Here is a little something I've been testing around things with.
http://vimeo.com/6491211 [vimeo.com]
Not sure if this is a “wip” yet but more like a test that can maybe become a wip haha
It uses Johners voronoi fractureing from odforce.net, and it uses RBD group activation with a animated sphere that turns the RBD's on.
Currently using this to see if I can increase the phys simulation time, sure it's procedural and I can get cool data out like Impact/Impact/Impulse but it's still kinda sad that these 300 pieces in my bridge takes 1,5 hour to sim..while nvidia does this:
http://www.youtube.com/watch?v=8JtAdTon0JA [youtube.com]
But im enjoying myself, I am curious if I can setup some good way for particles to spawn realy cool at the break areas, but sofar no idea how to “identify” and “key” the break areas at the correct time, but problems need to be solved
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Work in Progress » Bridge Collapse
- MagnusL3D
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Houdini Indie and Apprentice » Dopfield()
- MagnusL3D
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when I use..
dopfield(“/obj/AutoDopNetwork”, “box_object1”, “Impacts”, “Impacts”, $PT, “impulse”)
the impulse's recorded are just a index created for each frame, so if I apply the above to say a point node red channel, point 0 will more or less always be red no matter which side of my box impacts another mesh.
Is there anyway fast/easy way to sync up to apply the impulse data to the right point in my geometry ?
/M
dopfield(“/obj/AutoDopNetwork”, “box_object1”, “Impacts”, “Impacts”, $PT, “impulse”)
the impulse's recorded are just a index created for each frame, so if I apply the above to say a point node red channel, point 0 will more or less always be red no matter which side of my box impacts another mesh.
Is there anyway fast/easy way to sync up to apply the impulse data to the right point in my geometry ?
/M
Houdini Lounge » Scandinavian Usergroup
- MagnusL3D
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Houdini Indie and Apprentice » volume SHOP to SOP ?
- MagnusL3D
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in SOP I got a mesh linked into a isoOffset, then in SHOP i've done a volume shader that does things with the volume im unable todo in a Volume SOP, is there anyway to send that volume back to SOP from SHOP ?
/M
/M
Houdini Indie and Apprentice » Cookie trash geometry
- MagnusL3D
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Yes sorry for beeing unclear, it's part of a procedural setup, so I dont want to manually select it.
/Magnus
/Magnus
Houdini Indie and Apprentice » Cookie trash geometry
- MagnusL3D
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Is there anyway to simply remove a edge like the one marked on the picture, which does not add to the overall shape of the geometry when I do a cookie like this ?
/Magnus
/Magnus
Houdini Lounge » Tutorial Poll
- MagnusL3D
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I would very much like to see anything that ends up beeing “production ready”, im not saying the tutorials out there are bad. Just saying it would be nice to see a “real” project as a tutorial.
Something that would take you through several parts of Houdini, ending up in something amazingly good looking and cool.
And helps you guide through the pitfalls of and “wops” of taking something from idea to the screen.
Well that's just a idea, hope you like it
/M
Something that would take you through several parts of Houdini, ending up in something amazingly good looking and cool.
And helps you guide through the pitfalls of and “wops” of taking something from idea to the screen.
Well that's just a idea, hope you like it
/M
Houdini Indie and Apprentice » FOR Each ...
- MagnusL3D
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Heh spamming my own thread
But..is it just me or..
is it faster to copy stamping with a arg+primgroupmask expression in a delete SOP to move group's of geometry than doing it in a for each SOP ?
..I was kinda hoping that the For each approach would be faster but maybe I did it wrong, or is the for each SOP sorta slow in general ?
/M
But..is it just me or..
is it faster to copy stamping with a arg+primgroupmask expression in a delete SOP to move group's of geometry than doing it in a for each SOP ?
..I was kinda hoping that the For each approach would be faster but maybe I did it wrong, or is the for each SOP sorta slow in general ?
/M
Houdini Indie and Apprentice » FOR Each ...
- MagnusL3D
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Ops maybe I spoke to soon, found a thread where it apparently would be Michael Bay cool if the FORVALUE was itterated in group mode.
Owell I figured that putting
piece_`stamp(“..”, “FORVALUE”, 0)`
in the Group editbox of the transform SOP I could achive the same thing I was looking for.
/M
Owell I figured that putting
piece_`stamp(“..”, “FORVALUE”, 0)`
in the Group editbox of the transform SOP I could achive the same thing I was looking for.
/M
Houdini Indie and Apprentice » FOR Each ...
- MagnusL3D
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When I set a For Each SOP to “Each Group” is the FORVALUE gone ? or will it itterate this value for each group ? and could it be used in a expression somethinglike..
point(“../null”, stamp(“..”, “FORVALUE”, 0), “P”, 0)
where “null” is the 2nd For Each input connected to a bunch of points.
/M
point(“../null”, stamp(“..”, “FORVALUE”, 0), “P”, 0)
where “null” is the 2nd For Each input connected to a bunch of points.
/M
Houdini Indie and Apprentice » DOPs simulation control.
- MagnusL3D
- 1104 posts
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Thanks, exactly what I was looking for ! and I see you've answerd this question a couple of times before
/M
/M
Houdini Indie and Apprentice » DOPs simulation control.
- MagnusL3D
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Hello
I have a fractured object with Piece0 to Piece19, now when I simulate this all 20 pieces ofcourse starts falling at the same time.
I would like to set it up so that I can control when the diffrent pieces starts beeing simulated.
I was thinking of making a group in SOPs with bounding geometry, and sending it over to DOPs and let my gravity only affect those in that group, but my group doesnt make it over to DOPs as I was hoping.
Any suggestions ?
/M
I have a fractured object with Piece0 to Piece19, now when I simulate this all 20 pieces ofcourse starts falling at the same time.
I would like to set it up so that I can control when the diffrent pieces starts beeing simulated.
I was thinking of making a group in SOPs with bounding geometry, and sending it over to DOPs and let my gravity only affect those in that group, but my group doesnt make it over to DOPs as I was hoping.
Any suggestions ?
/M
Houdini Indie and Apprentice » CHOPS Memory issue
- MagnusL3D
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After som testing I put a “Resample” chop just after the File node, and this dramaticaly decreased the memory while maintining realtime preview.
And actually decreasing the sample rate with the “Resample” CHOP made the graphics smoother, though still responsive enough for it to look good
Thanks for all the answers
/M
And actually decreasing the sample rate with the “Resample” CHOP made the graphics smoother, though still responsive enough for it to look good
Thanks for all the answers
/M
Houdini Indie and Apprentice » CHOPS Memory issue
- MagnusL3D
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So much replies, thanks all !
I tested “unload” but that didnt do much for my case a slight lowering in the memory, not enough.
“time slice” took it from 10GB all the way down to 200MB in memory but then no realtime feedback when pressing play.
and the Spectrum CHOP sofar im either not understand or it doesnt do it for me. But I will investigate further after a trip to the food place
/M
I tested “unload” but that didnt do much for my case a slight lowering in the memory, not enough.
“time slice” took it from 10GB all the way down to 200MB in memory but then no realtime feedback when pressing play.
and the Spectrum CHOP sofar im either not understand or it doesnt do it for me. But I will investigate further after a trip to the food place
/M
Houdini Indie and Apprentice » CHOPS Memory issue
- MagnusL3D
- 1104 posts
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Hello !
So just for fun I wanted to build a graphical EQ. And it works just fine and it's lovely to watch
But maybe im going about this all wrong. Im creating 1 new channel for each “range” of the music input with a “Band EQ” in chops.
But boy does these eat memory, when I have 12 of these Houdini goes 10GB ram used.
Is there any smarter way to achive this without it eating so much memory?
I've attached a picture also to show what I mean
/M
So just for fun I wanted to build a graphical EQ. And it works just fine and it's lovely to watch
But maybe im going about this all wrong. Im creating 1 new channel for each “range” of the music input with a “Band EQ” in chops.
But boy does these eat memory, when I have 12 of these Houdini goes 10GB ram used.
Is there any smarter way to achive this without it eating so much memory?
I've attached a picture also to show what I mean
/M
Houdini Indie and Apprentice » Example files do not load in apprentice
- MagnusL3D
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Here's another solution that worked for me on Windows Vista.
Houdini installes default to “C:\Program Files\…”, and the space in the filepath caused a problem.
My solution was to install Houdini to C:\Houdini and not to the default path with spaces in.
After that example files loaded without problems.
/M
Houdini installes default to “C:\Program Files\…”, and the space in the filepath caused a problem.
My solution was to install Houdini to C:\Houdini and not to the default path with spaces in.
After that example files loaded without problems.
/M
Houdini Indie and Apprentice » Something like Primitive SOP for Groups?
- MagnusL3D
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Ooh I've been scared of the ForEach SOP and avoided it hehe
But I've read the help files and googled some and it seems there is very limited information about this.
Not sure how I would go about to drive group positions with particle positions with this but as far as I understand it, it should be possible with this node.
Any recomendations on any free or maybe cmiVFX ..3Dbuzz have any thing that covers this in depth ?
/M
But I've read the help files and googled some and it seems there is very limited information about this.
Not sure how I would go about to drive group positions with particle positions with this but as far as I understand it, it should be possible with this node.
Any recomendations on any free or maybe cmiVFX ..3Dbuzz have any thing that covers this in depth ?
/M
Houdini Indie and Apprentice » Something like Primitive SOP for Groups?
- MagnusL3D
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So if one uses the technique described in the Hscript tutorial series, it's rather easy to move around primitives with templates points.
I am wondering is there something similar for doing this with groups of geometry ? say a fractured object.
Or would it be some copy stamping with a Copy SOP, providing the groups are named something nice like group_<number> ?
/M
I am wondering is there something similar for doing this with groups of geometry ? say a fractured object.
Or would it be some copy stamping with a Copy SOP, providing the groups are named something nice like group_<number> ?
/M
Houdini Indie and Apprentice » Particles "pealing off" in POP
- MagnusL3D
- 1104 posts
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BTW, using a attractor like in the scene in my previous post, is there any way to achive some sort of uniformed spread of where the particles land.
My first thought was to use the Interact POP but maybe there is a faster simpler way ?
/M
My first thought was to use the Interact POP but maybe there is a faster simpler way ?
/M
Houdini Indie and Apprentice » Particles "pealing off" in POP
- MagnusL3D
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Ah suppress age is a bool, but ofcourse
I got it to work sorta like I wanted now, it's pealing of and then based on age attracted to a collision object where they stick.
But enought talk here is the file
Thank!!
/Magnus
I got it to work sorta like I wanted now, it's pealing of and then based on age attracted to a collision object where they stick.
But enought talk here is the file
Thank!!
/Magnus
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