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Technical Discussion » Breaking glue constraints RBD solver
- AndyW
- 336 posts
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I'd like to be able to break glue constraints on the second impact in my RBD sim, imagine fractured geo bouncing off a roof but I need them to break when they hit the ground instead. It would seem that setting From Frame in the Break Thresholds until right before the impact with the ground would do it, but instead my constraints are breaking AT that frame. What am I missing? Thanks!
Technical Discussion » Stair-stepping when rasterizing grains to volume
- AndyW
- 336 posts
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Building a snow simulation, I'm curious what techniques can be used to get around the heavy voxel stepping when I try to rasterize grain sims to a volumes?
Technical Discussion » RDB configure - set active by bounds
- AndyW
- 336 posts
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Technical Discussion » RDB configure - set active by bounds
- AndyW
- 336 posts
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Hey everyone, in the test example file I'm posting I'm trying to set RBD active by bounds with the new RBD Configure sop. What am I missing? Setting RBD active on/off works fine, but the moment I turn on Use Bounds I get nothing.
What I'd like to be able to do is set the active attribute dynamically per sim timestep, I'm at a bit of a loss on how to do this with the new RBD
sop tools. Thanks for any help!
What I'd like to be able to do is set the active attribute dynamically per sim timestep, I'm at a bit of a loss on how to do this with the new RBD
Image Not Found
sop tools. Thanks for any help!
Edited by AndyW - 2022年3月4日 15:07:23
Technical Discussion » UDIM Layout issue
- AndyW
- 336 posts
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I'm using the Layout to create UDIM UV tiles, my textures are numbered 1001-1012 which should be start with 10 across the bottom grid, two in the next row up correct? In the Layout SOP I'm packing into UDIM tiles with a size of 10x2 and columns set to 10, but for some reason that gives me 9 columns across the first row and 3 the next row up. What am I missing?
Technical Discussion » Organizing HDAs
- AndyW
- 336 posts
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Technical Discussion » Organizing HDAs
- AndyW
- 336 posts
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I'm trying to organize my HDA's into custom menu folders other than Digital Assets, pls someone remind me how this is done, thanks!
Technical Discussion » Setting Vellum restlength scale by attribute
- AndyW
- 336 posts
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Thanks! Great tip and example hip. Seems to work now, but I'm not seeing much difference when I average the ends. I could be doing something wrong again…
Technical Discussion » Setting Vellum restlength scale by attribute
- AndyW
- 336 posts
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I'm trying to use a vellum constraint property with VEX to read a per point restlength scale/ I must be missing something simple here, it's not working for me. Any ideas?
Technical Discussion » Problems with $JOB variables
- AndyW
- 336 posts
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Ok this one is new and I'm not sure why I haven't run into this before. I'm able to set my $JOB variable for the current session of Houdini only, it always defaults back to the location it was launched from next time I open my hip file, so all my file dependencies break.
I noticed if I open the hip file in a text editor there's a set -l JOB and a set -g JOB. The local JOB variable is correct, the -g one sees to be causing problems. Also, I'm not able to edit (change) the JOB path in the Aliases and Variables dialogue. Any clues on what's going on here? Thanks!
I noticed if I open the hip file in a text editor there's a set -l JOB and a set -g JOB. The local JOB variable is correct, the -g one sees to be causing problems. Also, I'm not able to edit (change) the JOB path in the Aliases and Variables dialogue. Any clues on what's going on here? Thanks!
Technical Discussion » Crowd texture visualization bug
- AndyW
- 336 posts
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This has been an issue for me as well, in Houdini 17. I've not looked at it in 18 yet.
Technical Discussion » using attributes in a Transform or Soft Transform node
- AndyW
- 336 posts
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Technical Discussion » Setting z-depth of camera background images
- AndyW
- 336 posts
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Thanks! I toyed with that exact setup, in the end thinking there's got to be a better way. But this works…
Technical Discussion » Stripping transform motion
- AndyW
- 336 posts
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Not sure why I was having trouble attaching this file
Edited by AndyW - 2020年1月31日 11:57:20
Technical Discussion » Stripping transform motion
- AndyW
- 336 posts
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Absolutely! I've stripped out the alembic file that was driving the motion and I'm just using a sphere for simplicity. I'm keeping the Rivet setup in case it affects how the matrices are built
Technical Discussion » Setting z-depth of camera background images
- AndyW
- 336 posts
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Maya cameras have a handy depth setting for background images, in order to preview footage sequences with alpha in front of the scene geometry, I'm trying to find the how that's done in Houdini. Ideas?
Technical Discussion » Stripping transform motion
- AndyW
- 336 posts
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Technical Discussion » Stripping transform motion
- AndyW
- 336 posts
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I'd like to take out the transforms for motion I'm using to drive a Vellum sim, essentially I need the input transforms to drive the sim but I'd like to cache it out at the origin without the transforms, if that makes any sense. Any ideas?
Technical Discussion » point transform to worldspace
- AndyW
- 336 posts
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Solved. Apparently you can't target as a SOP path in the Vellum solver if you're bringing motion in this way, but it does work if you target it as the first input
Technical Discussion » point transform to worldspace
- AndyW
- 336 posts
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That should work, but my vellum sim goes nuts even if I drop a timeshift to remove motion. I'm targeting the motion as a SOP path in the solver. Its got to be a vellum targeting thing
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