Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

  • Days Won


adrianr last won the day on July 15

adrianr had the most liked content!

Community Reputation

33 Excellent

About adrianr

  • Rank

Personal Information

  • Name
  • Location

Recent Profile Visitors

961 profile views
  1. I'm not 100% but I don't think you can use transform pieces in this situation. You're getting out more points from DOPs than you're putting in. Transform pieces expects a matching point count (well, technically this can work without it as you'll see in Anthony's thread, but it's not ideal) and a matching name attribute. If you're trying to move 20 initial chunks based on 40 points coming from DOPs I'm not sure how you expect that to work? The geometry being made in DOPs doesn't exist pre-sim in SOPs.
  2. No worries chief. Shame about the Maya export but I guess it's most often the case. And re: clustering I don't mean the clustering on the voronoi fracture - I mean clustering your glue constraints with different strengths. If a glue primitive has a strength of -1 to the solver it is unbreakable, so you can mix not just between bonds of varying strengths but also of bond of unbreakable strength. You can control these with layered noise just as you would anything else you needed various sizes from. If you just want straight up different sized pieces based on some seed points you could look into the 'Voronoi fracture points' sop, hip attached. Can be pretty finicky though - I think the glue constraints method is better albeit more work. Voronoifracturepoints_01.hip
  3. That expression should work fine, but bear in mind that will place the focus of the camera at the centroid of the follow object, which isn't how we usually focus on things, so you might want to subtract a slight value from the result to shift the focus distance more in line with the nearest face of the object. You can check where the focus distance is by hitting Z when you have your camera transforms active in the viewport - This brings up the focus handles. You can also right click and select focus handle there. Oddly when you have a camera lookat constraint it doesn't orient the focus handle with the look direction of the camera which makes visualizing it a bit tricky - Not sure if there is a fix for this or if you'll just have to do spot renders and check focus. Follow_focus_01.hip
  4. Just thinking aloud but I'm guessing you want to convert the head/neck to a FEM solid object and use pintoanimation to constrain the bottom of it to the original animation (Definitely threads on that around here if you search, and done in H16). So the bottom is locked to your dancing but the rest of the neck up from that is free to wobble around. Then do a point deform from your FEM mesh to the original head at the end.
  5. It's all covered here - Really worth a watch.
  6. Hah, that is bloody impressive. Tube to bottle in 1 vop!
  7. Switch sop evaluating based on the number of columns % 2 will let you use a sort sop to cover that. Have put in the Delete sop with Delete by range and a prim wrangle version to do the same thing. checkerboard_01.hip
  8. Yeah you're really creating a headache for yourself with two voronois. Even feeding them the same fracture points doesn't guarantee the same output because you're feeding it a different mesh. Regarding this specific scene I have 2 quick solutions. One is doing an attribute transfer after packing the geometry, then unpacking it in the high res stream to do your inner noise stuff. Reason I pack is because then you're transferring the names by proximity from the center of each chunk, so it's way safer than trying to do each chunk where it rests (check the add sop). This does highlight the problem with the two voronois though, as even with the same fracture points the eventual chunk count doesn't match. Fortunately it just seems to ignore it but it doesn't feel very clean. Second, if you were happy with the edge wobble you're getting from that level of divide it's not *too* bad keeping that on your sim geo and chucking it in. Yes your collision geo will be a bit less accurate and it's a few more points but maybe that's ok for you. If it sims stable then it's no worse than the non-collisions you would get transferring the low res sim to the high res chunks anyway. v004 and v005 scenes attached. In my opinion I'd look at another route. If you wanted big chunks but with more detail along the edges I'd fracture into smaller pieces and then use clustering with glue constraints to hold those big chunks together. This has the added benefit of allowing secondary breakups when things hit the floor etc. You can then still do the high res stream and add detail to those chunks for even more detail, you can sub-fracture even smaller chunks, or create some displacement vectors to use in a shader for crazy pixel level detail. You get good collisions back too because even with all the edge jagginess to bullet it's still all convex hulls. building_collapse_v004.hip building_collapse_v005.hip
  9. Ahh bugger sorry chap I thought I'd covered that already. Rushed it out on a Friday between usual tasks - Lemme have another look.
  10. Tried centroid? Laziest way you can write it is centroid(0,0), centroid(0,1), centroid(0,2) for x y z. The tooltip that pops up says use a string for geo and then D_X, D_Y and D_Z but you can drop the string for 0 and the rest for 0 1 2.
  11. Here you go mate. As vtrvtr says above it's way easier to just worry about your high res gubbins after the voronoi and the name creation, that way all your pieces match up down stream and transform pieces is happy. Only thing I'd say is that although transform pieces doesn't seem to have an issue with it, might be worth refusing your high res chunks back together - You can see from the exploded view that the external and internal geo becomes separated. building_collapse_v002.hip
  12. Give the rand function a seed. If you want it to change over time something like $F or @Time. fit01(rand($F), 0, 45)
  13. Don't even need a static solver, just merge in a ground plane (or other static object) with the right collision relationship on your merge. You can use your own grid I guess but if you want to represent an infinite floor its easier with a ground plane.
  14. Cross posting from the Side-Fx forums, https://www.sidefx.com/forum/topic/50578/ Must be loads of us in London! Never been to a user group meeting before so not sure what you're supposed to do, but I'm sure we can figure it out. Probably get merry and make bad Houdini puns. No dates set yet, just gauging interest. Anyone game?