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arjanM

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About arjanM

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    Arjan

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  1. Hi everyone, I am trying to set the values to a collision field in a gas wrangle. I am using the gas build collision mask node to create the necessary fields and then I am trying to set values with a gas wrangle. Is it even possible to do it this way? I have a example scene that shows how I set it up now, that doesn't work. My purpose for this that I want to be able to simulate a 2d smoke simulation and collide to an object on a different height for every voxel. I will eventually want a separate height field that will accumulate the density and this heightfield will be the Y position for the voxel to check the collision. I am quite new to smoke/pyro simulations, so this scene probably doesn't make any sense gas_collsion.hipnc
  2. Thanks for the quick answers. That is too bad something like this isn't supported. I am trying to make something like a curve that grows on a surface, so the position of the new point is depended of the last point. I want to use the neighbors function to check if there are points nearby so the new point will move away from the other points. Would it be possible to write the newly created point to a geometry file in the wrangle and then use that geometry file with the neighbors function? I also could just add 1 new point in the wrangle and put that between for loop network nodes, but that isn't as easy as putting everything in one wrangle.
  3. Hi, is it possible to access the points I create in a wrangle with the addpoint function in the same wrangle? I have an attribute wrangle that only runs once. Within that wrangle I made a for loop where I create points. Then I want search for neigbouring points within the points I created so far in the same loop. I could store the positions in array and loop through the array of the positions I stored so far within the loop, but that can get pretty slow. I hope I explained this well anough. I there any way to do this or should I have another approach for this?
  4. drag force makes my simulation explode

    I didn't even know about the geometry wrangle. Thanks that works very well.
  5. drag force makes my simulation explode

    Thanks for the quick reply. This seems to work great in my building scene. I also really wanted to have a drag on the rotation of the objects and that seems to be the problem. When I add a pop drag spin to the multisolver it will show the same behaviour as with the drag force. Or when I only use the drag force and I set the scale torque to zero it will work fine. Is there a way to get rotational drag on the packed rigid bodies?
  6. Hi everyone, I am trying to make a simulation of a building that get destructed. But when I add a drag force my simulation the whole building will explode in 1 frame. I doesn't matter what I do, as soon as I add a drag force, things explode. Even when I make a simple voronoi fractured box with a drag force it also explodes. I am still a beginner when it comes to rigid body simulations and I think I am missing some basic knowledge. Does somebody know how to proper use the drag force? Here is a simple example scene where you see the problem in the first few frames. When you disable the drag it will behave normally. dragProblem.hiplc
  7. Hi, I am trying to render a cvex volume shader as an isosurface, but it is very blurry/fuzzy and noisy when I try to render it. I am still learning houdini and put this scene together with information from the forum and tutorials, so I am probably doing something wrong. In my experience with mental ray or vray, a volume solid renders fairly quick most of the time. It would be really great if somebody maybe could have a look at my scene and see if it possible to get a more sharp and faster render? It seems like it still renders it as a volume, although I added the "volume isosurface" option to the render settings and set it on. The scene is made in houdini apprentice, so you will probably see a watermark in the render. In this scene I'm using a "volume sample from file" node, so to use this you have to export the volume with the file node in the "torus" object and select it in the two volume sample nodes . I tried linking the "volume sample from file" node directly to the volume node, but it didn't seem to work when I try to render it. thanks, Arjan volumesolidtest6.hipnc
  8. metaball as collision

    Hi, I want to use a collection of metaballs as a collision object for a cloth object. When I make the metaballs a static object, I need to check Volume Based Collision Detection to have an effect. But It will voxelize the metaballs to a volume and I need a pretty high division when I animate the metaballs. The metaballs have volume information themself, so it seems a bit useless to voxelize them for the collsion. Is there a way to have a collsion with the metaballs without making them into a volume, but using the volume data of the metaballs themself? thanks
  9. apply the magnet force on a group of points

    Thanks for the help Mangi, I will let you know if I find some other way to do this. greetz, Arjan
  10. apply the magnet force on a group of points

    That is too bad. I was trying to find a way to use the Finite Elements objects for character deformation purposes. As in this example I wanted to use the metaball muscles as a magnet force to push out the solid object so it will bulge like muscles. That is why I want the force to only influence the outer shell. In this way I can use the self collision and fat simulation from the finite element object in combination with the muscles. could there be another way to influence a Finite Elements object with muscles?
  11. apply the magnet force on a group of points

    In this test file I want only the points in the magnetGRP to be influenced by the magnet force in the dopnetwork. Now the magnet force is also influencing the points from the tetras within the shape. That is why the solid object is jittering. I only want the magnet to push out the outershell of the solid object. thanks, Arjan magnetforceGRP.hipnc
  12. apply the magnet force on a group of points

    Hi Mangi, Thanks a lot for your quick reply. What I meant was, to use the magnet force in the dop network. This would be a nice alternative, but I really want to influence the simulation with the magnet force, but only on a specified group of points. Is this possible? thanks, Arjan
  13. Hi, I am still learning the program and I came across something I can't find any solution for in the manual, but maybe I am lacking the basis knowledge. Is it possible to apply the magnet force to a group of points of a solid object or cloth? thanks, Arjan
  14. point expression counter

    I just need to count the points between one corner till the next. Maybe I try my question in the modelling forum. thanks for the help so far. grtz Arjan
  15. point expression counter

    Could it be, that it is not possible in Houdini, to store a value on a point attribute and access that value for the next point? Would that be because everything in Houdini is multithreaded and the point are not calculated sequential?
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