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About bonassus

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  1. magnet point snap align

    Awesome, Thank you. I didn't know about part where you hover over the second point. Thanks for taking the time to demonstrate this.
  2. magnet point snap align

    Thanks for the reply woodenduck. No, the geo in the video i posted is a test with a line sop. It's not packed. It's just two points and a line prim and yet point snapping does nothing...
  3. magnet point snap align

    I can make point snapping work in some cases but not in this one. see attached video. My original question is how to do the point align to axis snap but i can make these points snap at all. Why does it not work? thanks snapping.mp4
  4. magnet point snap align

    Thanks. I did notice that. Its not working for me. I select the bottom point enable the transform tool turn on point snapping. no snapping happening. not sure why. seams like it would work.
  5. I'm watching Steve Knipping's Applied Houdini-Rigids III. He does a point snap align thing that I don't understand. see attached vid. He calls it a magnet snap which I assume is a Maya term. Can someone explain how he does this? Thanks magnet_snapping.mp4
  6. Houdini 17 Wishlist

    I have an obvious suggestion for chops. Dot syntax in the attribute Scope parameter field on the Channel node. This works P(1) but not this P.y
  7. colon in path

    I have an object merge inside a sop solver that is inside an rbd sim. The object merge is pointing to the Geometry in the rbd object from the sim. with: ../..:rbdobject/Geometry Why does this work with the colon? why isn't it another forward slash. ../../rbdobject/Geometry I understand that its pointing at the rbd object which is different than the rbdpackedobject node. What does the : signify? thanks
  8. Thanks for posting this. It is a very helpful example for beginners like myself. I'm wondering if there is a way to use cached geometry as the source for a setup like this? I like the motion of an rbd sim but would love to add some squishy/springy motion to the fractured parts. So that it doesn't look like concrete. I have tried running the sim through an fem sim very similar to this but I can't get it to work on the deforming mesh. I wonder if you have any ides for me. Thanks agian
  9. rbd and softbodys

    Thanks for posting this. It looks like a great example of a bending/denting technique. Very interesting even if there is no explanation of how it was achieved. What I'm after is a sim that is bouncy after breaking apart. Thanks for the reply
  10. rbd and softbodys

    Sounds promising. Any chance you could provide an example? thanks!
  11. rbd and softbodys

    Thanks for the reply Chris. I'm struggling to figure out how to do this correctly. Allow me to describe explicitly what I think you are saying for your first suggestion. Run an RBD sim and cache the results. And then sim the cached geo as a granular solid? I assume that's what was meant by soft body sim (please excuse my ignorance). I have not been able to get this to work. I have attached a hip file softbodytest_grains.hiplc encase you are willing to take a look and possibly point me in the right direction. In the houdini docs in the shattering section under tips it says: http://www.sidefx.com/docs/houdini/dyno/shatter This sounds like what i want to do. but i really don't understand how to set this up. I assume this means start the solid sim on the impact frame of the rbd. would this be done without gravity in the solid sim using the velocity from the rbd sim? Also the solid embed turns the fractured pieces into on tetmesh which wont do a good job of deforming embedded geo. Is the the solution to use a loop to tetrahedralize each fractured piece and feed them separately into the sim? I'm obviously unclear about how this works and would appreciated any guidance. I have also attached my attempts at fem shattering and the rbd fem hybrid approach(neither of which work). I'm hoping you can give me some pointers to get the pieces to break apart. Thanks for any help. softbodytest_fem.hiplc softbodytest_grains.hiplc softbodytest_rbd-fem.hiplc
  12. rbd and softbodys

    I'm trying to understand what is possible in combining rbd and softbody simulations. Or what the workflow should be to get a fractured object to break apart like in a rigid body sim but also be a bit squishy. Like how a pumpkin might break when dropped from 2 meters off the ground. I haven't been able to get this look with fem and fracturing as the individual pieces kind of stick together on impact and don't break apart the way rbd does. Is there a solution with the multi solver? or some implementation of the grain solver that i can't think of. if someone has a solution for this i would very much appreciate it if you shared it with me. thank you. B
  13. cloth interpretations

    thanks for the reply. this sounds like it could work. I'm getting a warning on the static object node in the dopnet Warning emptyobject1: Warning: external object has no valid position at start time 2.333333333333333 I get this with or without the timeblend. I'm not sure what the time blend is doing. I've seen the timeblend work with a timeshift $F/2 but by it self connected to the cache i can't tell if its doing anything. Are you suggeting i create a ID like this?: @id = @ptnum; Is there a way to tell if there are substeps on the file cache?
  14. I'm trying to simulate cloth interacting with an animated file cache. The cloth sim is pretty much from the shelf tool and the collider was set with the surface collider shelf tool. the collider is poking through the cloth. im having trouble finding which parameters to change to stop the interpenetration. i've increased the substeps by a lot but this doesn't seam to have an effect. any suggestions would be appreciated.
  15. point color on a changing mesh

    Oh right, I guess that's the only way. thanks Hernan