Hey guys, just wondering whats best these days to go for to use for Sims? Considering buying a used HPz840 for around 2k but wonder for that price (and whats actually faster for Sims?) to go for a relatively new i7?
Cheers!
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Houdini Lounge » Xeons vs I7, the eternal struggle
- HM_2020
- 43 posts
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Houdini Lounge » GUI Question - Color Tabs, etc?
- HM_2020
- 43 posts
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Is it possible to do this any way in Houdini?
Would be nice to have the ability to color code tabs as you see fit?
Cheers!
Would be nice to have the ability to color code tabs as you see fit?
Cheers!
Technical Discussion » Emit Constrained, Fratured Packed RBDs from the Debris emission of RBDs splitting apart.
- HM_2020
- 43 posts
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Hello, thanks for any help in advance!
I know there are a few threads and tutorials out there for something similar, but I can not seem to find anything on exactly what I need. Seems like everyone emits particles from geo using SOPsolvers, but not simply an actual particle emission from DOPS. I thought it would be simple to swap out the SOP emission with POP emission but it eludes me.
I have some concrete blocks, fractured with booleans and constrained, falling and breaking apart.
I am emitting particles (using Debris tool) from the fracture as it breaks. All fine so far.
I want to then rotate/transform more fractured packed primitive RBD chunks (also constrained!) instanced to the particles (which die after 1 frame, just need their velocity and rotation), that then will break into smaller bits.
It seems simple to setup but again I can not figure out how to mix it all together in one DOP that works correctly.
Bottom line is I need to have a few large RBD bits fall and break, emit smaller chunks using particles, without having to actually fracture the large bits into tons of pieces. I want to use this Debris/Packed Prim technique to save memory and large scale RBD sims.
Any help is greatly appreciated, sick of banging my head!
I know there are a few threads and tutorials out there for something similar, but I can not seem to find anything on exactly what I need. Seems like everyone emits particles from geo using SOPsolvers, but not simply an actual particle emission from DOPS. I thought it would be simple to swap out the SOP emission with POP emission but it eludes me.
I have some concrete blocks, fractured with booleans and constrained, falling and breaking apart.
I am emitting particles (using Debris tool) from the fracture as it breaks. All fine so far.
I want to then rotate/transform more fractured packed primitive RBD chunks (also constrained!) instanced to the particles (which die after 1 frame, just need their velocity and rotation), that then will break into smaller bits.
It seems simple to setup but again I can not figure out how to mix it all together in one DOP that works correctly.
Bottom line is I need to have a few large RBD bits fall and break, emit smaller chunks using particles, without having to actually fracture the large bits into tons of pieces. I want to use this Debris/Packed Prim technique to save memory and large scale RBD sims.
Any help is greatly appreciated, sick of banging my head!
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