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Found 35 results

  1. Hi, I'm pretty new at Houdini and am trying to find a way to get fractured objects from different glue networks to glue together. For instance, I want the wood of a window frame to have different glue strength than the glass in the widnow, so the glass shatters more easily than the wood. But I also want the edges of the glass to be glued to the frame. My attempts so far only manage to glue every piece of glass and wood together in a third network which is not what I want; I want only the glass pieces adjacent to the wood to glue together. Is there a way to do this procedurally? Thanks
  2. Hi all, Is there any way to glue active objects to non active deforming object? I tried to update glue position every frame so that it could stick to passive object, but looks like it doesn't work. Attaching hip to be clear Cheers, A glueToDeform.hipnc
  3. The effect I am trying to achieve is straightforward. Imagine a single piece of flat geometry(blade of grass, sheet of paper) that is fastened on one end only and being blown (affected) by turbulent wind causing it to bend dynamically. I'm going thru Peter Quints DOP's video and looking at the documentation for Wind Force. Does this seem like a job for Cloth Object + FEM Solver? Thanks in advance for any feedback..
  4. Hello, I'm trying to add some variance to the 'strength' attribute of 'glue adjacent pieces'. I tried using 'glue clusters, but I can't seem to get them to reliably affect the 'glue adjacent pieces' strength attribute- the nodes have changed in recent versions of Houdini and set ups from earlier versions don't really translate. Another method I would like to try is using an 'attribute from map' node to apply color from a bitmap, which would be used to multiply the strength attribute in 'glue adjacent pieces', but I'm having trouble setting that up as well. One question for either method is, is the 'glue adjacent pieces' strength attribute global, affecting each glue primitive the same way, or can it be manipulated to affect different glue primitives differently? I'm new at Houdini and would appreciate any info or a push in the right direction. Thanks
  5. Hey everyone, I'm trying to blow an object through a wall. I need a lot of control over the art direction. I have been doing my look dev in C4D where I can paint active vs passive objects. I can also have the active objects asleep until there is a collision detected. I have attached my working Houdini file. I haven't been able to figure out to paint active vs passive objects, so my workaround has been to alter the glue strength based on a color attribute that I created in the constraint network. This seems to work okay, but the wall get's knocked over when the collider goes through it. How can I pin this wall down to the ground? The tuts I've found all seem outdated for H16. Any help is most appreciated. Thanks! -Brian
  6. I have a load of RBD packed objects smashing on a Ground Plane, they're all intersecting by a consistent distance through the Ground Plane, the RBD packed objects are all convex hull rather than concave although changing between the two doesn't seem to make a difference. I've tried replacing the Ground Plane with a static box and trying different geo representations on it but that doesn't seem to work either. Any suggestions on how to fix this would be really appreciated! Thanks
  7. Hey everyone, I'm trying to blow an object through a wall. I need a lot of control over the art direction. I have been doing my look dev in C4D where I can paint active vs passive objects. I can also have the active objects asleep until there is a collision detected. I have attached my working Houdini file. I haven't been able to figure out to paint active vs passive objects, so my workaround has been to alter the glue strength based on a color attribute that I created in the constraint network. This seems to work okay, but the wall get's knocked over when the collider goes through it. How can I pin this wall down to the ground? The tuts I've found all seem outdated for H16. Any help is most appreciated. Thanks! -Brian WallExplo_Help.hiplc
  8. I have two separate stacks of geo made using copySOP's, i am trying to get them to interact with each other. They do interact with each other but the constrains only effect one model, i can switch them in the merge but its only ever one that holds together, the other falls apart instantly no matter what the glue strength is. Ive put photos below and attached the scene file with the model that needs referencing in. New to Houdini so any help or advise would be greatly appreciated! Thanks PlateSimulationTest001.hipnc plate.obj
  9. hi! I'm facing some kind of issue: I would like to fracture a geo, then create clusters from the voronoi pieces, then be able to break those cluster based on the strenght of their glue attribute. So far I only get this kind of result: A glue strenght of -1 should give me infinite strength right? so why are my pieces breaking appart inside the same cluster ? What am I missing ?? here's a simple hip if you'd like to correct me. Cheers ! voronoi_clusters.hipnc
  10. I have one packed primitive object which consists of several pieces of geo merged together. At sop level (before it is set to become a packed primitive) I have created a core group and an outer group. I would like the core group (the red group) to remained glued only to itself and the outer group(the green group) to be spring constrained to the inner group and itself. The trick is how can I do this without manually blasting the undesired glue connections or using the delete by color method? The reason being that I have very complex geo which is very close together. I have a simple test set up .hip attached. The real which geo I am actually working on it extremely full and chaotic. Thanks! packed_relationship_04.hip
  11. I am struggling to architect what I have in mind and it may be quite simple but... somehow I just don't get how to connect the dots. Attached is a file with a fractured sphere (thin shell) and a small obstacle inside moving fast, I want to break/weaken the glue constraint based on the impact data (may be after a certain force of impact. At the moment the sphere gets moved around by the obstacle, instead the sphere should break on contact with the bullet, but not against the floor. Thanks in advance. PS. All the elements inside the attached scene are using the shelf tools, specially confusing is the ImpactAnalysis. impact_glue_interaction.hip
  12. Hi everyone, I made this setup to mix constraints between conetwist and glue, depending on angle value, i set the constraint_name in a sop solver plugged in the constraint network node, it works quite well but the resulting object is floating in the space... is anobody here can check my file and tell me what's going on!!!? apparently its not a subsanple or CFM, ERP issue ( i checked all this parameters and, nothing...) thx by advance, Best regards H TEST_PACKED_CONST_METAL_V002.hip
  13. hey guys i'm back with more questions. so i did some googling, checked out some scenes and read a few threads and i think i have an idea of how to control the glue strength in my network... so i've applied colour.. used it to fracture the object and now i want that to control glue strength. i want to get it so the red areas break easily and the black is much harder to break - but i've been fiddling with numerous ways to do it and i cant seem to get it working in my scene (attached) i have applied colour which breaks it in the red areas and i'm using that in an attribute create to try and multiply glue strength. But its like it has no effect. 1.20am over here in uk so i may have it all wrong or missed something - can anyone take a quick look and see what clanger i've dropped please? thanks! ant glass_ball.hip
  14. Hey, I spent a while prepping and adding to a model house for a destruction project but I'm having a lot of trouble gluing everything together. I can get the components of the house to glue together no problem (e.g. the windows, the walls, the bricks etc). But what I really want to learn is how to glue each of the fractured components to eachother. What I mean is that my house just falls apart, the bricks dont stay attached to the wall, the glass windows don't stay in their frames the roof shingles dont stay on the roof. I'm really hitting a wall here (no pun intended). Can anyone lend me a hand in figuring out how to approach this? The picture is my destruction model. Each component (roof, walls, etc) has its own constraint network but they arent glued to eachother so when I sim the pieces just pop off.
  15. Hello people, Is it possible to stick constraints to deforming static objects because it follows the active rbd object motion but not the static ones. i have tried using override with sop and other methods but none of them seem to work. I have created constraints on first frame of the timeline and now the mesh is deforming so i want the constraints to remain attached to it while detaching as the object becomes active and then it should follow active rbd movement. Regards,
  16. Hey guys, Im working on a scene where I have multiple objects that require glue setups - Pretty much a living room: Tables, chairs, television, ornaments etc. I have about 50 items that need to fracture into pieces or sub-components. Right now I'm importing each piece into DOPS separately RBD packed objects (50 or so), and then I am using the glue adjacent shelf button on each of those nodes one by one. This is making a lot of nodes in the scene view and is making my DOPS tree pretty dense and tall - I'm just wondering if this is the most efficiency way to do this. Ultimately, if there is a way to group/tag sets of points which belong to the same object and just have one glue setup that would be ideal. Any suggestions or ideas?
  17. hi.this is my first time post here.i am tring rebuild but when i add a extra packedobject.I give it a glue constrain,but in the viewpot it seems like my glue constraint fly away at initial time.Any advice? explorsion01_v007.hip
  18. Hi guys! I need help with a RBD simulation. I'm trying to simulate the destruction of a cliff portion, keeping intact the rest of the of the cliff. Right now i have three problems: The bottom of the cliff isn't flat, this leads to an unwanted initial movement (same thing with a costum collider who should follow the bottom's shape a little better), how i can avoid that?. The second problem it's the glue network, how can i say to houdini which costraint is stronger and which one is weaker? Last one (i swear ) there is a way to change the extrusion depth generated by the voronoi? Thanks in advance for any kind of help rnd.hip CliffUv.obj Collider.obj
  19. Hey Guys, I´m quite new to odforce and Houdini and a friend of mine recommended you very strongly. My Issue concerns glue networks with bullet fracture sims. There is a ground (terrain) object and set of "fracture objects" on the ground. I want to delete the bonds between the fracture pieces, but NOT the connection between ground and adjacent fracture pieces between the ground. Is this possible with one glue network or do I need two? And how? I need a strong glue between the ground and the adjacent fracture pieces. Help would be really appreciated. I really like Houdini, but it takes time to get the overall picture concerning the mechanics.... I guess. Best Wishes, Luke Break_06.hip
  20. 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...
  21. Hello, I've been studying Houdini for a couple of months now, so forgive me, if this seems kind of stupid. I have a very simple scene of a ball destroying a plank of wood. I got the fracture, and and simulation running, but I was wondering on how to hold this wood in the vertical position. Basicaly, what I want to do is select the base of the fracture plank and just freeze that, still using the glue to keep everything together, so when the ball hits, everything breaks and just the bottom part stays in position. I got a box in the scene to show the range of what I want to select. Thank You. Fracture_Test.hipnc
  22. Hello everyone, I want to create a setup where a sphere breaks into 2 pieces and after a few frames those 2 pieces break into 3 smaller pieces. I am trying to create a glue network which would hold the secondary fracture until told but cant get my head around it.. I am doing the secondary fracture in a foreach node and that's where I'm thinking I need to do the glue network for it as well. I know its probably going to have a simple solution but I can't figure it out for quite long now. Please give me some ideas / examples. Thanks!
  23. Hi! I have a hard time trying to break the glue constraint by sop force. Other constraints (like "hard" for example) work like a charm, but glue, even with VERY low strength, doesn't seem to even notice the force.. If I break the "wall" with a rbd collision object before the explosion force happens, it works. In the example please try to disable the rbd sphere and you will see, that it doesn't break by the explosion force on frame 10. I need the glue constraint to keep the pieces in place before the explosion. With just the hard constraint the aren't absolutely stationary, but they are moving a bit. Is there a way to keep them stationary just with the hard constraint? Thanks for any advice! glue_cns_sop_force_test_V01.hip
  24. EDIT The problem comes from the clusterpoint node which seems to add a duplicated piece name with no path: I am trying to do a bullet cluster sim. i am having a problem when doing the glue network. For some reason the connectadjacentpiece node doesn't want to compute on one of the cluster created. Whatever the number of cluster, there is always one cluster that will not be computed by the node. It seems that the problem isn't the foreach as when i try to select the problematic group and apply the connadjpiece outside the foreach, i still get no connection computed for that particular cluster in this particular example bullet_cluster.hipnc i added a partition to debug and see which cluster doesn't compute. You can change the cluster group and see that it works for all other cluster thank you for helping.
  25. Hi Guys, Wondering if someone could help me out here. Say I have a standard box fractured (packed) with Voronoi and I sim that with no forces in play, as expected the pieces stay together and are perfectly aligned, no impacts, no moving away - GREAT! When I glue them in the same situation, then delete the constraints either in sops (animated) or with a sop solver connected to the constraint network, impacts are detected and start moving the pieces apart, Grrr. Not sure why this happens, there's nothing that has changed. Test file attached. Any help would be GREAT! glue.hipnc