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Found 220 results

  1. rbd and softbodys

    I'm trying to understand what is possible in combining rbd and softbody simulations. Or what the workflow should be to get a fractured object to break apart like in a rigid body sim but also be a bit squishy. Like how a pumpkin might break when dropped from 2 meters off the ground. I haven't been able to get this look with fem and fracturing as the individual pieces kind of stick together on impact and don't break apart the way rbd does. Is there a solution with the multi solver? or some implementation of the grain solver that i can't think of. if someone has a solution for this i would very much appreciate it if you shared it with me. thank you. B
  2. Hi guys. I have a problem adding wind force to RBD Instanced Simulation. As far as I use only one force gravity or wind everything is ok. As soon as I apply second force something wrong is going on. For example, my leaves flow in the air and small ones act like crazy and fly very far away. Only thing I notice that everything was going fine, until I added pscale attribute to my copy stamp node. Maybe I'm doing it wrong and it is messing with DOP. Best Regards, Tom
  3. I'm trying to get FLIP and Rigid Bodies to interact with each other. At the moment I've been dropping RBDs (both whole and fractured objects. No packed geo) into a deep tube of water and trying to get them to slow to a stop before floating back up to the surface. So far the best I've been able to do is get the rigids to collide with and move the water. The water has absolutely no effect on the rigids, and neither of the object's masses seems to have any effect on the sim either. I've also tried increasing the Feedback Scale on the FLIP solver (the most common suggestion), plugging the FLIP solver into the merge node before the RBD Solver, and changing it from "Left Affects Right" to "Mutual" (both these changes gave extremely explosive/unstable sims, and still didn't work), changing the rigid solver from bullet to RBD, and playing around with the various collision and velocity settings on the FLIP solver. Nothing worked at all. Does anyone have any suggestions of how to get FLIP and RBDs to play together nicely?
  4. Small RBD collision issue

    Hi all, I'm new in RBD and I have this issue. I fill a box with objects instanced by particles. The box is a collider in convex hull (per Set Of Connected Primitives because I splitted all faces of my box) My small RBD objects are in Convex Hull as well because Concave seems to act weird. The problem is the RBD don't stop spining on the collider If anyone has some tips it'll be very appreciated. I joined the scene file because it will be more helpful Thanks a lot ! croquettes_16_debug.hip
  5. Hi all! I'm currently trying to find a way that I can control when an attribute on packedrbdprims coming into DOP's gets written to from the "Overwrite Attribute from SOP" box and when it gets written to from the bullet sim I have set up. I have a set of packed primitives with rotation animation on them being fed into a bullet simulation, I'm also adding an "active" custom attribute which is being used by a SOP slover in DOP's with a vex wrangle inside it to activate them when the value equals one. What I also want to happen is have the orient attribute on each packedprim update from the existing vaules from SOP's right up until the point when the bullet solver takes over and begins writing to the orient value. I know that I can add orient to the "Overwrite Attribute from SOP" box but what I 'm hoping for is a way to disable this function for each object as they become active rigid bodies, essentially adding to the orient values that exist on that particular frame and continuing with the sims values. Instead of having the sim take the orient values that exist at the first frame or continually updating those values as the packedrigidbodys are influenced by the sim. I know its poor form but I'm afraid I dont have the project file on hand to upload, sorry guys :S hopefully I can upload it next week if anyone needs to see it. Any help would be massively appricated! Many thanks
  6. Hello guys a basic question for a simple problem... that im sure has a simple answer. Want to spring-constraint pieces of packed rdb objects (debris) to be driven by a group of animated points. Right now im keeping it simple just a one-to-one connection. Something similar to this: Sadly his test scene is not using packed objects Attached is the test scene i 've been using For some reason i havent got the answer and right now i am just going in circles Thanks for the help glue_cns_test.hipnc
  7. Hi, So I made an rbd sim where I had only 200 unique pieces. Then I made an rbd sim using 100s of each of these pieces. I cached the simmed points. After this, I want to place my unique pieces onto these points. What's the best and most optimal way to do this for the viewport and the renderer? I have seen many different techniques, I can't tell which one is the best. Should I just use Instance SOP? Should I save the first frame of the sim and use this instead? I can transform them using Transform Pieces SOP, but I don't know how to bring them optimally. Should the pieces be brought it as packed geometry, packed fragments, packed disk geo, or something else? I want Houdini to know everything is coming from these 200 unique pieces so it can show them more efficiently in the viewport and the renderer. I noticed if I save my pieces onto separate files as packed fragments, Houdini is saving the entire packed geometry onto each file that takes a lot of space. How do you do this? Thanks
  8. 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
  9. glue + RBD solver

    Hey! Houdini's manual states this about the glue adjacent tool: This tool only works with the Bullet Solver. You can change the type of solver in the Solver Engine dropdown menu on the Rigid Body Solver. So here's my question. Is there any glue tool that works with the RBD solver then? Thanks
  10. Cloth/FEM and RBD/Bullet interaction

    Hi I've been searching the forum on this topic but didn't find much. Is there a way to get a somewhat correct collision behavior between the cloth solver and the RBD solver running parallel in the same DOP network? I've a bunch of cardboard boxes that's suppose to stack on each other. I'd an idea that the cloth boxes that had come to rest would switch over to be a RBD objects instead, to optimize the sim. But first I got to get the solvers to interact. Any ideas? A simple test scene with the setup is attached (without the switching stuff). Thanks / John Edit: Ops double post :/
  11. RBD active value

    Hey, I'm trying to implement an old trick I used several times with older versions of houdini. Just trying to transfer a color attribute to some points placed in the center of the fractures pieces to use it as an active value in the dop network. Unfortunately nothings happenning. Some idea what could be wrong here?
  12. Hello, I would like to have some objects bouncing around inside a sphere. Is it possible to have the sphere geometry transparent but still act as RBD collider ? thanks!
  13. Pyro + RBD Packed, How collision works?

    Hey guys, pls help me understand what's going on here: Check it out, on the RBD Packed node I can only use Bullet collisions (there's no other option in there) and it looks like the Pyro solver is using something else, like a volume collision. In this gif the RBD uses Sphere as collision representation and it's working perfectly fine, colliding with the original box shape: the proof: and the options avaliable: bullet.pyro.v1a.hiplc
  14. How To Delete Simed RBD Geo

    Hello, Ive got a simple RBD scene where I'm blowing out a stone door with a magnet force/SOPgeo with a metaball(I've attached a screen shot of what my DOP tree looks like). The geo is fractured and is a packed rbd bullet solver. My question is how do I kill the rbd geo that goes outside my sim(you can see the spray of smaller chunks leaving the collide geo scene.) I'd like to set up a bounding box that I can envelope my scene and when a geo piece leaves this area is deleted. Ive tried setting up another sopsolver going in it and creating a group bounding box(Envelopes scene) and then a delete node(with group 1 as group) under the dop_geo. Once this is created I jump back out into the DopNetwork and right after my gravity node I put drop another group node with group name killme and expression : npoints($DOPNET+":"+$OBJID+"/Geometry") == 0 into the group 0 expression. Next, I created a delete node under the group node with the object group name: killme. No go. Nothing happens to the spraying geo. Am i barking up the wrong tree or am I close? Need help. Thanks. Just getting up and running so I am new to Houdini. I will provide the .hipnc file and screen shot but there will be missing source geo in file. Hopefully it will help NeedToKillGeo.hipnc
  15. Hi all, I am trying some simple tests in dops using the bullet solver. I have hit a few stumbling blocks and would appreciate any input from you friendly people What I'm trying to do: I am trying to get a scene showing a pillar being picked up by a crane (like the ones in fairgrounds where you can use it to grab soft toys), the base of the pillar stays where it is and the rest of it gets picked up by the crane. As the pillar is picked up, the lower part of whats left is crumbling away as the whole thing moves. The setup: Because this will eventually be put into a game engine, I have to keep the number of fractured pieces down, so I split the pillar (Top, Bottom), and then I split the Top even further to isolate the "destructible" area. I fracture this area and animate both objects to be moving with the crane (transform sop within the SOP level) I then bring these objects into a dop network as RBD packedobjects but I can't seem to bring in the animation that is attributed to them. I change the "Initial Object Type" to all the the available selections int he dropdown, including Create animated static objects" but this doesn't seem to do anything. I do know you can do this on an RBD fractured object using the Use Deforming Geometry checkbox, but I'd prefer to work with packed geometry to reduce simulation times. Ideally, I would want the destructible area to just be parented to the Top of the pillar and then I can make it crumble by breaking the constraints. But I can't seem to do that either. In 3DS Max, in PhysX, there is an option to tag objects as "Kinetic" and then choose which frame to make them "Dynamic". That's a very rigid way of working and I'm certain there is a much more flexible way to do it in Houdini but I am still a beginner, especially when it comes to rigid body simulations. So to summarise, the questions I am left with are: How can you bring in animation on an RBD packed object? What would be the best way to achieve what I am trying to do? Thanks
  16. 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
  17. Hey everyone,My overall goal is to simulate liquid poured into a glass with ice cubes inside, with the ice cubes floating.Everything works normally until I enable feedback forces: Normal: https://gfycat.com/LameCarelessIzuthrush With feedback: https://gfycat.com/FlashySolidFreshwatereel There's a ton of particle loss. For these sims, particle separation is 0.004, grid scale is 2, feedback force is 1, and max FLIP substeps is 10.The best I got was to maintain volume with 1.75 grid scale, but with overreacting ice cubes: https://gfycat.com/MiserlyEmbarrassedAfricanbushviperI've attached the Houdini file for this below.Anything related to this problem would be helpful. Why is there particle loss, even without reseeding or with many substeps (I've tried using 20)? Is there a problem with how I'm using feedback? Why does changing grid size cause volume to increase or decrease?Thanks! ice-tea-milk_027_017.hipnc
  18. Impact Data from Particular Object Id

    Hello guys, How can i use impact data when an object hits a particular object in my case a ground plane to break the constraints, For eg - i have certain glued objects falling on the ground , some of them are breaking in the air while they release due to impact generated while i want they should only break once they collide with the ground plane else their strength should remain -1. So how could i extract object id of ground and use that as an impact data.
  19. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated. packedgeo_shapetoShape.hip
  20. rbd with flip sim

    Hey guys! I'am pretty new to Houdini and I need some help now. I've set up an rbd destruction and I want fluid to interact with it. Here is the reference I want to achive: The fluid I set up was either incredibly slow to sim or just did not stay inside the collision object. I didn't find any good tutorial for this kind of flip-rbd interaction. Could you recommend any method you would handle this problem? I atteched my hip file so you can see what a mess I made Thanks a lot, Máté bottle001.hipnc
  21. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated.
  22. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated.
  23. this has to be simpler than i'm making it. I hear theres an active attribute i can set but dont know how to do it. Currently i'm trying to faff on with an attribute vop and some xyzdist and compare and if-then block but i cant get it working. I got the trick from a search results and a file but houdini doesn't seem to have the if-then block i need so its really confusing me. can anyone help i just need a nice solution for pinning some parts of fractured wall to the floor maybe based on a proximity value or a group or something so i dont have to manually enter all the pieces as active=0 i cant supply a scene sadly as i'm in work and cant upload anything. But its a pretty simple ball hits wall scene really :/ really confused by this ant
  24. A to B Effect using RBD

    Hi Guy, I am working on a project, it is a fractured wooden logo that I need to explode the pieces and then get them back together which turns to another logo. So, the second logo has to be created from the pieces of first logo. What would be the best way to do such a effect?
  25. Hey everyone. Hope you guys are well. I need some help with a shot I am working on. Basic idea is i need to have bits of strawberry to fall into swirling yoghurt,hit the surface,swirl around and slowly get pulled under the surface. I've got the swirling yoghurt working but when I drop my RBDs into the container they plow right through the flip sim. I've tried tinkering with the Feedback scale,Density and so on but nothing works for me. If anyone of you Wizards can have a look and shed some light on what I am doing wrong it would be greatly appreciated I have a scene attached Swirl_03.hip and my swirl force source geo FOR_OD.rar Thanks again Cheers Dimitri Swirl_03.hip
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