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violalyu

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About violalyu

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  • Birthday 10/15/1994

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    Wanqi Lyu
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    Los Angeles, CA

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  1. Hi @pak thanks for the update! Good to know
  2. Hi @pak, I didn't have the error message, but it is basically the same for me, it might be Houdini version difference? I'm using Houdini16.0.633, something might changed from 15.5 to 16? Also it seems you need the group attribute on the points for some later operation? Maybe there are other ways to directly achieve that, like instead of using group name as the "marker", there might be other attributes that could be used?
  3. @pak yes sorry I wasn't reading the title carefully! I went from @jon3de 's file and added a (very roundabout) way to get the group name as an attribute on the newly created centroid points, I'm sure there are better ways, but I'll just post it here in case this could be of any inspiration :-) pointsOnPrimitiveGroups_viola.hipnc
  4. One way I've used before is scale it to 0 on a per primitive basis and then fuse all the points, so that you get the center point of each one. Hope it helps :-)
  5. Guiide geometry for Shattered pieces incorrect

    Hi Zac, I tried in your file, by tightening the collision padding (in this case i changed it from 0.02 to 0), that will make a better representation of the smaller pieces. Hope it helps.
  6. Retime slow motion points

    using match by id probably?
  7. Offsetting cached animation inside DOPs

    Hi @orinfitchett, I made a simple test file where it is just particles, and it is kind of a post sim thing so it will not have actual dynamics, if you are using a multi solver setup where you have bullet and pop solver, and you want the actual sim to be handed off at a specific frame from animation to actual rbd sim, you might have to do this inside a sop solver in dop. However if the explosion will not react to other geos, this should work just fine:) Hope it helps! offsetCache_viola.hipnc
  8. export point P data

    Hi Martin, Probably run a sop solver where you could give it a vector array and every frame push the P in the array?
  9. Reducing Stretch and Bounce in Grain Ropes

    Hi Dylan, From last time I did some stretchy thing with pop grain, since it is pop I tried "taming" it using pop drag, and it helped a little bit, also you can write in a pop wrangle where you force the velocity to go low once it reach some high value, hope this helps!
  10. Deal with substeps and gaslinearcombination

    Sorry my bad, if it's 1.02 per second you could probably do pow(1.02, @TimeInc), if it's 1.02 per frame then probably pow(1.02, 1.0/substep) :-)
  11. Deal with substeps and gaslinearcombination

    Hi Tom, From my understanding I think @TimeInc is the length of time for one substep, however rethinking this problem, since it is a multiplier, and you want say 1.02 per second, so probably something like pow(1.02, 1.0/substep)? so that they match 1.02 per second upon multiplication?
  12. Deal with substeps and gaslinearcombination

    Hi Tom, Probably consider using @TimeInc something like that?
  13. Trail SOP help

    Hi Tim, I think the trail is actually doing the right thing, since your point number is not changing only the positions, the points go suddenly from one end to another, and that is causing the velocity and the added geometry to suddenly get large. I attached a cheat way where you just delete those long edges caused by this... and after this you could probably keep track of the point number that belongs to the deleted primitive, do a point cloud look up for these points to their neighbors and use average v as velocity and compute the other end of the line based on this velocity and add that line? Sorry I could not think of a direct way to fix it right before the trail so that you don't need to do all these post process... Hope it helped! broken_trails_cheatVL.hipnc
  14. Hi Fyre, I did a really rough test as posted, i could be getting you wrong, so maybe you could explain in more details? Thanks! pc_connectTest_viola.hipnc
  15. Hi Craig, Maybe check on "use object transform" on your rbd object in you dop?
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