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About rich_lord

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  • Name Richard
  • Location Seattle
  1. Thanks Activate! Totally understand about the hip. In some ways, i'll learn more by doing it myself anyway. Thanks for the code, and congrats on the result!
  2. Aha!!! You can just put object ids into the dopfield expression. (But you need to use dopfields to return a string). `dopfields("/obj/sphere_object1/dopnet1", 1, "", "Options", 0, "name")`
  3. I'm trying to get the DOP object name of an RBD Object from it object id. Is there a simple way to grab this info? I couldnt find an expression for it. Thanks for any help! There must be an easy way to convert this info.
  4. Amazing! I tried to implement this recently too, and didn't get anywhere near these results. I guess i'll be the cheeky one ask if you could share a hip file, or maybe an explanation of the steps you took to get it working.
  5. I havent seen much work on this in Houdini. Making procedural robots has always been a goal of mine, but I keep hitting walls when I find time to play around with it. Please post any results you get as I'm very interested!
  6. YAY! I stopped being scared and dived inside the RBD Angular Spring Constraint node and worked out how to alter it so that rotations can be keyed. This means animated servo's seem possible with this setup(Though I'm not sure if this is the best method still) When I dove inside, I noticed that there was an extra parameter not exposed. Rotation. I set that to evaluate always, and created a new parameter on the top level node. Worked a treat. Now you can key rotation and it should work as expected. Now, how to get it with procedural constraints and packed geo....... rl_servo_04.hip
  7. I've wanted to get arvos working well for a really long time. Each time I have a go, I eventually hit a wall. Here's a simple setup that comes close to working, hopefully someone else can take it from there. Each arm has a hinge constraint to restrict the orientation axis and pin it to the previous piece. Each arm also has an RBD Angular Spring Constraint to allow you to set the orientation. On this node you can set a Goal Rotation in world space that should allow you to angle it how you want. Works great!..... well almost. The RBD Angular Constraint does not allow you to key Goal Rotation. It just uses whatever it finds first and then ignores the rest. So no animation of the servo Weirdly, if you don't set a goal object, then it does allow you to key it, but very quickly there is fighting between all the objects as all the rotations all want to align to world space. I've tried a million things, and never been able to solve this satisfactorily. Maybe its time to bug it. rl_servo_03.hip
  8. Theres also the chops method using the trigger chop. I made a post about this over here. Its very controllable, but difficult to understand and implement
  9. This is much easier if you use RBD Packed objects. Then, each RBD object is represented by one point, and manipulating it in a SOP Solver as one object is easy.
  10. superformula 3d

    I would like to see this too! I had a crack at it, but I'm really bad at maths, and I'm not confident I've done it correctly. Anyway - theres a hip here on my tumblr http://richardlord.tumblr.com/post/143907924956/hurray-i-got-the-3d-version-to-work-im-not
  11. Here's one way to deal with keyframed data. Its pretty cumbersome. I bet with a bit of thought it could be made cleaner. The copy chop lets you splat an animation down at any time another channel goes above a threshold. I've attached an example. Heres how it works: When the points appear, they get an int attribute just for that frame. i@just_appeared = 1 That gets read into chops and used as a template to copy the animation. trigger.hip
  12. The strength you put in as a point attribute multiplies with the strength set in SOPS. So a point attribute strength of 10 will be a huge number if its set to 100,000 in DOPS. I always set my DOP strength to 1 so I dont have to think about this. Not sure why it works like this, but it sure is easy to trip up on! You can combine constraints together into one constraint network. Just use a merge node to pull them together. They need their own Data name to tell each other apart. I've attached a really simple example. I do it with springs, but you could use glue constraints instead. Hope this helps! constraint_networks.hip
  13. Thanks BRZ32. Yeah, I could grab that and use it as a force. I was hoping the particles would automatically run down the surface, like they do before I start eroding it. Alot more points with much smaller diameters worked a little better. I'll keep experimenting!
  14. I'm trying to set up an erosion effect using vdbs. I've found a few example files and have managed to set up the effect. It uses a vdb combine in a sop solver. This cuts away the surface and updates the collision of the vdb. However, I'm not getting any run-off. The particles just cut straight through the vdb and make holes. I don't know what to change to stop the particles doing this and make them flow down the surface. I can achieve this effect with polys, by pushing the geo along its normal, but id like to get it to work with VDBs also. Any idea what I need to do to make my setup work better? Thanks! erode.hip
  15. Ok, my file above was right in theory, i'd just connected it up stupidly. Also, you can do this effect even easier by just samling the sdf volume. oops. Anyway, in case anyone else also cant remember these concepts, heres a file which works. It contains both the ray SOP method, and the better(I think) volume sample method. ray_erode_distance.hip