Wenye Fang

wfang

About Me

EXPERTISE
VFX Artist
INDUSTRY
Film/TV

Connect

LOCATION
United States
WEBSITE

Houdini Skills

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Not Specified

Recent Forum Posts

Group selection by custom attribute not working? Oct. 2, 2020, 2:22 p.m.

Hi jsmack, thank you for taking the time to check it out! The SideFX rep I have been in touch with just suggested using the Flood Fill feature, which is done by holding down shift + H and then clicking. This worked! I do hope that this is something that can be fixed in the future so that this extra step would not be necessary.

Group selection by custom attribute not working? Oct. 1, 2020, 7:04 p.m.

Group selection fail to operate as expected when working with custom attributes.

When I click on the arrow in the Base Group selection parameter and then hit “9” on my keyboard, it allows me to select based on an attribute. I wanted to select a connected group of polygons by double clicking on it while under the custom parameter selection mode. I have made a parameter “prim_id” based on “primnum”. When I try to double click on my geometry, it selects the proper connect group of polygons in the viewport, but, when I hit “enter” on my keyboard, that full selection is not executed. I expect to see all the “prim_id” selections in my “Base Group”, but I only get my one initial polygon selection. I am working with Windows 10 and I have tested this on two different machines using Houdini 18.0.391 and the latest build of 18.0.596. Not sure if I am just completely missing something, and I am hoping someone could help me. I am working on an HDA, and this selection process is key to its implementation. I have reported this as a bug, but the support representative did not seem to be able to replicate my issue.

Please see video and hip file attached. Thank you.

Stop high velocity RBD Fractured Object May 25, 2018, 11:30 a.m.

I'm a few years late to this conversation but I'm stuck on a similar issue.

I'm trying to imitate the motion of rocks falling on dirt (a shock absorbing surface). Since the RBD Solver seems to give me more accurate and expected results over the Bullet Solver, I decided to go with that method using the RBD Fractured Object. When I first had my scene setup with Bullet, I was able to use a little VEX in the SOP Solve to artificially reduce velocities as rocks fell below a certain Y value. It seems like that setup isn't compatible with my RBD setup, so I was wondering what would I need to do to get it working? In addition, how can I write an expression that would tell the solver to reduce the velocities of the objects by half and double their weight each time they impact the ground?