# jalfort

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12

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• Rank
Peon

## Contact Methods

• Website URL
http://www.johanalfort.com

• Name
Johan
• Location
Sweden
1. ## Apply Relationship dop and spring constraint dop

Thank you for the very detailed explanation sadhu. Expression are what scares me most in Houdini since I'm coming form Max. This has been a big help. Thank you very much once again. Now to start doing some fun testing
2. ## Apply Relationship dop and spring constraint dop

@sadhu Thank you so much, that was the problem. Worked out when I worked in object level! You can check out the new scene here...sort of a hanging bridge hehe I've been sitting with that bridge collapsing scene for 2 whole days trying to figure out what I did wrong! Uhm a question though: (bbox(".:" + chs("group") + "/Geometry", D_ZMIN) + bbox(".:" + chs("goalgroup") + "/Geometry", D_ZMAX)) * 0.5 Could you explain a bit of whats really going on here? ".:" - means current node? "chs+("group") - I'm thinking it's taking the current primitive group name which is pointed to the AFFECTEDID which is going through the various cubes. "/Geometry" - looking at the geometry dimensions but, how did you figure this out? Couldn't find it under expressions nor variables in the help. I also looked at the details view and parameters to try to find out where it's getting the bbox size info but I could find anything? "D_ZMIN" - is obviously dimension z minimum right? So if you can give me some kind of info on the "/Geometry" that would be great. Or is it better to just accept the expression and move on? I do understand the concatenation and how it builds up the path . Anyway, again, thank you so much! RBD_applyRel_PinConst_01.hip
3. ## Apply Relationship dop and spring constraint dop

Hi, I'm wondering if you guys solved this. I'm dissecting the bridge example that comes with Houdini (collapsing bridge) and I'm trying to make 6 cubes and find the bounding boxes like the bridge example but it's not working. I would be grateful if someone can look at the file and tell me whats wrong. I'm really stuck. RBD_applyRel_PinConst.hip
4. ## Emitt dust from fractured RBD

Well thanks for you help Benyee. You helped me take a big leap forward (for me anyway) in Houdini
5. ## Emitt dust from fractured RBD

So, first of all I want to thank everyone helping. Loudsubs also helped a great deal from another thread. And second of all it's working now I'm posting my file here so future generations will have some sort of record of what went down or if someone just needs some ideas Benyee after disecting your file I still have one question though: How did you get your points into the popnet inside imp_points...tried doing it exactly the same but my particles just started shooting of and I can't find any expression binding your particles to the points. Again thank you and if anyone needs help with Fume or Thinking Particles then just give a shout The file: pyroOnImpact_solved.hip
6. ## Emitt dust from fractured RBD

Thank you very much I'm going to play around and see what I get. If you could upload a file to disect that would be super but already, thank you very much for the reply! EDIT: No need, your instructions are as clear as can be. Thank you so much, everything is working nicely now. The File: pyroOnImpact_solved.hip
7. ## Emitt dust from fractured RBD

Say you wouldn't be able to put up a full working quick example cause I didn't make full sense of the help about the RBD impact. And what about the cluster and RBD impact analysis? Anyone got it working? I'm guessing I'm missing something when moving it to the pyro/smoke container. Will playround more with Benyee file later (super thanks Benyee!).
8. ## Emitt dust from fractured RBD

pyro_onImpact.hip Wow, thats beyond me, where do you get the info for the expressions? Seems to work alot better than mine (disecting the file). Could you give me some info on how you solved this, thoughts and so on. It's what I'm looking for so thank you thank you thank you I'm gonna upload what I have just to share knowledge...or what you call it in my case What I have is a more crude setup, I'm basicly creating spheres where the impact occures and then the sphere emits in this case fuel (it a pyro container...just relized that it should probably be a smoke container ) Not sure if this is of help to anybody but I guess it's a way to get around the use of expressions. Not that I want to avoid expressions, I'm getting into that now and for the last months. EDIT: Might add that this setup however crude does seem to be pretty procedural so if I increase the fragments created on impact (right now it's make breakable) it records that as well.
9. ## Emitt dust from fractured RBD

Yes wow indeed, download apprentice if you can, it's wonderfully fast I had some more experiance with cluster and RBD Impact. It didn't work out 100% but I'll give it a go again and maybe I can post some fix. If anyone can help please do, I'm completley lost!
10. ## Emitt dust from fractured RBD

I'm not actually sure if this is something that goes for H11 since I just downloaded the H12 (been waiting for it because last I checked the pyro it was brutally slow on my computer...and it isn't now I can tell you, the speeds are amazing . So there's a node thats called RBD Impact, it basiclly gives you feedback on every single impact between from what it appears, RBD on RBD impacts as well as ground impacts. It collects all the data (you'll see when you use it). However I can't transfer the data from there. In the help I found that there's a new way called Pyro Cluster thats suppose to be great for creating impact dust. It creates a small pyro container for every point. But like I said this is all very diffarent from Max and TP when it comes to logic and I'm hoping someone helps me over the threshold :/ (Hope this was answer to your question)
11. ## Emitt dust from fractured RBD

I've posted these questions in the DOP section since it's related to the RBD but it might be the wrong section so I'm asking here as well: I just can't wrap my head around one thing: Emitting dust from fractured objects impact points. I can gather collision data with the RBD Impact node but I can't transfer this to Pyro. If anyone can give me some pointers I'd be forever greatful. And a another question: Is it possible to do a fracture based on a bounding box. For instance. A sphere is travelling towards a pyramid top. And I want there to be a fracture and dynamic wherever the two objects are meeting, but I do not want the pyramid to facture anywhere that is not within the spheres bounding box. It might sounds weird since I can manually fracture the top, but lets say that the sphere is driven procedurally based on something else and I need the fracture to update according to the spheres position. I could do these things in 3Dsmax and TP but not in Houdini which is frustrating. Thanks for any help and pointers.
12. ## Emitt dust from fractured RBD

Hi everyone, I'm pretty new to Houdini and I have a background from Maya and most recently 3Dsmax with Fume and TP. Although Houdini generally is very pleasent, I just can't wrap my head around one thing: Emitting dust from fractured objects impact points. I can gather collision data with the RBD Impact node but I can't transfer this to Pyro. If anyone can give me some pointers I'd be forever greatful. And a another question: Is it possible to do a fracture based on a bounding box. For instance. A sphere is travelling towards a pyramid top. And I want there to be a fracture and dynamic wherever the two objects are meeting, but I do not want the pyramid to facture anywhere that is not within the spheres bounding box. It might sounds weird since I can manually fracture the top, but lets say that the sphere is driven procedurally based on something else and I need the fracture to update according to the spheres position. I could do these things in 3Dsmax and TP but not in Houdini which is frustrating. Thanks for any help and pointers.
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