Stina Flodström
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Freelancer
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Gamedev
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Recent Forum Posts
Simulation inside HDA causes floating objects 2026年7月14日11:48
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.
Simulation inside HDA causes floating objects 2026年7月2日6:05
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.
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.
Simulation wrapped in HDA causes floating objects 2026年6月18日8:34
Hello,
I have an HDA setup with a material fracture and bulletsolver sim that I'm using in unreal to fracture and simulate objects. I use it with a scriptable tool blueprint and trigger cook and changes from there.
It works fine the first time I simulate but if I change the seed I get floating pieces. I have it set up with a timeshift which I suspect isn't the best way. I have the same problem in houdini, if I change the seed. If I manually reset the simulation in houdini it looks good again. Is there a better way to set this up?
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 haven't worked much with simulations so I suspect there is a more fool-proof way to set this up! I want to avoid local cache as people across an unreal project will be using it.
I have an HDA setup with a material fracture and bulletsolver sim that I'm using in unreal to fracture and simulate objects. I use it with a scriptable tool blueprint and trigger cook and changes from there.
It works fine the first time I simulate but if I change the seed I get floating pieces. I have it set up with a timeshift which I suspect isn't the best way. I have the same problem in houdini, if I change the seed. If I manually reset the simulation in houdini it looks good again. Is there a better way to set this up?
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 haven't worked much with simulations so I suspect there is a more fool-proof way to set this up! I want to avoid local cache as people across an unreal project will be using it.