chopsokey

chopsokey

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DOP cache Oct. 19, 2007, 6:18 a.m.

aha…in the process of cleaning up, a co-worker helped me figure it out.

suggestion was good, but we figured a simpler way in the dopnet.

so simple, i feel a bit daft for missing it.
we just put the passives through a group node.
then perform a delete on that group after the rbd solver,
so applying a file node after that only writes out the cache data i need.

slowly coming round to the network logic.
after spending so many years in Maya, you get used to not knowing exactly whats going on under the hood.
this way's better :wink:

cheers. Andy

edit: actually no, that doesn't work. delete is taken into account by solver.
it'll be your way then craig

DOP cache Oct. 19, 2007, 5:46 a.m.

thanks craig.
that looks exactly what i need in theory, but it doesn't seem to be working

object merge sop gives me the error:
Invalid sop specified: “/obj/dopnetShatter:rbdfracturedobject3/Geometry”

but i can select the passives which are normal rbd objects and isolate them with the object merge.

i'm gonna try simplify my network and see if i can suss out the issue.
i'm wondering if it's something to do with the sop network i want to shatter.
i'm using a transform in the sop to apply animation, i'll try using the rbdkeyactive instead.

the workflow suggestion certainly helps, cheers

DOP cache Oct. 17, 2007, 6:49 a.m.

hi there…noob needs help :roll:

i've got a simulation of a fractured object being smashed by two passive objects.
it's for production, so now i want to cache the smashed result.
i'm running a file Dop from the solver but caching the passives, which i don't need, is slowing everything down.

any suggestions of how i can split the network off and just cache the rbd object, or get it's information out would be gratefully appreciated.

cheers