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shawn_kearney

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shawn_kearney last won the day on December 11 2016

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About shawn_kearney

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    Shawn

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  1. wait. the what to WHAT? Oh this is going to get fun. I knew that there was something like this, just wasn't sure how to get to it! THANKS.
  2. Another issue is that this would account for all force, not just collisions... Though this might not be a problem. And yeah, i would do it in a SOP solver. I want to take a stab at non-Newtonian fluids that change viscosity with force.
  3. Ok. That was kind of my plan. I suppose I could use a POP Collision(?) DOP to isolate RBD- collided flip particles ... haven't used that node for a while....
  4. Is there a way to calculate or obtain the degree of energy imposed onto FLIP particles resulting from collision as either a scalar or vector value?
  5. A simple framework to permit deformations on volumes, if not the facilities to sculpt directly onto SDF would be kind of cool. Does anything like this currently exist?? I know that there are volume paint tools.
  6. As far as I know you can't; not directly. You need to use deep rendering for this. If you're using arnold, then I am pretty certain that's the only way. It sounds a lot scarier than it is though.
  7. I've known about clustering, but it makes sense now how clustering can help here. I've always thought of clusters more thinking in terms of the dynamics and how the fracture plays out, I wasn't really thinking of it in terms of the overall shape of the pieces. You've given me a lot to think about.
  8. Awesome reply, @jonmoore
  9. First of all, I'm not doubting you at all. As popular as Voronoi is and as new as I am to Houdini I feel like I must be overlooking things. Even asking this makes me feel foolish. But one reason I'm wondering is because in Jeff Wolverton's Image-based Destruction tutorial he mentioned off-hand that there are better ways to do fracture, but did not discuss what those were (FEM seems like it'd be overkill). Perhaps it was some other approach to Voronoi (i.e. RBD Fracture), but it seemed like he didn't care for Voronoi in general. But I have used Voronoi some, and by comparison VDB Fracture SOP is generally faster both in set up and performance for complex interior noise, and much easier to control (though large numbers of small, detailed pieces are still problematic, though so is true of voronoi). Add a platonic, subdivide, copy onto point and displace points with mountain sop. I can control the exact shape, placement, size and interior noise of pieces with a high degree of visual feedback before cutting up fractures. Yes, from my limited experience I can get the same results when doing a basic fracture as explained above. Buteven for a basic random fracture VDB fracture just seems more responsive and direct. Like I said, probably I'm missing something. I'm just not sure what it would be. VDB fracture is a SOP that cuts SDFs into multiple primitives based on mesh input. You then use Convert VDB sop to import into DOP normally. It's not immediately obvious how it all works and there aren't many tutorials out there.
  10. I figured my method would be inefficient since I had to copy all the geometry for each iteration. I'll be sure to take a look at your hip later.
  11. Slight improvement to my version to account for part the centering of pieces, and got rid of some weirdness in VOP. Not sure if this is possible without a for-each (is it?). Mine works by attributing one random piece to a group called "sel" and using that group to define the source group on the copy SOP. The seed for the random selection is based on the point number of the template point. This point number though is lost inside the for-each since it only brings in one point at a time, so it must be written to the "id" point attribute piror. I then multiplied the random number generated (which is between 0-1) by the total number of packed primitives and converted it to an integer. Now I have a random integer that corresponds to a single packed primitive. I use this index number to assign the primitive to the group "sel" So for this iteration I have one randomly selected packed primitive belonging to the group "sel" which I can use as the source group. In practice I'd probably do it a little differently and instead delete all but the selected and transform to the point, orienting to normal if needed and skipping the copy sop entirely. randomselection.hiplc
  12. I'm pretty new with houdini, so I am sure there is a better way. randomselection.hiplc
  13. I'm sorry if my newb is showing, but I am curious about people's thoughts on this. Now that I have VDB Fracture working, I cannot really see myself using Voronoi fracture in SOP (ETA - What I mean here is as opposed to RBD Fracture). Am I just missing out on something important, or is VDB just the way to go? When would Voronoi be the better choice?
  14. @marty I thoroughly see why this is problematic now. So yes, I'm with you all on bringing plastic deform to FEM!
  15. I made one and realized what I had to do... MAKE A WHOLE BUNCH! Simple wire solver using Empty Object DOP set to activate every 5th frame up until 160-something and imported using SOP Geo. Randomized initial velocities. Retimed using Timewarp SOP post-sim. Not sure I'll continue, but it was fun.