One way to start is to scatter a single point on each box, then create a two-point line between them. From there, resample the line to make more points. Pin the "root" and "tip" to each island and run the newly created line through a vellum solver to have gravity affect the droop.
Just one way to start.
You could review the cable tool tutorial.
https://www.sidefx.com/tutorials/project-titan-cable-tool/ [www.sidefx.com]
Here's a couple of possible setups.
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Houdini Indie and Apprentice » How to make these boxes connected via chains?
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- Enivob
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Technical Discussion » Crowds solaris crash!
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- Enivob
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Signal 11 errors can be hardware failure. Are you overclocking? Monitor your temperatures and try rendering again.
Technical Discussion » Does the cops hextile node have size restrictions?
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- Enivob
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Houdini Indie and Apprentice » Apply materials to fracture sim and export via alembic
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- Enivob
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One way is to pre-group your geometry before fracturing. After the fracture, unpack the geometry and convert the groups into a primitive string attribute you can use to drive the hierarchy field on the output ROP.
This will provide you with a single object in Blender for each part you want to define.
if(inprimgroup(0,"inside",@primnum)==1){s@part_name = "inside";} if(inprimgroup(0,"case",@primnum)==1){s@part_name = "case";} if(inprimgroup(0,"back",@primnum)==1){s@part_name = "back";} if(inprimgroup(0,"screen",@primnum)==1){s@part_name = "screen";}
Edited by Enivob - 2025年7月3日 08:56:41
Houdini Indie and Apprentice » Need particles to stick to collider object until it moves
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- Enivob
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One thing I notice is that your Vellum colliders are moving pretty fast. Try increasing the substeps on the dust particle popsolver. min=3 max=5. This will give more time to the particle system to collide with the fast moving vellum. Also, dust doesn't need and gravity. Turn that off, and try adding a popdrag at 0.8. It slows the particles a little.
Edited by Enivob - 2025年6月26日 09:23:15
Houdini Learning Materials » Help with Realistic Fluid-to-Geometry Morph in Houdini
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- Enivob
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Maybe something like this might get you started.
https://forums.odforce.net/topic/28271-flip-morph-custom-forces/?do=findComment&comment=160894 [forums.odforce.net]
https://forums.odforce.net/topic/28271-flip-morph-custom-forces/?do=findComment&comment=160894 [forums.odforce.net]
Solaris and Karma » nvidia 550 vs 570 drivers possible cause for slower render?
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- Enivob
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Are the two computers identical hardware? The speed of the PCIe bus plays a role in GPU computing. Review your motherboard's specs.
Technical Discussion » Facing issues while assigning material to an alembic
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- Enivob
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I might guess you'd have to Unpack the alembic before you can assign materials. Otherwise, you'll just be adding attributes to the points representing the packed parts, and not the actual surface.
Try dropping down an Unpack node right after the file or alembic node.
Try dropping down an Unpack node right after the file or alembic node.
Solaris and Karma » Is VEX multithreaded in Solaris?
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- Enivob
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The way I understand it is that VEX wrangles running over points and primitives are multi-threaded. When you run a VEX wrangle in detail mode, it's running single core.
Solaris and Karma » Black square artefact
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- Enivob
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What first comes to mind is duplicate faces. I would critically inspect the mesh geometry.
Houdini Indie and Apprentice » How to disable Popvelocity or any other force by distance ?
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- Enivob
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Check out this link on applying drag based on distance. You may be able to modify it for your use.
https://forums.odforce.net/topic/32865-pyro-smoke-localised-drag/#comment-180541 [forums.odforce.net]
https://forums.odforce.net/topic/32865-pyro-smoke-localised-drag/#comment-180541 [forums.odforce.net]
Houdini Indie and Apprentice » Python pre/post- render
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- Enivob
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Technical Discussion » I don't know why even the source mesh is meshed together
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- Enivob
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That's the particlefluidsurface node's function. It makes a mesh. Delete it from your network to avoid mesh creation.
Technical Discussion » how to control RBD debris simulation? :'
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- Enivob
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Houdini Lounge » Problem with RBD Sim
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- Enivob
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Instead of deleting the path attribute, why not rename it to "my_PATH" and see if that works. The @path attribute will be gone so import should still work, but you'll be able to reference my_PATH to construct a material or ID.
Houdini Indie and Apprentice » Anyone know this pyro crash error?
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- Enivob
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Without seeing a hip file, I'd guess you ran out of physical ram or your overclock is set too agressive. Try rendering to disk, not MPlay. It holds every frame it rendered in physical ram and can build up over time.
Edited by Enivob - 2024年12月22日 08:54:35
Houdini Indie and Apprentice » MaterialX Basic Questions
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- Enivob
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Technical Discussion » Mplay scripting
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- Enivob
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Technical Discussion » RBD and Flip - Chocolate and almonds simulation
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- Enivob
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Unfortunately, the setup is not simple. Here's about as basic as you can get. Unpacked RBDs hang out inside a flip volume, being affected by it.
Edited by Enivob - 2024年12月18日 10:33:31
Technical Discussion » Alembic import issue.
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- Enivob
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