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About Andrea

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    Andrea Sbabo
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    Venice, Italy

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  1. Hi, I've done an RBD simulation using packed low-res geometry and saved them as points. Then I've increased the resolution of the pieces and saved them to disk (the usual workflow). Now I'm loading the hi-res pieces back as Packed Disk Primitives and I would like to copy the geometry on the simulation points. I can't load them in any other way because the scene starts to be very slow. When Packed Disk Primitives are loaded in houdini, they don't show the attributes (just the path,P, and the intrinsics). For instance them in the correct way to the simulated points I need their name loaded in Houdini (I can't use ptnum). Is it possible? p.s: I've found a workaround using the name of the low-res geometry for find the correct point, but it requires an extra step I would like to avoid
  2. Creating a color parameter with Python(SOLVED)

    Hi, here it is mycolor = hou.FloatParmTemplate("color","color",3,look=hou.parmLook.ColorSquare,naming_scheme=hou.parmNamingScheme.RGBA) node = hou.selectedNodes()[0] node.addSpareParmTuple(mycolor)
  3. Particle velocity diversion

    If you are talking to do it with an attribute transfer I guess you are trying to change the result of the simulation, outside of a dopnet. In this case what you need to change is the position and not the velocity of the particles. Or are you doing it inside of dops? If this video shows something similiar to what you are trying to do, maybe it can be helpful
  4. Ocean surface problem

    When this happens usually the issue is in the displacement bound. Looks like your displacement bound parameter in the ocean surface shader isn't high enough. You should increase it a little bit, but carefully. The render will take more memory and probably more time. I usually go something like a third higher until the artifacts disappear. But it depends a lot from the scene
  5. Color propagation drives fracture/cloth

    One trick really useful is to not use just one noise, but layer multiple noises one on top of another. Different frequencies and delaying them of a few frames works well. With just one gradient/noise is hard to get this effect of propagation. Using the active attribute from SOP is the quickest option, I think. It needs to be a point attribute and you need to overwrite it every frame using "Overwrite attributes from SOP" in the RBD object so it checks if the piece should be active or not.
  6. Breaking Ragdoll Constraints

    So you have to use the name of the constrained object. In the primitive wrangle you can check if the constraint has one of the two points with the name of the hat (for example using primvertex and vertex point functions). The problem is that probably you have all the names like this: agent01/hat, agent02/hat, agent03/hat... So you need to filter the name before the primitive wrangle with VEX in a point wrangle or an attribute string edit sop. With the point wrangle: string splitname[] = split(@name, "/"); //create an array splitting the name at the "/" s@splittedname = splitname[-1]; //take the final segment of the splitted name, so "hat" In the following condition I would check if one of the two points has the s@splittedname=="hat". Or if you decide to promote it to primitive attribute you can use in the primitive wrangle: if (f@torque > 50 && s@splittedname=="hat") @group_broken=1;
  7. Breaking Ragdoll Constraints

    Hi. In Houdini 16 with regular ragdolls it works without any problems, but probably you already tried it in the past. Looking at your screenshot I see that the third input of the "ragdoll_constraints" is green. Shouldn't be violet in any case? I would say try look inside of it if the input is connected to the multisolver(violet) as usual or to the constraint network relationship (green).
  8. wire solver interacts with RBD solver

    ok! Let me know if you have any questions
  9. wire solver interacts with RBD solver

    Sure. Should be in yellow the things I've modified from your scene WireBullet_test_withRBD.hip
  10. wire solver interacts with RBD solver

    It is possible to make them collide in the same dop network, or at least to make the wire affect the packed geometry simulation. For the collision from RBD to wire I haven't found a stable solution yet that can work with complex geometry. I've tried recreate your scene with just the wire hitting a thin fragmented wall and looks like some collisions happen after 30-40 frames the wire pass through the wall. Anyway wire can collide with RBD non packed objects. Packed RBD I don't think can collide directly with wires. So you have just to add an intermediate step. First I've disabled the direct collisions between wire and packedgeo. Then I've added two RBD objects one for the wire and one for the rbdpackedobject. You can add here the collision geometry you prefer. For example: in the rbdobject1 I've make it editable, and inside in defaulgeo I've imported the wireobject and copied/packed to every point one sphere. At the DOP network level of the rbdobject1 put "deforming object" ON and "active object" OFF, so it updates every frame. Everything else you can modify it as you prefer. Same thing with the RBD object of the wire. The only difference is that here there are the usual problems with the collision geometry of fragmented objects. Inside its defaultobject I've used collision source for generate a VDB volume, and I think it's the most accurate. Just an idea, maybe someone here on the forum have a better solution. COLLISION GEOMETRY OF THE WIRE: ONE WAY COLLISION: MUTUAL COLLISION:
  11. FLIP Spray not colliding

    Inside the spray tab of the Whitewater solver there is an option called "Behaviour at limits". Is it already set to "Collide at closed"?
  12. 16 boolean error

    Hi, try give a look if the polygon winding of your imported geometry is correct. Sometimes when you import geometry from 3ds max (especially with old versions) it isn't correct and gives troubles using the boolean sop.