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About Atom

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  • Name Atomic
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  1. Have you tried deleting the troublesome node and dropping down a new version? If you can't move on then you may have to move back to the version of Houdini that generated the original HIP file.
  2. Hmm..I don't really dig the Copy before fracture. This means all plates in one stack will always have the same fracture pattern. But moving on. What you can do is simply animate the glue strength. Keep the strength high until the plates are in free fall then animate it to a lower value over one frame. This way when they hit the floor/ground the glue bonds will break on impact. When ever you animate a value that has one of those Default dropdowns next to it you must remember to change it's setting to Set Always. This way the value will be considered on every frame change and not just at the start of the simulation. ap_PlateSimulationTest001.hipnc
  3. You just use multiple VDB Combine nodes, kind of like compositing. Foreground over background. 15 nodes is not really a lot in a network.
  4. From what I can tell, you have not created any collision objects? Try this... Rewind. Select the Box. Activate the Collisions Shelf. Click on Static Object. Play. ap_OF_RD.hiplc
  5. Every new version of Houdini always produces some message when opening HIP files made on a previous version. This is mainly renamed fields and such. There is not much you can do. Just Click OK, save your file and move on.
  6. An expression field is always green to remind you that you can click to reveal what is driving the result.
  7. When leveraging -1 you need to set that inside the AutoDopNetwork on the glue_constraint node itself. In your posted scene it is still set to 1000. Then you can dive inside the SOP Solver, remove_broken, and manage releasing glue bonds inside there. I put together a short tutorial that shows how to break glue bonds using particles.
  8. I believe it is called "re-targeting" when you want one rig to drive another. In your case you may want to simply bite the bullet and just take the FBX geometry and capture it to the auto rig. Then your auto rig will drive the FBX, no Mixamo needed.
  9. You can left-click on any parameter in Houdini and that will toggle the display between the expression and the result of the expression.
  10. You could check out my Fill A Font with fluid tutorial. It shows how to use a divergence field to help out in these kinds of effects.
  11. One thing I notice right off the bat is that all your copies are fractured using the same exact pattern. I would start there. You need to find a way for each piece in the cabinet to have a different Voronoi pattern. Can you share a small version of your scene that demonstrates the problem?
  12. Are you using integer frames?
  13. In my Particles Break Glue Bonds video I make use of Impact data and show how to collect it so it persists over time. Impact records are really just momentary data. I think Jordi is right, the object ID is the Id of the object you are colliding with. Although this video does not make use of it.
  14. Have you seen the continuous trail thread? Maybe you could animate it on and off?
  15. Here is my revision of your scene. I added an Extrude Volume to the landscape, instead of the polyextrude to make the terrain have a lot of boxy space to insure better collision. I returned Gravity to the defaults. I enabled hits on the particles and set their collision state to Slide. I added Drag to the particle system and reset Friction to the default of 1.0 for the collision surface and the popobject. I added the temperature field to the resize_container node so it better detects the bounds. I also disabled Max Bounds so the box can grow as needed. I lowered the Scale Source Volume and the Scale Temperature inside the Smoke Simulation drastically. I set it to 0.05 instead of 1.0. Keep these two values matched. If you change one, change the other. Inside the smoke source I disabled Curl Noise on the Density and enabled Curl Noise on the vel field. I reduced Bouancy Lift and reset the Simulation parameters to their default. This removed the time scale and viscosity attempts you had in place. I think the key to keeping the smoke from getting too far ahead of the moving mass is the scale parameters on the Source Volume inside the Smoke Simulation. You may want to add a RBD tumbling simulation along the leading edge as well. I'm not really sure how to detect that in this setup, however? ap_Pyro_Flow_6.hipnc