Hi ranxerox,
Thanks for the reply…I made the changes you mentioned but I'm still not getting any results/ I've uploaded the file with the changes and for me ti doesn't work. Any idea what I'm doing wrong?
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Technical Discussion » Duplicating geometry during a RBD simulation
- Anti-Distinctlyminty
- 271 posts
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Houdini Indie and Apprentice » Duplicating geometry during a RBD simulation
- Anti-Distinctlyminty
- 271 posts
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Houdini Indie and Apprentice » Duplicating geometry during a RBD simulation
- Anti-Distinctlyminty
- 271 posts
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I have a bunch of spheres, at the moment there are 5.
Randomly, I want the spheres to duplicate.
That's about as basic as I can describe it
Randomly, I want the spheres to duplicate.
That's about as basic as I can describe it
Technical Discussion » Duplicating geometry during a RBD simulation
- Anti-Distinctlyminty
- 271 posts
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Technical Discussion » Duplicating geometry during a RBD simulation
- Anti-Distinctlyminty
- 271 posts
- Offline
Hi all,
This is repost as I was getting no luck in the apprentice forum - this may be the proper place for it anyway…
I've got a quite simple RBD simulation with a bunch of spheres falling down.
What I'm trying to do is have those spheres randomly duplicate and nicely push apart at some point in the simulation and I'm really quite stuck
tried something earlier yesterday and sort of got what I was after…but I've tried to duplicate it in a simpler scene and it just wont happen. This is becoming really frustrating.
I've attached my scene and hopefully the notes will explain my method, but just in case it doesn't, basically I've set up a SOP node branch after the dopimport1 to take the simulation and randomly select one of the spheres and then feed those all back into the dopimport1 node.
The file should make things easier to understand.
This is repost as I was getting no luck in the apprentice forum - this may be the proper place for it anyway…
I've got a quite simple RBD simulation with a bunch of spheres falling down.
What I'm trying to do is have those spheres randomly duplicate and nicely push apart at some point in the simulation and I'm really quite stuck
tried something earlier yesterday and sort of got what I was after…but I've tried to duplicate it in a simpler scene and it just wont happen. This is becoming really frustrating.
I've attached my scene and hopefully the notes will explain my method, but just in case it doesn't, basically I've set up a SOP node branch after the dopimport1 to take the simulation and randomly select one of the spheres and then feed those all back into the dopimport1 node.
The file should make things easier to understand.
Houdini Indie and Apprentice » Duplicating geometry during a RBD simulation
- Anti-Distinctlyminty
- 271 posts
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I tried something earlier today and sort of got what I was after…but I've tried to duplicate it in a simpler scene and it just wont happen. This is becoming really frustrating.
I've attached my scene and hopefully the notes will explain things.
I've attached my scene and hopefully the notes will explain things.
Houdini Indie and Apprentice » Duplicating geometry during a RBD simulation
- Anti-Distinctlyminty
- 271 posts
- Offline
Houdini Indie and Apprentice » Duplicating geometry during a RBD simulation
- Anti-Distinctlyminty
- 271 posts
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There was a bracing error in some of my expressions…which I've fixed. Now geometry is duplicated correctly (a single sphere, at a random time).
Houdini Indie and Apprentice » Duplicating geometry during a RBD simulation
- Anti-Distinctlyminty
- 271 posts
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Hi all,
I've got a quite simple RBD simulation with a bunch of spheres falling down.
What I'm trying to do is have those spheres randomly duplicate at some point in the simulation and I'm really quite stuck
So far I'm stuck on randomly duplicating the spheres, let alone the geometry side of things. I'm trying to set up an expression to assist with this, but nothing seems to be working.
As a side note, why the heck can't I see the results of expressions if the output is a string? It makes debugging really difficult.
I've got a quite simple RBD simulation with a bunch of spheres falling down.
What I'm trying to do is have those spheres randomly duplicate at some point in the simulation and I'm really quite stuck
So far I'm stuck on randomly duplicating the spheres, let alone the geometry side of things. I'm trying to set up an expression to assist with this, but nothing seems to be working.
As a side note, why the heck can't I see the results of expressions if the output is a string? It makes debugging really difficult.
Houdini Indie and Apprentice » Simple foreach SOp question
- Anti-Distinctlyminty
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Thanks eetu
I was just wondering if there was something built-in that I was missing, but I guess not.
On another note eetu - I wanted to pick your brains in the other thread http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=148189&highlight=#148189 [sidefx.com]
I was just wondering if there was something built-in that I was missing, but I guess not.
On another note eetu - I wanted to pick your brains in the other thread http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=148189&highlight=#148189 [sidefx.com]
Houdini Indie and Apprentice » Simple foreach SOp question
- Anti-Distinctlyminty
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That does allow me to change, but it doesn't react to changed in the Max Iterations value when I'm inside the for loop, which is when I need it really
Edit: I forgot to mention that I'm usually iterating over groups or attributes.
Edit: I forgot to mention that I'm usually iterating over groups or attributes.
Houdini Indie and Apprentice » Simple foreach SOp question
- Anti-Distinctlyminty
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While inside the foreach SOP there have been many times I've wanted to be able to view a certain ‘loop’. Usually because I'm iterating over pieces of geometry and there may be one that is causing some issues.
So, is it possible to say to the node, hey give me iteration number x?
So, is it possible to say to the node, hey give me iteration number x?
Technical Discussion » How would you do this...
- Anti-Distinctlyminty
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eetu,
The results with the 2-stup ray casting were a bit off sometime, but I had another idea, but my lack of experience with Houdini is holding me back.
To find the correct direction to ray cast the geometry, can we somehow use the vector gradient of an SDF volume? That should always point in the correct direction I think.
The results with the 2-stup ray casting were a bit off sometime, but I had another idea, but my lack of experience with Houdini is holding me back.
To find the correct direction to ray cast the geometry, can we somehow use the vector gradient of an SDF volume? That should always point in the correct direction I think.
Technical Discussion » How would you do this...
- Anti-Distinctlyminty
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eetu
I would still bet that the foreach-methods earlier on this thread are the ones that will be the most reliable in the end..
Was the one with the for loop ever posted?
Technical Discussion » How would you do this...
- Anti-Distinctlyminty
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Yeah, that seemed to work. Weird, as I thought that the voronoi only took account of the points anyway.
Technical Discussion » How would you do this...
- Anti-Distinctlyminty
- 271 posts
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Just been fiddling around with this - just trying to learn the current best method for getting cells before I can progress to the actual cell division.
Results are ok-ish, but there's something weird going on with the voronoi fracture that are causing gaps to appear in my layer of cells.
Any thoughts?
Edit: Just having a look at eetu's solution posted above. Seems a lot better than what I have Figuring this stuff out using a tiny netbook is kinda difficult .
Results are ok-ish, but there's something weird going on with the voronoi fracture that are causing gaps to appear in my layer of cells.
Any thoughts?
Edit: Just having a look at eetu's solution posted above. Seems a lot better than what I have Figuring this stuff out using a tiny netbook is kinda difficult .
Edited by - May 16, 2014 09:28:54
Houdini Indie and Apprentice » Attributes driven isovalue in isooffset node?
- Anti-Distinctlyminty
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Houdini Indie and Apprentice » Attributes driven isovalue in isooffset node?
- Anti-Distinctlyminty
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I had another look at your version eetu and it does work a lot better than what I was trying before. However, the issue I have is that I'm trying to get a sort of organic slime layer over some cells, and the current method is very good for maintaining high frequency detail - which I need for smaller pieces - but not so good at getting that organic goopy layer look the large pieces.
Tremble before my Photoshop skills.
Tremble before my Photoshop skills.
Houdini Indie and Apprentice » Attributes driven isovalue in isooffset node?
- Anti-Distinctlyminty
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Hi all, I'm kind of stuck with something…again
What I'm trying to do is create a layer of slime covering some cells by using an isooffset.
These cells then break apart (driven by mdd) into little pieces and reduce in size until they are not visible.
Initally the isooffset works great for creating this layer of slime mesh, but the problem arises when the little pieces reduce in size to zero - the isooffset still creates a surface around that point.
My initial thought was to create an attribute on each part that corresponds to volume (which I've done), and use that to drive the isooffset's isovalue…but I cannot find a way to drive the isooffset isovalue using this.
Any ideas?
The file I currently have is way too big to post here, but I'll post a diagram of what I''m after
What I'm trying to do is create a layer of slime covering some cells by using an isooffset.
These cells then break apart (driven by mdd) into little pieces and reduce in size until they are not visible.
Initally the isooffset works great for creating this layer of slime mesh, but the problem arises when the little pieces reduce in size to zero - the isooffset still creates a surface around that point.
My initial thought was to create an attribute on each part that corresponds to volume (which I've done), and use that to drive the isooffset's isovalue…but I cannot find a way to drive the isooffset isovalue using this.
Any ideas?
The file I currently have is way too big to post here, but I'll post a diagram of what I''m after
Technical Discussion » How would you do this...
- Anti-Distinctlyminty
- 271 posts
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How about using a particle sim to keep the points a certain distance from each other?
That combined with the stuff from the other thread
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31451 [sidefx.com]
about confining particles to an arbitrary surface and that should work. Maybe?
That combined with the stuff from the other thread
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31451 [sidefx.com]
about confining particles to an arbitrary surface and that should work. Maybe?
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