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Found 11 results

  1. Grain RBD Active/Deactive

    Morning all, I've got a basic Grain RBD setup of a box filled with grains I would like to settle and then stop movement until a collider is introduced. I 've used a pop wrangle to deactivate the grains below a velocity threshold but would like them to be reactivated once the collider is in close proximity. I thought a simple SOP Solver with an attribute transfer would do the job but, although the spreadsheet says their active value = 0 - they are clearly still active and the SOP Solver appears to be overriding the POP Wrangle completely. Any suggestions on either why this doesn't work or a better alternative. Thanks basicGrainRBD.hip
  2. I'm pretty new to Houdini and i've seen the "Active" attribute come up a few times in tutorials. I searched but couldn't nail down exactly why and where this comes from in Houdini. I get that it seems to pertain to DOPS and Glue constraints but I wasn't really clear on it all. I've seen people create it in sops and use it later in dops to activate things. My questions are: Is the "active" attribute a native attribute that nodes in DOPS looks for? Does it control all dynamics/force/glue or can you specify? Really any general info on it is appreciated! Thanks!
  3. Hello gurus, I am making a car crash in which i`m facing a big problem. I need to break the windshields of the car which i also animated. Now i have to break the windshields, but the problem what i`m facing that the glasses are breaking in a weird way. I don`t find any problem in that but i am unable to fix where i`m doing mistake. Kindly help me wood.rar
  4. Recently I discover something interesting after smash my head against wall for a few days. Im creating a simulation using bullet and packed prims, and I need activate (using i@active variable ) the pieces in choreographed way over the frames But the thing make me crazy is that bullet change ptnum of each packed primitive over the time, and I think is about some priority list inside the algorithm of the solver. because after the simulation I need to atach some atributes for each simulated piece. Then I realize that I need to attach theses attributes before simulation or atach some sort of ptnum tracking for them. bullet activate order points_v001.hip
  5. Particle control and render passes.

    Hey Guys, My deadline is coming up and I have a few small problems that I quickly need to resolve. 1. I have a snow covered car. The snow falls off the car to reveal a new body-paint color. The source is a pre-constructed, scattered and point-replicated point cloud on top of the car geometry, revealed based on input particles from falling snow. (I used attribute transfer with a solver node for that) Everything is working fine, except of course that all my particles are dropping from the car, simultaneously. My question is; how do I start them off "frozen" and have them fall based on my input? I was imagining an animated noise pattern so control the activation, of sorts. But maybe an animated metaball setup? I am just not sure what particle attribute to use. The "active" one doesnt seem to do anything. 2. Ideally I would like this snow to be grains, so that I can have clumping and stacking, but since I am colliding with car geometry, the grains always explode. Is there a way to maintain constraints without everything exploding? I am using a vdb collision volume sample of the car. It looks like Houdini automatically adjusts the particles so that there are no intersections with the collision VDB, but I cant seem to get away from the explosion. 3. How the hell do I get geometries with a shadow matte shader assigned, to not cast shadows on one another?! but only from objects that are NOT a shadow matte? I am basically just trying to render this snow out in two passes, and one is a shadow pass. I only want shadow from the snow, affecting my ground and the car. But no shadows from the car affecting the ground & vice versa. Much like Vray's material wrapper. 4. I have 6 licenses but have not yet set up HQ server. Could anyone briefly explain the process of getting this setup? Thanks so much for any help and input! // Mats www.swedeballs.com
  6. how can i trigger rbdpackobject to active by collison? I set the active = 0,and i want to active =1 when collison. I try to use impusle to trigger ,it works but lose the velocity. active RBDpacked object when collision.hip
  7. I have replaced the file with just a cube so you guys can still see what is going on. It's very basic. It's just a box with points at the center of each piece telling what is active and what is not active. however when I put this expression: point("/obj/Angel/AC", groupbyvals("/obj/Angel/AC", D_POINT, "name", $OBJNAME), "ACTIVE", 0) in the active value DOP that I got from another dude on a forum on here, that expression doesn't work. Can someone please tell me what I am doing wrong here? This is for a demo reel project so I am on a time crunch..that's why I'm posting this. Thanks so much!! Angel_Destruction_3.hip
  8. Hey guys, I'm sharing a file for those interested in doing art directed fractures. It's definitely not the only way to do this, but I thought it would be nice to give something back to odforce. The hip file is a sim of a platform that is collapsing over time from one end to the other. I've left a ton of notes inside, so check it out! improve it! use it for whatever you want. UPDATE: I've also added the H13 version using packed primitives to achieve the same result. houdini_fracture_glue_bullet.hip rbd_packed_controlled_fracture.hip
  9. Hello, So I need to create an activation trigger for a multisolver, that is based on impact with a certain object. I know it involves a script solver, but I've reach a dead end on how to detect impact based on a certain object. I know my impact data will say when it impacts what object it impacts with, but I need to save this data going forward and decipher it probably with a dopobjscreatedby("X"). Attached is the version that shrinks the geo based on the script solver activate_onFrame is based on Frame # 34. It hits a random object then hits the ground. I would rather call out if it hits the ground then shrink so I don't have to babysit the sim for activation of this. Thanks -Ben Edit: Attached the example scene file, duh! ShrinkScene.hip
  10. Set ActiveValue in a Packed Object

    I have a RBD and I'm trying to set some fractures active and the others passive but I cant access the point attributes in a packed primitive without unpacking it. In my setup I have a foreach node but I cant access each primitive so that I can run the loop. Is this possible or should I set up an unpacked RBD? Access_PackedPrims.hip
  11. deform object to dynamic RBD fracture

    Hi.guys. I get an issue when i try to set the deform object to dynamic RBD fracture. I voronoifracture a simple deform object using the Alembic import form maya (actually, i want sim a animation people). But when i sim it, it comes a weird results. The fracture was actived, began fall, but it still affected by its deform cache, i want the fractures just affected by gravity after be actived. I set the activevalue, not work well. How can i just set deform object just fall when the active was ture. Any help! I will attache the reference. THANKS. field alembic_deform_fracture.rar Animation_deform_rbd_Reference.mov
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