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Search the Community: Showing results for tags 'dynamic'.

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Found 18 results

  1. Would anyone know how to pre-fracture geometry in houdini, bring it into unreal engine and have it be dynamic (responsive to real-time collisions)? I know unreal has a way to do it and be dynamic, but Im wanting to be able to art direct from houdini for the area where my collision will happen in the level. I have already tried pre-fracturing with voronoi and exporting as alembic and fbx but no dice. Just wanted to see if anyone had a solution to this. Any ideas?
  2. Hey people, I heard this forum has a lot of really talented and technical oriented people who can help me out of my problem. At work I have to do some research and create a little scene where a car SLOWLY falls down a cliff. Imagine someone would push a car down a hill without a driver and it falls down to hell. So as a Houdini-Newbie I imported an OBJ of a car and declared it as an RBD-Object. My simple-geometry-plane is a static object. Through the gravity tag my car "rolls" down that hill and jumps over the cliff. But there is one problem. The center of mass should be more in the front of the car. Is there any easy way to move the CoM-point to the position where the engine sits? I tried different things like pushing the pivot aso. but nothing worked. It seems like Houdini tries to calculate the center of mass in the Object-Level with a bounding box and ignoring my custom moved pivot. Is there an easy way to define an exact point, where my center of mass is? Or is there any way to show it at least? My goal is, like you will see in the screenshot, that my car falls down a little bit faster in the front. Like it would behave in real world. Now it is pushing itself over the cliff until it gets over the center point of the OBJ. Thanks, Bastian
  3. Hey guys, Im creating some procedural Sawdust using the copy sop onto a point selection - i want to sim the objects then dropping onto the terrain for placement, but so far have had no success - tried changing collision modes in Bullet but think the main issue is its all connected as such? (have tried convex hull and per connected set of primitves with no luck etc) and cant think of a way using the skills i have to select every peice of geo individually and then make dynamic quickly without doing it manually (which with thousands of peices of geo is not a good idea) Any help or ideas would be great Thanks Chris
  4. Hey guys, Im creating some procedural Sawdust using the copy sop onto a point selection - i want to sim the objects then dropping onto the terrain for placement, but so far have had no success - tried changing collision modes in Bullet but think the main issue is its all connected as such? and cant think of a way using the skills i have to select every peice of geo individually and then make dynamic quickly without doing it manually (which with thousands of peices of geo is not a good idea) Any help or ideas would be great Thanks Chris
  5. My current development. Digital asset for creating production-ready animated trees and other plants. A few types of wind (Real time wind system and accurate dynamic wind), many many options to customize plant as you wish. Additional examples of wind animation will be a little later. Basically, you need only 8 hours to create fully dynamical 3d tree. (2-3 hours for tweak a shape and all other time for dynamic) Implemented by python, HDK, and a lot of free time This is noncommercial thing. - Module system for any kinds of vegetation - All in one DA - Maximum flexibility - Fast internal modules based on HDK ( C++) - Auto smooth trunks - Dynamics - Leaves mesh builder http://vimeo.com/58316944 Please, feel free to contact me any time. Thanks.
  6. Isn't it possible to constrain some arbitrary points of one solid object to the points of another one? The SBD seems to expect a matching set of points between the two objects, which I assume works well when the two object have tets that perfectly touch each other. Is there another way to attach two solids that slightly intersect? thanks
  7. Hi, I'm struggling :/ I got a tall box (a building) I'm voronoi fracturing it. I got on big chunk at the top and many smaller at the bottom. I got a glue constraint network with some link deleted, so they can fall on the ground. Now I'd like the big chunk to be breakable so it can fracture when hitting the ground. So I use make breakable shelf tool and I would like to apply it to the big chunk only. There is a group field at the yop of the "voronoi fracture configure object", but I just can't manage to select the big chunk only. I should mention that I'm importing the fractured box as packed rbd. If I don't I have access to pieces in that group field, but with packed option, no more. There's a s@name attribut, but I can manage to use it :/ I'll make a hip file soon, but in the mean time, if someone knows where is my mistake or a solution...
  8. Hi guys I'm working on a field plants dynamic and set dressing project like the attached image; So I'm confused about the pipeline for simulating the wind effect. I used wire solver and I simulated some of plants individually but for scattering those, I should use rotation for different look and now the wind direction won't look right. also simulating all the plants together is not an easy and efficient task. So is there a better way? can you please give me a hint? Thank you
  9. Hello all, I'm using Houdini 15 and the new point feature of min_activation_impulse together with active and activationignore. It's a simple bricks wall and a cone smashing bricks. The problem is Whatever value I put for min_activation_impulse, as in the scene is 500, the bricks react always. What am I missing? Thank you bricksWall4odforce.hipnc
  10. Hello everyone! Right now I'm in a process of doing feather system for my character. I'm doing it based on the fur system - I'm taking its guide curves and adding a sweep on them to get patches. Right now I'm working on orienting them right. When I get some decent result I'll show it, but for now I want to know, does any of you have some ideas of how to do feather system? Maybe someone already did one and know where to start?
  11. Hi everybody, I'm looking for a way how to create dynamic constraints with Bullet. The basic way doesn't work. Take a look at hip file please to see the problem. Any help would be appreciated! Thanks! bullet_dynamic_con_issue_v01.hip
  12. Hi everyone, I'm trying to create a dynamic cracking ice wall. What that means is that I have a wall geo that needs to be cracked (multiple times possibly) based on an impact object (or anything really) but it cannot be pre-fractured due to the ice nature. I've been trying by haking the fracture parm (voronoi fracture config obj) node and tried with a SopSolver in DOP as well with no decent result. I was wondering if you had any ideas on how to approach this. Here's a photo of the ice crack shape I'm trying to go for: https://www.flickr.com/photos/dreamofdata/5434655197/in/photostream/ Thanks for any help. Diego
  13. Hello ^^ I always tweaking my vase scene with crowd but I have a real big problem: I don't understand why my vase reacts beforce my agents touch it :/ I don't really how to change the dynamic/bullet parameter in Crowd nodes tree :/ Please help me I'm kind of lost :/
  14. Hey Everyone on this beautiful sunday! So, as I am touching pyro for the first time, of course I am using the "Gas Resize Fluid Dynamic" node (from here on out called the "resize node") in my DOP-net to auto adjust the grid size. However, I a getting this slight flicker in the simulation, as long as the container size is being modified by the resize node. As soon as the container has reached its maximum size, and no resizing is going on anymore, flickering stops. Turning off the resizing and letting the container have static dimensions, also eliminates the flicker of course. Anyone out there familiar with this? I tried messing around with the resize-node's "Subtract Threshold" parameter, since it seemed to me (from the help) this might be connected to the problem somehow? But no luck so far.... Thanks for having a look people. resizing active, flickering results before the gridsize comes to rest resize_flikr.avi resizing disabled, no flickering noresize_noflikr.avi --------------------------------
  15. Hi everyone, I've got some big issue at work today I have to make a realistic lemon explosion effect in slow motion. I don't have any problem for fluid and debris system but the main animation. So I'm looking for some way to mix fractured object dynamic and soft body to deform each piece at the begin of the animation... I already have a "good" RBD dynamic (You can see the picture below). I tried to use a spring SOP after the simulation to add some animated deformations but it didn't work well. (I made a quick hip file) In fact, I really don't know how to achieve this effect correctly. If someone have an idea it will save my day and maybe the next ones! (I'm joking, no pressure, but it will be very helpfull ) Cheers springSop_Test.hip
  16. I plundered the forums here yesterday to get started and found a lovely method that I cannibalized to get a little further, but it's blowing up in my face. Imagine a tall pane of glass crumbling from the top down. Easy no? Well, I wish it was. I'm using a sop solver to turn on the individual pieces, and that works fine. However when I try to use the same switching attribute to set the velocity I get pieces flying in both directions (weirdly forwards and backwards). I even tried to use the attribute to offset the geometry, but the pieces don't want to move. All I want them to do is pop out and then fall with gravity. What am I missing? Isn't the SopSolver where you can alter the sim as it goes along?! (Note, the sim doesn't start until frame 36.) shatter_02.hip
  17. Hey folks, I'm having an issue when trying to dynamically fracture a glass tumbler object. Check out the quicktime attached to this post. You can see that the glass hits the floor, the object is fractured, but they immediately bounce back up. What I would expect to happen is have the pieces continue their movement down into the ground, but I can't find a way to get this. I've tried adjusting the Pre/Post Velocity Bias on the fractureparms node, but that doesn't seem to help. Does anyone know what params I should be looking at? Thanks for any help. Sid badsmash.mov badsmash.hip fixed_tumbler_EXP.obj.zip
  18. Hey Guys I was wondering is it possible to dynamically fracture an object with something that has already been fractured with Voronoi Fracture. I'm firing a bullet at pre fractures object and wanted to get different size pieces/characteristics on impact. Thanks, If anyone could help I would much appreciate it