glue issues

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Hi everyone,
I am having issues using glue on imported objects, does anyone know what could be causing this. I am using scatter and voronoi to shatter the object, and that part seems to go fine, the sim runs fine with rbd shatter solver, but when I try to add glue to it, it still breaks into pieces even if set to -1.

This is the tutorial I was following
http://www.youtube.com/watch?v=K5ekmyXnBbs [youtube.com]
and I can replicate this, the problem happens when I try to use imported obj.

Any suggestions would be greatly appreciated.
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I got this sorted out, but now I have another problem. I have searched the net for answer but cant find one.

I have an object that has more than one primitive in it (text) , but when I hit it with an static object they all act as one. There has to be a better way to do this than to set up each letter separately. I have looked at the point rbd, but dont see an option for selecting more than one mesh.

:?: :?: :?: HELLLLP
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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.
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Thanks for the reply, I did eventually find something on the web about this, and am working on it now. Just to make sure I am on the right track, are you referring to the connectivity and partition nodes to create groups?
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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.
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Ok, I got it to work with the shelf shatter and rbd fracture, but I was trying to use rbd fracture glue, and I am still having issues. Also I was trying to use a cookie node to only fracture the top half of the text. That part seems to be ok. I use a box with mountain and cookie before I go into the iso offset. This works as I want it. Its the gluing that has been driving me crazy all day!

What I am tying to do is have a static object, that only breaks off the top of the text but leaves the rest in place.


Thanks again for your time… much appreciated!
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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.
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“- Import the piece separately as a static object.”

Yep, I am in the process of doing this now. I will also look at the other option you mentioned. The documentation for Houdini is the best I have seen, the problem is that if you dont know what to look for its not much help. I am slowly getting through all the help files.
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I actually got this to work how I wanted using the glue object on the shatered mesh and on the ground collision. Very pleased with the result. I do have one issue that I still can't work out, but its not a big deal. If I break the object into too small of pieces I get some very small fragments that are not effected by the glue. I am assuming there is settiing that deals with resolution of sim/ glue but I can't seem to figure out what setting it is. Like I said, its not a big deal… these are very small pieces, smaller than I need, but I would like to know the setting that can fix this for future reference.
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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.
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Yes, glue network constraint. Points per Area and Search Radius worked. I did see those settings before and I thought that I had already tried that, but it must have been earlier in the process when I was still dealing with other issues.

Thanks so much for your help. I did learn a bunch about these tools in the process.
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