I don't think your collision shapes are being set up the way you intended - if you turn on guide geometry and wireframe mode and switch the collision representation to Convex Hull, you'll see what I mean.
The ‘name’ primitive attribute is used to determine which primitives belong to which object, but if you're merging the results of two voronoi fractures you can end up combining two different fractured pieces into one. You can use a different Name Prefix on one of the Voronoi Fracture nodes to avoid this issue.
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Houdini Indie and Apprentice » Meteor Impact Building RBD with boolean partial destruction
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- cwhite
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Technical Discussion » HDK add points, vertices, primitives to SIM_Geometry
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- cwhite
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If you use the SIM_DATA_RETURN_EXISTING flag with SIM_DATA_CREATE then that shouldn't happen.
You can look at the Bullet solver for an example of how this works (the source code for it is distributed wtih Houdini). In SIM_SolverBullet.C, SIM_GeometryCopy is used when updating glue constraint networks.
You can look at the Bullet solver for an example of how this works (the source code for it is distributed wtih Houdini). In SIM_SolverBullet.C, SIM_GeometryCopy is used when updating glue constraint networks.
Houdini Indie and Apprentice » glue issues
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- cwhite
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Assuming that you're using the Glue Network Constraint, the glue network is generated by a Glue Pieces node. For that node, the Points per Area and Search Radius parameters can be tweaked to control how nearby objects are detected and glued together.
Houdini Indie and Apprentice » glue issues
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- cwhite
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If you don't want a piece to move at all, there are a couple options you could try:
- Use the Active Value DOP to make a specific object passive.
- Import the piece separately as a static object.
- Use the Active Value DOP to make a specific object passive.
- Import the piece separately as a static object.
Houdini Indie and Apprentice » glue issues
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- cwhite
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Yes, you can use those, but the simplest solution is to use the Assemble SOP (which internally uses those nodes) - the default settings should likely give you what you need.
Also, if you use the RBD Fractured Object shelf tool and your geometry doesn't already have a name attribute or groups, it will put down an Assemble SOP for you.
Also, if you use the RBD Fractured Object shelf tool and your geometry doesn't already have a name attribute or groups, it will put down an Assemble SOP for you.
Houdini Indie and Apprentice » glue issues
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- cwhite
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You can use the RBD Fractured Object to create multiple RBD objects from your source geometry based on the ‘name’ primitive attribute or based on primitive groups.
Houdini Indie and Apprentice » just want these spheres behave independent
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- cwhite
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The RBD Object DOP will create a single RBD Object from the entire source geometry, which causes the spheres to behave as one object.
For the effect you want, you can use the RBD Point Object DOP to create a separate RBD Object at each point of some source geometry. I've attached an example demonstrating how this can be done.
For the effect you want, you can use the RBD Point Object DOP to create a separate RBD Object at each point of some source geometry. I've attached an example demonstrating how this can be done.
Technical Discussion » HDK add points, vertices, primitives to SIM_Geometry
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- cwhite
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You'll want to use SIM_GeometryCopy (there's an example in the HDK docs of how to set this up as well).
SIM_GeometryCopy *geo = SIM_DATA_CREATE(obj, SIM_GEOMETRY_DATANAME, SIM_GeometryCopy, SIM_DATA_RETURN_EXISTING | SIM_DATA_ADOPT_EXISTING_ON_DELETE);
GU_DetailHandleAutoWriteLock gdl(geo->lockGeometry());
GU_Detail *gdp = gdl.getGdp();
geo->releaseGeometry();
SIM_GeometryCopy *geo = SIM_DATA_CREATE(obj, SIM_GEOMETRY_DATANAME, SIM_GeometryCopy, SIM_DATA_RETURN_EXISTING | SIM_DATA_ADOPT_EXISTING_ON_DELETE);
GU_DetailHandleAutoWriteLock gdl(geo->lockGeometry());
GU_Detail *gdp = gdl.getGdp();
geo->releaseGeometry();
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