xukca

xukca

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Keep collapsing wall in place March 19, 2015, 7:54 a.m.

I checked your scene briefly:

-your wall is not clean enough. You must separate walls going on perpendicular directions from each other and then fracture them. Fracturing everything at once as you did leads to problems and funky geometry, not good enough for convex hull representation (check it in dops, and also default value of 0.2 for it is too big, try 0.05)

-your sphere is moving way too fast. This means the default substep of 1 is not enough. I highly advice to decrease the speed, bump the substeps of the whole sim a bit and increasing the density of the sphere, to achieve the effect you want.

-you probably need to either make the most lower parts of your wall inactive, or constraint them to the ground with hard constraint, so they stay anchored. This way you can increase the glue constraint strenght to somethhing better than 400 and your wall is not going to be siply dragged by the huge ball.

pesonal advice: learn to apply pin constraint networks. Simply using glue constraint networks is not good enough for realistic destruction. (fxphd, cgworkshop tutorials).

Keep going 8)

workflow proxy_geo in sim and replacing with highres_geo March 18, 2015, 5:15 a.m.

Hi,

for a relatively straight forward task like this, you don't need so many object containers. Here, take a look a this file

Finding the single nearest point between target and PCloud Feb. 24, 2015, 9:59 a.m.

PradeepBarua
Here is some methods (VOPs and VEX) to get nearest point.

this also functions like a charm, thank you!