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magneto last won the day on September 10 2016

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  1. Hi, So I made an rbd sim where I had only 200 unique pieces. Then I made an rbd sim using 100s of each of these pieces. I cached the simmed points. After this, I want to place my unique pieces onto these points. What's the best and most optimal way to do this for the viewport and the renderer? I have seen many different techniques, I can't tell which one is the best. Should I just use Instance SOP? Should I save the first frame of the sim and use this instead? I can transform them using Transform Pieces SOP, but I don't know how to bring them optimally. Should the pieces be brought it as packed geometry, packed fragments, packed disk geo, or something else? I want Houdini to know everything is coming from these 200 unique pieces so it can show them more efficiently in the viewport and the renderer. I noticed if I save my pieces onto separate files as packed fragments, Houdini is saving the entire packed geometry onto each file that takes a lot of space. How do you do this? Thanks
  2. Hi, When I use it with persp camera, it works. But when I use it with an ortho camera, the coordinate values move weirdly when I am changing near/far plane values for the function. One point goes much further/back than others. Is this not supposed to work in ortho views? Thanks
  3. Hi, Basically there are some overlaps between the collision object nodes where could be configured to act like the other. For instance RBD Object can be configured to act like a Static Object. Is it slower to use RBD Object as a Static Object? It doesn't seem to be. When you have a large scale destruction, like a building destruction, I imagine people are using RBD Packed Objects. But the few things that will collide with the building, do you also use packed objects for them or just plain RBD Object? In each of these object types, it seems like it creates 2 collision geometry, one for bullet, one with volumes. I don't see a way to disable the creation of these collision geometry. Are the volume ones used by solvers like FLIP, Pyro? These solvers do not support geometric collisions? It would be really awesome if we had a solver x collider matrix showing all types of collisions against all types of solver wrt supporting them. Thanks
  4. How do you guys sim detailed pieces you model using boolean, and other methods? Do you sim as concave or do you run convex hull decomp?
  5. Hi, I have a dynamic container (empty object) in DOPs with 2 geometry streams/objects. I want to access these objects inside my container for example to get the number of points. I tried these but didn't work: npoints("../second") npoints("second") Using this works: npoints("obj0/second") but now I have to figure out the current object name as my HDA could be attached to any dynamic object/container. I tried these but also no luck: npoints("$OBJNAME/second") Any ideas on how to make this work or perhaps I don't need the object name? Thanks in advance geowrangle.hip
  6. Especially since using Geometry in Data Bindings tab works, then why not also write obj0/ there too. There is only one "second" in the current object anyway so no room for ambiguity.
  7. Thanks a lot man, you helped a lot. There is no way I was gonna find that. Sigh It's stuff like this that makes certain stuff in Houdini really hard to figure out.
  8. Hi, I have 2 sop geometry dop inside my dopnet and I read 2 geometry in these containers. Then using a Geometry Wrangle I am trying to access the second input and store it in the first one. Replacing Data Binding with "first" works, but then in the Inputs tab, when I set the first or the second input to my second data stream which is "second", it doesn't work. For example here it reports the point count as 0. Any ideas? Thanks in advance geowrangle.hip
  9. (Cloth) Overriding surface mass density from SOPs

    Thanks Marty, it seems to work. I found it in the help: https://www.sidefx.com/docs/houdini/nodes/dop/clothmassproperties It also shows in your link: "The mass density can be made lower or higher in parts of the object using the primitive attribute surfacemassdensity"
  10. Hi, I tried to override my surfacemassdensity primitive attribute as the help says but doing so doesn't change the result of the simulation. Any idea what I am doing wrong? It's a very basic cloth sim. Maybe it's a bug? Thanks surfacemassdensity.hip
  11. Hi, Basically I have an animated character and I need to dissolve him into pieces of cloth by activating using noise or ramp. I am not very experienced in FEM cloth, so I am wondering: 1. If I should pre-cut the geometry and stick it to the character with an attribute FEM recognizes OR 2. Pre-cut the geometry, fuse it and then based on activation, make the border points unique so they detach and be influenced by wind? The cloth has to behave kinda like silk, flowy and stretchy. I would appreciate any insight, simple hip files or starting points. Thanks