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YaserH

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About YaserH

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    Peon

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  • Name
    Yasar Hussain
  • Location
    London
  1. Ok, I've just found the issue I have it working now. I went wrong by added a facet to pre-compute the normals of the mesh, but I had, for some strange reason, checked Unique Points on. This was preventing the pieces from being chunks and rather instead be individual primitives. I changed the Initial Object Type to Create Deforming Active Objects on the RBD Packed Object node and it all works as expected.
  2. Hi all, I am trying some simple tests in dops using the bullet solver. I have hit a few stumbling blocks and would appreciate any input from you friendly people What I'm trying to do: I am trying to get a scene showing a pillar being picked up by a crane (like the ones in fairgrounds where you can use it to grab soft toys), the base of the pillar stays where it is and the rest of it gets picked up by the crane. As the pillar is picked up, the lower part of whats left is crumbling away as the whole thing moves. The setup: Because this will eventually be put into a game engine, I have to keep the number of fractured pieces down, so I split the pillar (Top, Bottom), and then I split the Top even further to isolate the "destructible" area. I fracture this area and animate both objects to be moving with the crane (transform sop within the SOP level) I then bring these objects into a dop network as RBD packedobjects but I can't seem to bring in the animation that is attributed to them. I change the "Initial Object Type" to all the the available selections int he dropdown, including Create animated static objects" but this doesn't seem to do anything. I do know you can do this on an RBD fractured object using the Use Deforming Geometry checkbox, but I'd prefer to work with packed geometry to reduce simulation times. Ideally, I would want the destructible area to just be parented to the Top of the pillar and then I can make it crumble by breaking the constraints. But I can't seem to do that either. In 3DS Max, in PhysX, there is an option to tag objects as "Kinetic" and then choose which frame to make them "Dynamic". That's a very rigid way of working and I'm certain there is a much more flexible way to do it in Houdini but I am still a beginner, especially when it comes to rigid body simulations. So to summarise, the questions I am left with are: How can you bring in animation on an RBD packed object? What would be the best way to achieve what I am trying to do? Thanks
  3. Sorry, the fix was to just hide the grid
  4. That's fixed it, cheers Mark Thanks for everyone's input
  5. I just checked the texture resolution and it's set to 256, I changed it to 512 and it improved the look of the smoke in the viewport but the outline still remains Thanks for the reply, much appreciated.
  6. Thanks for the reply. This is with HDR rendering turned on :/
  7. Hi, I am fairly new to Houdini so excuse my ignorance on this issue but I noticed in Houdini 16 that whenever I create a pyro simulation, there is a horrible outline around the smoke in the viewport. This isn't a major issue as the render comes out fine, but I was just wondering if there is a setting to improve the viewport quality. My graphics card is a 1080 so it really should be able to handle this. Any ideas on how to fix this? I didn't have this issue in Houdini 15 or 15.5. Thanks
  8. Procedural Lightning mesh

    Thanks Atom, I'll take a look
  9. Hi guys, I'm fairly new to Houdini and even newer when it comes to modelling in Houdini so was wondering if I can get a few tips. I'm trying to create a mesh for a lightning bolt. I would like to be able to procedurally create different shapes fairly quickly, once the initial mesh has been set up. Ideally I can have some options for number of branches, random thickness, smoothing etc. Any help would be very much appreciated. Thanks
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