Hello everyone!
I have been using packed geometry in conjunction with the Alembic ROP „export packed as transform“ feature to save out RBD sims as xform animation.
This works like a charm!
Now I keep finding myself wanting to do multiple sim passes to refine the sim, possibly adding sculped denting, etc.
However I have not found a way to do this without unpacking the geometry and working entirely with point deformation.
In an animation curve based workflow I would sim & bake to keys numerous times and add blend shapes to iterate on the motion and implement notes.
Has anybody found a good way to work like this in houdini?
Is there a way to make packed primitives point to a different source geometry without losing their xforms?
The closest lead, I have is the „geometry ID“ intrinsict attribute, but I am clueless as to how to make that point to a different pack SOP.
Cheers!
-Sascha
Found 26 posts.
Search results Show results as topic list.
Technical Discussion » Unpack & Repack?
- saschaherfort
- 26 posts
- Offline
Houdini Indie and Apprentice » Bind a force to an object
- saschaherfort
- 26 posts
- Offline
Hello again!
I'm trying to shoot a bullet at a particle fluid and I want the impact to have more force, by moving a fan force with the bullet.
Since the fan force does not exist as a scene object, I cannot parent it to the bullet object.
Is there another way to achieve this?
Thanks!
-Sascha
I'm trying to shoot a bullet at a particle fluid and I want the impact to have more force, by moving a fan force with the bullet.
Since the fan force does not exist as a scene object, I cannot parent it to the bullet object.
Is there another way to achieve this?
Thanks!
-Sascha
Houdini Indie and Apprentice » Particle fluid disappears when starting simulation
- saschaherfort
- 26 posts
- Offline
Hello!
I'm having the problem that sometimes when I reduce the particle separation in my particle fluid object (particle count ~2000), the particles completely disappear when I start the simulation and it doesn't do any calculations.
Increasing the separation and thus reducing the particle count makes the simulation work again.
I'm using rather high gas constant and viscosity values: gas constant = 10000 - viscosity = 100.
No other forces are used.
What causes this and how can I fix it?
Does it have something to with the simulation exploding from too high forces?
How can I fix it and how can I exactly measure the particle count of my particle fluid object?
Thanks!
-Sascha
I'm having the problem that sometimes when I reduce the particle separation in my particle fluid object (particle count ~2000), the particles completely disappear when I start the simulation and it doesn't do any calculations.
Increasing the separation and thus reducing the particle count makes the simulation work again.
I'm using rather high gas constant and viscosity values: gas constant = 10000 - viscosity = 100.
No other forces are used.
What causes this and how can I fix it?
Does it have something to with the simulation exploding from too high forces?
How can I fix it and how can I exactly measure the particle count of my particle fluid object?
Thanks!
-Sascha
Houdini Indie and Apprentice » Error when requesting license
- saschaherfort
- 26 posts
- Offline
Houdini Indie and Apprentice » Error when requesting license
- saschaherfort
- 26 posts
- Offline
Hello!
I just installed the apprentice version of houdini 10 and upon requesting a license, I get an error message. (see attached image)
What does it mean and how I fix it?
Cheers!
-Sascha
I just installed the apprentice version of houdini 10 and upon requesting a license, I get an error message. (see attached image)
What does it mean and how I fix it?
Cheers!
-Sascha
Houdini Indie and Apprentice » Particle Fluid Explosion
- saschaherfort
- 26 posts
- Offline
Hello!
I just got started with the demo version of Houdini.
For now I want to create a ball of slime that explodes into all directions (like blowing up an egg).
I'm using a particle fluid ball for the sim.
The part where I'm stuck is applying a force that pushes away the particles in all directions.
Having the particles interact with rigid bodies works just fine. I tried using a magnet force for the explosion, but when I select the fluid and metaball, nothing happens or gets created. I don't know how to connect a force to the particle fluid solver.
Can you guys help me out?
Thanks!
-Sascha
I just got started with the demo version of Houdini.
For now I want to create a ball of slime that explodes into all directions (like blowing up an egg).
I'm using a particle fluid ball for the sim.
The part where I'm stuck is applying a force that pushes away the particles in all directions.
Having the particles interact with rigid bodies works just fine. I tried using a magnet force for the explosion, but when I select the fluid and metaball, nothing happens or gets created. I don't know how to connect a force to the particle fluid solver.
Can you guys help me out?
Thanks!
-Sascha
-
- Quick Links