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  2. RBD Material Fracture Door hinges and constraints

    I don't want to sound mean or discouraging, but your network is a mess. It really does look like you have spent a lot of frustrating time working over and over it. I sympathize, I truly do. I've been there, many times. In essence you're trying to solve several problems at the same time. The easiest, quickest fix is to start with a simpler setup(s) to understand the essence of a constraint networks. In the attached file I've included a couple standard help scenes (I love the scenes included in the Houdini help docs and so should you) that should help you along. And I've included a quick custom setup showing the rbdmaterial fracture generated constraints. Do not use packed, you have to see your constraints previewed in red or they're not there, name your glue constraints "Glue" or they won't work. Best of luck! constraintHelp.hip
  3. Today
  4. Animate tank tread

    I'm trying to animate this tank tread but I'm really a newbie in animation can you help me ? thx hdni_tread1.hipnc
  5. I was playing around with an RBD domino setup and extended it to accept a graphics based image (i.e. logo) for input. The Trace node converts the image to the outline of the logo, which is connected to a CopyToPoints, to setup the dominoes. ap_logo_dominoes_071819.hiplc
  6. Mesh from Lines (leaf)

    Actually its not working for what I need. I need to have the exactly same edges, no more then what i have in the lines thing. Just like this (but this one is fake) so I can select the primitives individually to do some things
  7. Mesh from Lines (leaf)

    Nice, thx Atom (once again!) I like the one with the divide better since I need to keep those base lines
  8. MOPs Instances NON intersecting?

    Sorry about the late reply, didn't see this thread. You can send me MOPs questions directly, or ask on the MOPs forum. Relaxation is based on a simple spherical object radius, so if your objects aren't roughly sphere shaped you might get some overlaps. I'm not sure what exactly "didn't work" means in this context, but if you can provide a more detailed description, or better yet a HIP file, I could help you out. As MOPS instances are just packed primitives, the other thing you could try is to run them through a quick RBD simulation. Give the instances the point attribute `i@found_overlap=1` and then run them through a rigid body simulation, and they should separate.
  9. Mesh from Lines (leaf)

    Triangulate2D node can get you started, then you can play around with remeshing or poly reduce. ap_Leaf_v0102.hiplc
  10. for loop in vop issue

    hi,thanks for checking my file. The thing is when I write the same function in VEX, the result is more visible in 30 loop counts. As for the vop solution, it seems it stopped functioning after several iterations. I will put new file here when I get home.
  11. Hey, since I have my new pc I'm experiencing a weird issue : when I want to launch Mplay with a cached rbd simulation (around 80K pieces nand 190MB each frame) it takes forever to load frames and after 1 hour I only have 10 frames loaded. I tried to replace the pieces with points (with add sop) and MPlay runs very well, so I guess it's an issue with my GPU, but how can I fix it ? I checked in Houdini Preferences and its recognizing my GPU, I've reinstalled my drivers and blablabla but it doesn't fix anything.. I already tried to optimize Mplay following this topic https://www.sidefx.com/docs/houdini/mplay/mplay_optimize.html [www.sidefx.com] but it doesn't change anything. Houdini 17.5.258 GeForce GameReady Driver 431.36 Windows 10 1903 AMD Ryzen 7 2700X 64 Go Ram RTX 2080 Aero (MSI) Cheers
  12. Mesh from Lines (leaf)

    Sup guys, What would be the best way to create a mesh from these lines? Scene file attached Leaf_v0102.hip
  13. Hm...Thank you Atom. I will play a little bit with that. In an production example of course I have several different instanced objects but I think it should be possible to automate this technique somehow. Thanks again. Jon
  14. How could I emit pyro from particles?

    Turn the particles into fuel in order to trigger burn in your pyro sim. I think that would be done through rasterize particle SOP.
  15. I think the importer might need to support that feature. It looks like Houdini and Blender do not. They convert the instanced geometry to actual geometry. What is interesting, is if you load the FBX file using the File node, you get the associated @fbx_location, @fbx_scale, @fbx_rotation of each instance as a point attribute. This means you could locate the named instance items and reconstruct them. Or repack them to get their centers and redeploy. ap_restablish_FBX_instance.hiplc
  16. Not really, I think you can add a SOP solver in your simulation, combine the two with a Multi solver, then use object merge to bring the source geometry into the sop solver and do your further calculations there, just an idea. The Source is pretty intuitive if you dive into the documentations a bit : quote: Impulse creates a certain number of particles each time the node cooks. Constant creates a certain number of particles per second.
  17. POP - Several questions about Impulse Activation

    Great idea there, but to get the source @ptnum I would need to connect a Wrangle or VOP with Pop Source as input 0 and Pop Object as Input 1, and Houdini does not seems to let me do that (Connection to input 0 is the wrong type). The Impulse Activation and globally the Birth pannel is completly incomprehensible to me, even after seeing a few tutorials. I think I'm going to do a lot more tutorials before trying to achieve something by myself with POP Solver.
  18. I have two monitors side by side, with different resolution. The main monitor has the higher resolution, and this is where I usually start the ladder drag. Unfortunately, it creates this area on top the secondary monitor, over which the cursor jumps, and once it comes back on the monitor, the value has been altered as if it was a functional area of the monitor.. So the value jumps as is the cursor was dragged along the second monitor. I wonder if there is a way to mitigate the problem..
  19. for loop in vop issue

    You are doing the correct thing, but the result it not that visible after so many iterations. To check your "blur/smooth" after so many loops, open the geometry spreadsheet panel, and you'll see that the point positions are still changing after 3 loops. You can also verify by replacing the pig head with a 3x3 grid.
  20. Hi, This is a test export from 3dsMax. The Tubes are instanced. I can export them as fbx file and import them back into 3dsMax while preserving the instances, since fbx format supports instancing. Is there a way to import the fbx file into houdini and preserve the instancing somehow? I know instancing in houdini works very different, and with that example geometry it looks like it doesn´t make a lot of sense. But i also have to import more complex machines from CAD data and there it would be nice to have for example all screws still instanced. kind regards jon instance_3.FBX
  21. I want to do a for loop inside vop to update surface points position several times, it seems it always stop work at loop counts 3. Can anyone kindly open the file and take a look what I'm doing wrong, trying to figure it out all night with no luck forloop.hiplc
  22. Yesterday
  23. SHOUT OUT & Thank you to David CGMK: we have a new Houdini video posted by author David CGMK on our CGCircuit tutorial website, so if you were looking for a great "Intro to Terrains for Games in Houdini and Unreal" tutorial - check it out!! ; )) and thanks David CGMK awesome work! http://bit.ly/2jRl7ss
  24. Hello. Ive been struggling with this scene for a while and ive exhausted myself trying to figure this out. I would like to make a door explode, and leave some of the fractured door swing on its hinge. I would possibly like to destroy the rest of the house later. Ive been self studying for a while, and i understand how the constraint network in dops works, how glue and soft constraints work, but im unsure how to approach this effect. I think im doing the right thing in SOPS, but im not getting the results that i want. I understand adding the active attribute to the featured geometry to make an inactive area as well. I would like to do do somethging similat to this video with the door swinging by the hinge, as the remained of the door remains fractured. Look here https://www.sidefx.com/products/houdini/whats-new-17_5/ the video is at the "interactive RBD constraint" section. Some of my issues are; Why does the geometry fall when the sim starts? I understand that Glue is on/off, but i still have it fall once the sim starts. (not including the inactive area) How to constrain two objects? If i would like the wood frame to be glued to the wall, how can i do this? Is it just a matter of drawing lines (RBD constraints from lines) to connect the objects together? Ive also tried using geometry as constraints, with 0 luck as well. Should i just use an animated bounding box to make the area "active", and then have the sphere break the door? Or is there a way to have the door break, only where the sphere collides with it? I am familiar with DMM in maya, and im not sure if animating a passive/active region is the way to go, or is there a better method? Odforce_hinge_scene_zipped.zip
  25. Select area of mesh bounded by edge loop

    You are indeed a master. This is exactly what I'm looking for, thanks so much!
  26. Select area of mesh bounded by edge loop

    Edgecusp will split your mesh in two parts.Then choose the icon "select groups or connected geometry". Alternatively use connectivity and delete by class number or measure area. LOOP.hipnc
  27. LYNX | Free & OpenSource VFX Pipeline Tools

    Hey guys, just a quick update on the tools: All Houdini Assets now have complete Houdini native documentation available. LYNX_fabric has a new LYNX_fabric_color node to control the color/Alpha/width attributes in a layered based fashion. LYNX_fabric_resample (LYNX_fabric_thread uses this heavily) is up to 10 times faster & LYNX_fabric_weave up to 70% Full install instructions are now available on GitHub . The download is now also only via Github and not via my website anymore. Various bug fixes & performance improvements on LYNX_force_general, LYNX_fabric, LYNX_velocity.
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