Simulation inside HDA causes floating objects

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Hey,

I have an HDA setup with a material fracture and bulletsolver sim with a timeshift node and a seed hooked up to the material fracture. I have problems when I change the seed, the simulation runs well the first time but if I change the seed I get floating pieces. Is there a better way to set this up than using timestamp?

If I press the "reset simulation" button on the bulletsolver it works, but I'm using the HDA in Unreal hooked up to a UI tool there and I don't have that option sadly.I tried resetting the sim from an unreal parameter connected to a python script to press the reset button, it works well in houdini but in unreal I ended up with no output from the sim after several tests.

I attached a test hda, there is the same problem with floating pieces when changing the seed in houdini, I want to avoid local cache as people across an unreal project will be using it. I mostly want to find out if there is a better standard way to set this up when using a simulation within an HDA.

Edited by stinzen - 2026年7月2日 06:05:43

Attachments:
hda_simulationtest_01.hda (118.7 KB)
floating_seed_pieces.png (441.7 KB)

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You could add a callback script on the seed parameter to run `hou.Parm.pressButton()` on the Reset Simulation parm every time the seed parameter is modified.
MOPs (Motion Operators for Houdini): http://www.motionoperators.com [www.motionoperators.com]
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Thanks for your answer, this works in houdini but when I use it in Unreal, my second output with the mesh coming from the bulletsolver doesn't show up.
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