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Found 28 results

  1. Hi everyone, I'm trying to use the points created by a particle sim, and copy lines to them, then solve them as wires. However, so far I can get nothing to work at all. Nothing ever shows up the in viewport, I don't know why. I have tried using one dop network to create the particles, and another to solve the wires, but this doesn't work. I suspect it's something to do with the fact that the newly created geometry needs to be imported into the DOP network, but I do not know how to do this. Any advice would really be appreciated. Wires_on_Particles.hipnc
  2. Hey guys quick question: Does anyone know how to get a 'straight' wire from a wire sim when my input object is not straight? Example from the attached image: PIN1 constraints a straight line and PIN2 constraints a bent line, when the sim runs you can see that the input geo shape affects the solved geo. I would like the curved input to behave like the straight one. Thanks!
  3. I am trying to create a simple scene where balloons are tied together to an object using wires.(like in the movie “UP”).. Im having balloons as packed RBD object and the parent point(where balloons are tied) as a separate rbd object. and having wires also into the DOPnetwork as wire object.. Initially I dint simulate the wires but used the wire lines as a constriant network from SOP and made a spring constraint between balloons and parent using the wires as a constraint net, And It worked Perfectly. Now I am turning the wires into wire object and trying to constraint the top of the wire to the balloons and bottom to the parent object, I am having matching @anchor_ids on wires and balloons.. But It doesnt work properly. If someone can explain how to constraint wires with rbd , It will be very helpfull for me.. And if someone already have a scene file for related to this please share it , Thanks a lot in advance..
  4. Hey there, I am currently trying to simulate a (single) falling fir-branch like the ones you can see in this image: I would like to use a wire solver for that, but I am having a hard time to make the needles stick to the branch. How would you go about that? Desired setup: * branch as wire obejct (soft body behavior when colliding) * needles as wire object attached to the branch (soft body behaviour as well) * gravity in place, falling fir-branch, colliding with a ground plane. I tried the "Attach wires to surface" shelftool, but that attaches the selected wire points only to existing points on the branch-geo (which is low res, with just a few points). I would like the needles to be independent of the branch geo so that I can have a rather lowres branch geo (tube, less subdivs), and lots of needles. I would like to attach them like it is possible with folicles in maya, having them stick wherever they are on the surface, not having them stick to one of the input points on the fir branche geo. Using the point attribute "pintoanimation" or "gluetoanimation" also does not work. Doing so, the needles jitter around as soon as they are not in line with a points of the underlying branch geo. Do you guys know any solution for that? Thanks in advance for your time and help! Cheers, Philipp
  5. Hey guys, I am trying to have a folded letter or object and then unfold it and tangle a bit. I included my scene and i also have a folded position of the letter. I want to achieve an unrolling cloth effect similar to this tutorial for Cinema 4D but using the letter in my scene Thanks in advance, Valentino DENIM_JULY_V01.hip
  6. I am trying to figure out how to spawn new wire geometry within DOPs as it simulates. I create the full wire shape at sop level and I then I animate the deletion of its points backwards, from a couple of points to the full set. Of course just by importing this changing geometry, the wiresolver won't re-import it on on every frame. I looked into combining a SOP solver and tried various approaches, but none worked so far. Deleting points in the sop solver didn't work. Then I tried deleting the primitive, adding or even copy (to aquire all the wire attributes) one point at a time and connecting them all with a new line primitive. But that didn't work either. Any ideas? thank you
  7. Hi guys I'm not able to figure out how to attach one of my wire object ends to a cloth object. I tried different constraints but none of them accept cloth object as goal object. So can you please look at this file and give me some advice. Thank you sail.hipnc
  8. Hi all, Am trying to tweak a scene file that was passed to me from here (apologies, I don't know/can't find original poster, so can't credit). It's a wire sim where points are activated based on their Y position - And I'm trying to tweak it to be based on color. I've worked a nice way to animate my colour across the points in a way I like, but my question is: How do i get my point color attrib to update per frame in the dopnet? And how do i associate it to the gluetoanimation value? Been really trying to get this going today, but to no avail... Any help or tips gratefully received! activate_sim_based_on_color.hip
  9. Hi I have a line which is animated with transform SOP along Y axis. I added gluetoanimation = 1 attribute to points. Those points which become above Y become gluetoanimation = 0. Then it goes to DOPs as Wire object. The problem is that those points which are above Y don't become dynamic. How can I make those points become dynamic?
  10. I have a wireobject that is empty (has nothing in the SOP path) and I'm trying to add wires during the simulation using a sop solver. I'm enabling the solver on one frame (frame 10) and merging it with the current dop geo but they just seem to flash on for that single frame but don't seem to "join" the simulation.. I've tried adding certain attributes like mass, density, initialpid to try and initialise it but nothings working...
  11. Hi all, I'm trying to set up a simulation where I shall have some rigid bodies stick to certain locations as much as possible (spring constraint maybe?) As you can see in the image I have a wire simulation. In that simulation the wire coils around some objects. I need these objects to remain within the coils. In the file provided there is geometry in obj > chromatin > NUCLEOSOME_CONSTRAINTS. This defines the point locations that I would like the pieces attached to. tldrl; How do I constrain an RBD fractured object to a certain location? constraints.zip
  12. Hi, houdini folks! I've a character that should be tied by a rope. I mean to use wiresolver with "Rest Geometry" option for wireobject switched on. But selfcollision is not working for wires. It penetrates always. I wish you help me with any advice! selfcollision_wiresolver.hip
  13. Hi guys, This is a test I have so far: I'm trying to attach cloth to a wire. This was semi successful as you can see in the video. though a lot of weird things are happening. Ideally I'd like the cloth to pull the wire in the wind. It needs to be a wire with celebratory flags on it. like this: https://img0.etsystatic.com/000/0/5188417/il_fullxfull.281185156.jpg How would one go about this? theoretically the wire should be quite low in resistance but due to the drag of the flags it should move. Am I correct in thinking that the flags should be cloth objects (driven by a wind force) constrained to a wire? Any tips or advice are greatly appreciated . Wiresolver.hip
  14. Ok so I'm fairly new to Houdini and I'm looking to get some work in my portfolio. http://www.shutterstock.com/video/clip-5698274-stock-footage-fuse-burning-dynamite.html?src=search/RvH7RbuOgXv_US--SyRC1w:1:1/gg I really like this clip ^ and would like to try to recreate it inside Houdini. So far (don't laugh!) all I have is a few scattered points following an object using attribTransfer. Then those scattered points are emitting high speed particles to emulate the sparks coming from the burning fuse. I was then going to add particle trails and glow effects - is this an advised method? The outer part of the wire is being deleted based on the transfered Cd value, and the inner wire is being displaced based on this value too. Also, in the video, the burned part of the wire that has that really nice charring / melting motion to it, later falling away under gravity, is scaring me - not sure how to approach that! Any tips from you guys on how you might approach this would be awesome. Thanks
  15. Hi all, I'm trying to make som plants stick to a moving rock and deform with wire constraints, and have some issues getting the animated rotation to work with wire constraints.. Hopefully you can help me out. The curve is parented to the animated object and made it in to a wire object using the "Wire Object" shelf tool. Then I used the "Glue Wire to Animation" and selected the lowest point on the plant curve to get the animation in to the DOP network. The translation works perfect but the animated rotation doesnt seem to work at all, and the wire keeps a constant orientation. Probably this is how it's supposed to work...but I can't figure out how to get the orientation from the animation in to the DOP network. Anyone? I've attached a simple .hip file RND_GrassTwigs_v01.hip
  16. Hi guys. I'm experimenting in creation of pine tree. I use copy sop for splines and polywire for meshing. Then I put Fur Sop, but when I apply wire dynamics looks like Fur for some reason change its orientation randomly. But when I'm deforming static tree with a simple twist - looks like everything is fine. I wanna get dynamic pine tree which reacts to wind pinetree.hip
  17. Is there a way to post sim clip the length of the wires to make sure they don't stretch, it is possible with a check box in Mayas nHair solver. Maybe some sort of post vop setup that knows the initial length of the curve and shortens it but still keeps the dynamic animation of it?
  18. Hi. According to houdini documentation on wire object, there are nocollide and externalcollisionallowed attributes which should allow to control collision per-point. However i can't get it to work, please take a look at this scene: wire_nocollide_attributes.hipnc
  19. Hi everyone, I am trying to simulate a bacterial growth scene by using wire objects. In story short i am splitting a wire object every 15 or so frames and getting an exponential growth. But my problem is that, i want the new split wires to try to come to constant length (like a pressed spring). and i want them to push each other away. Please take a look at my file. Am i even in the right direction?. how can i make the lines grow back to a size? by giving them a rest position every frame? thanks in advance. bacteria.hipnc
  20. Coming from 3DSMAX I'm looking for a way to have a 'hose' connected to and move freely between two animated objects. As a test I have two boxes, between which I have drawn a curve/line. The two boxes I then convert to static rigid bodies, and the curve into a wire. If I use attach wire to surface - the wire then drifts away from the point I attached it to. I've tried changing the strength but it doesn't have any impact other than exploding at higher levels. Could someone point me in the right direction please, as it would be greatly appreciated. I'll have to apologise, I discovered that if I change the constraint type value from soft to hard I appear to get a similar effect, although it doesn't like dynamically stretching?
  21. Hi all, I'm doing a simulation of a cloth sail being gathered up. In real life, and in the final render, it would be done with ropes that loop around the bottom of the sail and pull it together. For my testing, I'm using thick 'hooks' that pull the cloth upwards. It sims verryyy slowly. I'm sure there must be a better way. I'm open to suggestions and I've included my file if anyone would like to take a look. I feel like I ought to be considering an entirely different type of collider. A point or wire collider - if those exist? In the dopnetwork I'm bringing the hooks in as a 'staticobject' that I've also pre-converted to a volume and using as a 'proxy volume' in the Collisions - Volume tab. Most other settings I've left at their defaults. The hooks are as thick as they are because I found that thinner ones kept passing through the cloth. 'regards, Sim cloth_hook_01.hipnc
  22. I can see the other way, pinning a wire to a rigid body (like a pendulum effect or a wrecking ball), but I want to do the opposite. I want to sim the flexible steel beams as wires inside the building and then have the rigid part (the awnings, glass, and frames) break from the forces from being attached to the wires. See attached hip file with a wire outline of a building being shaken in an earthquake. I want to glue/pin the pieces of window geo to the wires and then have internal glue in the window pieces such that they burst from forces. I have a gluenetwork kinda working, but the rigid bodies want nothing to do with the wire part of the sim using the connectAdjacentPieces SOP. Any hints on what I'm doing wrong? wireBuilding_03.hip
  23. Hi, I have a bunch of wire elements being projected and falling onto a flat surface. I was wondering what way I have to just stop some objects from my wire sim or take them out from the wire solver once they collide with the ground. Currently they keep moving after settling down on the ground. Cheers Chris
  24. Hey all, I am very new to Houdini and am trying to use the wire object/wire solver to simulate fur on a tiger. I have it setup and working, but when I increase the number of curves I'm simulating, I get some issues. Mainly, some of the wires get caught inside the tiger geometry and look like they get stuck and therefore stretch. It seems to be when the tiger's legs come very close together, the wires from one leg get stuck inside the other. Does anyone have any experience on how to resolve this? I am using volume based collisions on a static object and static solver, and the settings are pretty much the default settings. Any help would be greatly appreciated. Thanks.
  25. Hey everyone, I'm trying to set up a simulation for a project and was hoping someone could give me a little advice. The effect I'm trying to achieve is a loose bail of hay falling on a character (who is covered in mud) and for the hay to then stick to the character as he moves; hopefully with strands falling off randomly as he goes. If anyone has any ideas what would be the best way to tackle this, it would be much appreciated. Thanks, Jamie