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Found 14 results

  1. Hello everyone... I have a problem with an RBD packed object inheriting velocity. In the file, I have the attribute active being set by another object, but the velocity doesn't kick in at all. The velocity works if I remove the point wrangle setting active to 0 and remove the sop solver. If I try a pop vop or a geo vop, there's some weird velocity behavior that happens. If I tick on override attribute, the velocity takes off big time and doesn't appear that gravity takes hold. All I'm looking for is initial velocity once the pieces become active. I saw a few threads on the side fx forums and this forum, but nothing I saw seems to be working. Any thoughts? test_active_velocity.hipnc
  2. Forming object

    Does anyone has an idea of how to do something like this but at the inverse? https://www.youtube.com/watch?v=zrhXB653wKg Any idea would be awesome!
  3. Hey, In maya there is a parent contrain. It parents the rotation and transformation from one object to another. How do you do that in Houdini? I am confused, I see you can parent objects together and use the shelf tool blend. But they don't work, because the transformations are not at object level. Whats the point of having all these different constraints if your transformations are going to be made in sops and not object level? I am just trying to contrain a null to an alembic cache. Is it better to do animation a object level the geometry level? How can I get geometry level transformations into object level? Thanks
  4. Hi! did anyone experience the same issue? I imported an Alembic file with different face IDs to Houdini. But when I export it back via Alembic just for testing the ID grouping is basically right, but they don't have the correct order/ID… , they are randomly distributed. I cannot see any pattern. It's neither alphabetically nor based on face count. My node tree consists of: Alembic Import Node –> ROP Alembic Output. On the left side you see the original mesh with correct Material ID order and on the right side the imported Mesh with the wrong material order. Does anyone has a solution for this? Thanks in advance!
  5. Hi! I'm a student learning Houdini, and I love it! Now I'm stuck with a problem. I want to use only one flip object that emit every frame from an animated particles source. At the first frame there's a 'base layer' of water that get emitted. The problem is that when new particles are added, then don't interact with the 'base layer'. Any help on how can I make the new fluid interact with the old one would be appreciated! I've attach a demo file with the same setup I use. FlipObjectBug.hip
  6. Hi guys, I'm facing a problem in Houdini. I've been given animation of a man and I need to create skin fracture on him and blow parts of his skin away. As it's deforming object, when I voronoi piece of his skin, voronoi pieces don't stay the same through the whole animation. I was wondering and researching, how else could I make pieces of his skin fly away, but I am a bit stuck. I have the animation in both low res (6000 poly) and high res (100 000). We aim to render the high res model, meaning I need to fracture the high poly one somehow, without having to wait a week for simulation to finish. Do you guys have any tips on how to tackle this problem? I'm attaching a .hip with animated sphere, showing that after I voronoi it, the voronoi freaks out on some frames. voronoi_on_animation.hipnc
  7. Hi, folks! My new tutorial is arrived. It's about how to make crown splash like real flow IOWaterBlast. If you have any suggestion accroding to this tut and the techniques, please share! Thanks a lot!
  8. Hi all, First of all let me introduce myself My name is Alex, and I'm a director and one of two vfx artists at, the small but awesome 5 man team at Helmet Films & Visual Effects You can check some of our work here: www.helmet.no We just switched from Softimage to Houdini (like a lot of people) and all ready we are loving it! I've been looking around this forum and you all seem tremendously helpful to eachother, so we're really excited to finally be joining you! Now, on to the issue! We're doing a project with some stone creatures, and I want to be able to control the creatures with simple rigs (i.e. just parenting the pieces to IK driven bones) and then do fracturing and simulation on some of the pieces. As long as I import a regular RBD object the RBD Keyframe Active works like expected, but as soon as I switch to the RBD Fractured Packed Object the world space positions are all messed up. This happens both when I check "Use OBJ Path" and link to another object, and also if I manually animate the position inside the RBD Keyfram Active node itself. It's kind of hard to understand why it's failing, so if anyone has any ideas I'd be very greatful! I've attached som screenshots and the HIP file. Cheers, Alex RiggedArm_RBD_v02.hip
  9. Normal Map for Mantra Surface Shader

    I don't know why, but I've never successfully been able to import a normal map into houdini from zbrush or mudbox. I've had this issue for a year now, and I always just do bump instead. It works, but I'd rather have a tangent space normal map. Both tangent space and object space appear to screw up the lighting in Houdini renders. I'm using the mantra surface shader, default with houdini 13. Anyone know how to get this to work without the harsh edges on the shadows? Image 1 shows how the object looks with a normal map plugged in Image 2 shows how the object looks with "normal" selected from the drop down menu without the map being checked on. Image 3 shows how it looks without the normal option being selected from the drop down menu, just regular obj, no maps. Image 4 shows what I mean by "drop down menu" This is not the problem with the obj or the maps. They work fine in maya. Something weird is happening in Houdini. Thanks!!!
  10. Delete DOP object with python

    Hi, How can I delete DOP object with python? I couldn't find delete method in hou.DopObject yet. Thank you,
  11. Hi, I know that we can add rendering properties in several levels of houdini as in primitives, objects, cameras and output drivers. The thing I've noticed though, is that some rendering properties work well at object or primitive level and some don't. For example, when I tried to add "opacity limit" to two objects and set different values, it didn't override the opacity limit setting of the output driver. In another case though, when I added reflection limit in object level, it worked as it should which lead me to the conclusion that some rendering properties work well in object level and some are uniform. This makes sense for some properties but I don't see the reason why "opacity limit" shouldn't work at object level. Is this as it suppose to work or am I doing something completely wrong? Any advise could help.
  12. Hi. I have a question about how mass is calculated for a RBD fracture dop. when using bullet, is the mass being calculated for the actual volume of the object itself, or for the collision geo (convex hull) that represents it? I do notice sometimes, that on some smaller pieces, the collision geometry is almost half as big as the object it represents. I think this is fixed by decreasing the padding. but still, which one is it calculating the mass from? thanks!
  13. RBD Point Object + Fracturing

    Hi everyone. Long time lurker, first time poster here I'm going to have a sim with 100s of identical objects that are all stacked on top of one another and will need to be fractured. For this, I'm assuming that the best thing for me to use is the "RBD Point Object" tool on the shelf. Works great and allows me to do things like choose when my objects become active. Great. BUT. I can't find a way to get these RBD objects to fracture and then simulate. Is there something I'm doing wrong? I've instead opted to go down the route of having a regular RBD object, and increasing the "Number of Objects" parameter. I can then set the initial state with the $OBJ variable to be what I need. However, using this method, I can't find a way to activate the RBDs when I'd like. If someone could give me some pointers, I'd love them forever. I've attached my basic RBD Point Object scene. Thanks, Sid jw_breakingGlasses_v02_instancedRBDs.hip
  14. Hi Guys, I need to constraint each fractured objects to its pivot, I read on a old topic that is possible with the apply relationships node+pin constraint, but i'm having some troubles... The other method changing the state of the objects works but if I add a glue network it doesn't work anymore cuz there are 2 overrides I think. Using this expression in the constrained location inside the pin constraint works but of course it not gets the pivot of each fractured piece. dopoption(".",$OBJID,"Position","px") [/CODE] Thanks in advance. Eduard