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LucOlivier

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    Luc-Olivier
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  1. Hi Sierra62, I saw your response here and I was wondering if you could help me with a simple simulation. I'm trying to break a wall with a collision and then make it collapse with RBD, so far so good. Then I'm emitting some debris from the shelf tool and I cant figure out the way to replace those points with actual geometry (sphere for exemple) and make them collide with my RBD sim. Could you help me please? I've attached my scene to this post. Thank you! Debris_collision_N_Geo.hipnc
  2. I'm not quite sure I understand. I do work with pack primitive. I've try using the debris shelf tool on my collapsing geometry. It creates a popnetwork, I've made it collide with the ground but for some reason I can't figure out how to collide with the breaking pieces. How would you transform the popnet (point) into bgeo? Use Copy sop? Then, you would emit smoke from the geometry created by the popnet? Thanks for your answer.
  3. Hi guys, I'm working on a collapsing simulation and I'm not yet able to emit smoke from collision or from my deleting glue constraint. And I need to have some on the ground. And would it be better to do the debris before or after the smoke. Thanks in advance for your help! I've attached a file of a RBD collapsing. smoke_from_RBD.hipnc
  4. Hello Segamega, first, let me thank you for your time! I really appreciate it. I've let all my stuff for people to know what sort of thing I tried... I guess it wasn't the best way, I' m sorry about that. I'll keep this in mind for the future. I've understand what you meant in your previous post about creating an active attribute. Basically what you've created the active attribute and set it to 0 so the gravity has no effect. I'm having difficulties when it comes to the DOP, Inside the sopsolver . What is the dop_geometry , impacts, feedback, relationship. I know it comes by default, but what is their utilities? Then the object merge, I guess it refers to the animated box and it says when this touches the points, activate them. Is there a way to apply the same technique to a glue constraint and break the constraints network according to a geometry? And emit debris from those breaking connections? Thanks !
  5. Wow, first of all thanks to you both for the quick answer! I appreciate it. I'm still new to Houdini, trying to figure all the secrets. I knew there would be problem with the my local files. I'm sorry. I've decided to start a new scene with pack primitive this time. I'm not too sure what I'm doing wrong. I'm not able to make my roof stay and my middle collapse. The effect I'm trying to achieve is a tree that's going into a roof. The tree itself collide with the roof making a little hole. and then the roof start to fall apart from that hole created. It doesn't have to be procedural. I can animate the parameters. I'm loading another scene file, this time without anything file read on my machine. I find this to be really heavy also for pack primitive. Anyway, thanks in advance for your time and your help. ARB_shot0010_roof_v23_SIM_PACKED.hipnc.hipnc
  6. Hi everyone, I'm having some issues with my RBD Glue constraint. I'm following the digital tutors course : "how to control your fracture in houdini" but I need to add an impact point to my current glue constraint that gets deleted with a color attribute. I've added my rigid bodie object and animated it but for some reason, my glue constraint keep my pieces floating after the impact. I'd like the impact to break the connection between the pieces and then my animation in the glue network to follow. I've added my scene to this post, hope you are able to read all the node. Thanks for your time , sorry if this is not clear. ARB_shot0010_roof_v10_SIM.hipnc destruction_002.avi
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