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RBD Solver is not updating packed instrinsic transform! Feb. 14, 2026, 7:30 p.m.
I’m working inside an RBD Solver / Bullet DOP and trying to blend rigid body rotations toward a target orientation (similar to MOPs Apply Attributes behavior). I’m confused about the relationship between @orient, packed transforms, and the solver’s internal state.
When I run the following code inside a point Wrangle inside the RBD solver:
p@orient = slerp(@orient, targetorient, mops);
Edit: I also tried writing the matrix directly using setprimintrinsic but the matrix is still not fully written.
I want to Reliably blend a rigid body’s rotation toward a target orientation and Have the actual packed transform fully align.
The orient attribute updates correctly in the Geometry Spreadsheet and The rotation visually changes partially. However, the packed primitive transform (3×3 / 4×4) never fully aligns to the target(Rotation). Updating orient does not appear to rebuild the solver’s transform completely. Same logic works perfectly in SOPs. Disabling collisions does not change the result.
Why does writing to @orient inside the RBD solver update the attribute but not the rigid body’s full actual transform?
Thanks
Any clarification on how Bullet treats @orient vs internal transforms, and best-practice ways to drive rotation (especially snapping cases), would be greatly appreciated.
When I run the following code inside a point Wrangle inside the RBD solver:
p@orient = slerp(@orient, targetorient, mops);
Edit: I also tried writing the matrix directly using setprimintrinsic but the matrix is still not fully written.
I want to Reliably blend a rigid body’s rotation toward a target orientation and Have the actual packed transform fully align.
The orient attribute updates correctly in the Geometry Spreadsheet and The rotation visually changes partially. However, the packed primitive transform (3×3 / 4×4) never fully aligns to the target(Rotation). Updating orient does not appear to rebuild the solver’s transform completely. Same logic works perfectly in SOPs. Disabling collisions does not change the result.
Why does writing to @orient inside the RBD solver update the attribute but not the rigid body’s full actual transform?
Thanks
Any clarification on how Bullet treats @orient vs internal transforms, and best-practice ways to drive rotation (especially snapping cases), would be greatly appreciated.
Help with Realistic Fluid-to-Geometry Morph in Houdini June 22, 2025, 3:36 a.m.
I'm completely new to Houdini, coming from a Blender background. I'm currently trying to create a realistic morphing effect where a fluid splash transforms seamlessly into a target geometry. I've been experimenting with various approaches—VDB morphing using advected velocities, FLIP particle velocity manipulation, POP Advect, and Gas Advect but so far I haven't been able to achieve the level of realism I'm aiming for. I saw this on behance "https://www.behance.net/gallery/166957917/IWC-Ingenieur [www.behance.net]"
If anyone could provide guidance, workflow tips, or even just a high-level overview of how to approach this in Houdini, it would be hugely appreciated.
Thanks in advance!
If anyone could provide guidance, workflow tips, or even just a high-level overview of how to approach this in Houdini, it would be hugely appreciated.
Thanks in advance!