node write the following expression
$F - stamp(“../copy1”,“tshift”,0)
I dont have Houdini in front of me but this should give you an idea.
1)In popnet add hittime attrib (on collision pop)
2)Copy animated Lsystem on the output of popnet1
3)In copy sop go to stamping , create variable , say tshift. Set it's value equql to hittime. Use point expression to access hittime value. Your expression should be something like this.
point(“../popnet1”,$PT,“hittime”,0) * $FPS (Multiply by $FPS to convert hittime in frames)
5)Connect timeshift node after lsystem.
6)In timeshift node write the following expression
$F - stamp(“../copy1”,“tshift”,0)
I dont have Houdini in front of me but this should give you an idea.
Houdini Indie and Apprentice » Fluid not colliding
- sadhu
- 112 posts
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Hey eetu! Thanks a lot for the reply. Now I got the reason why fluid was passing through the static object and why increasing the thickness of the box started giving better results.
: )
: )
Technical Discussion » Piece* rename merging
- sadhu
- 112 posts
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opdigits(stamps(“..”, “FORVALUE”,0) will output 0 then 1 then 2
so out put of
chs(“../../attrib_name_string1” + opdigits(stamps(“..”, “FORVALUE”,0))
will be
chs(“../../attrib_name_string10”) it will work for forvalue piece0
then it will change to
chs(“../../attrib_name_string11”) for forvalue piece1 IT WILL NOT WORK as there is nothing like ../../attrib_name_string11 (WRONG ADDRESS)
Same is applicable to Group.
Your opdigits(stamps(“..”, “FORVALUE”,0)) should always return zero so that you can always look at address
chs(“../../attrib_name_string10”)
chs(“../../attrib_name_group10”)
so replace it by zero.
Following expressions will work
chs(“../../attrib_name_group1” + 0) for specifying group name
chs(“../../attrib_name_string1” + 0) for string value
so out put of
chs(“../../attrib_name_string1” + opdigits(stamps(“..”, “FORVALUE”,0))
will be
chs(“../../attrib_name_string10”) it will work for forvalue piece0
then it will change to
chs(“../../attrib_name_string11”) for forvalue piece1 IT WILL NOT WORK as there is nothing like ../../attrib_name_string11 (WRONG ADDRESS)
Same is applicable to Group.
Your opdigits(stamps(“..”, “FORVALUE”,0)) should always return zero so that you can always look at address
chs(“../../attrib_name_string10”)
chs(“../../attrib_name_group10”)
so replace it by zero.
Following expressions will work
chs(“../../attrib_name_group1” + 0) for specifying group name
chs(“../../attrib_name_string1” + 0) for string value
Houdini Indie and Apprentice » Fluid not colliding
- sadhu
- 112 posts
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Technical Discussion » POP to RigidBody?
- sadhu
- 112 posts
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1) Just keep the particles borned on the current frame and delete rest.
2) Use this as points for creating rbd point object.
3) Create seperate object of the geo you want to copy on these points and use it to create rbd point object.
4) In creation frame para on rbd point dop write an expression
if($F<30,$F,1) assuming you are generating particles for 30 frames only.
This should work.
2) Use this as points for creating rbd point object.
3) Create seperate object of the geo you want to copy on these points and use it to create rbd point object.
4) In creation frame para on rbd point dop write an expression
if($F<30,$F,1) assuming you are generating particles for 30 frames only.
This should work.
Houdini Indie and Apprentice » Ground plane problem
- sadhu
- 112 posts
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In dop if you change the sequence of connection to the merge node, connect groundplane last, is giving the desired result. But again dont understand why it dosent work otherwise.
Houdini Indie and Apprentice » Ground plane problem
- sadhu
- 112 posts
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In dopnet1/object merge/ object - type box_*
dopnet1/object merge/ Data - type Geometry
This will just import Geometry data of all the box objects.
Similarly if you just create a copy of this dopnet node and use it to import groundplane Geometry and then merge the output of two dopnet node then there is no movement in ground plane.
dopnet1/object merge/ Data - type Geometry
This will just import Geometry data of all the box objects.
Similarly if you just create a copy of this dopnet node and use it to import groundplane Geometry and then merge the output of two dopnet node then there is no movement in ground plane.
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