Hi there,
Quite new to Houdini and trying to create a simple setup of an emitter (lets say a sphere) which produces smoke (simple going upwards) and a box which attracts smoke and gets its volume filled in.
I know that someone did something similar in the past:
https://vimeo.com/223556457?fl=pl&fe=sh
So I am trying to re-create something similar with a simpler setup (sphere emitter and box attractor) with the latest Houdini using latest nodes.
I am able to create the sphere emitter (in Geometry -> Pyro Source etc etc) and DOP Network with Pyro solver and Volume Source emitter etc etc... but then I get stuck on how to make the smoke to be attracted to the box. I tried a few things but not getting the desired effect so far.
Any idea how I can do this please? Any help would be appreciated!
Thanks!!
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Hi!
I had a presentation on our Pax Dei world generation pipeline at the Everything Procedural Conference last April.
If you're interested in large scale game world generation, procedural techniques, Houdini and Unreal, take a look!
https://www.youtube.com/watch?v=Vlyt8lDx-Zk&t=5s
So I fixed it.
The issue was quite simple. There was no collision shape for this specific bone. I just had to click on it to create a coll shape, I didnt even resized or moved it. All those shapes doesnt look very optimized though, but it works well for what I need.
Ragdoll_0102.hip
here is one way
you can get bone weights as array using Capture Attribute Unpack SOP and then use VEX to create name attribute for bone with maximum influence
float maxweight = -1;
int boneidx = -1;
foreach(int i; float weight;f[]@boneCapture_data)
{
if(weight > maxweight)
{
maxweight = weight;
boneidx = i[]@boneCapture_index[i];
}
}
s@name = boneidx != -1 ? string[](detail(0, "boneCapture_pCaptPath"))[boneidx] : "";
then promote it to prim and split your mesh using Primitive Split SOP
ts_split_by_maxweighted_bone.hip