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julian johnson

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About julian johnson

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  1. PolyBridge in For-Each Loop

    Does this do it with PolyBridge? No for loop required... MOD_Hex_Offset_01_bridge.hipnc
  2. This is a very rough hack of your straight setup but might give some ideas - you'd have to set your own scheme for how to create the curved paths and where to generate the offshoots...in this example it's very rudimentary. Intersecting_Lines_with_curl.hipnc
  3. Vellum hair - custom attribute for bendstiffness

    Not quite sure what effect you're going for, so I may be completely minsunderstanding your setup but it looks like i) your limpHair attribute was a point attribute which really needed to be on the constraint primitives and ii) your Sop Solver was not acting on the Constraint Geometry (and also not really transferring the limpHair attribute over to stiffness. I've changed all of that so at least you get a 'reaction' to your growing @wet attribute. As I said, may not be what you were after.. FurSetups_v003.hipnc
  4. Neighbour count doesn't seem(?) to work?

    Make sure in your countneighbours vop you plug in OpInput1 into filename like this:
  5. Project points on geo

    Added projection from the top...lidar_test_intersect2.hipnc
  6. Project points on geo

    I wonder if intersect_all() would give you what you need.. lidar_test_intersect.hipnc
  7. question for pcopne() function

    In your current scenario I think each point in your grid is doing a pointcloud lookup on the single point in input 2 and if it is in the radius will always only find 1 point. I think you need something like this which only does the point cloud lookup once in detail mode. Scott82N_detail.hipnc
  8. This will split at the length along the curve you specify with a given doorway width. I think you could easily refactor to use percentage of length... splitbylength.hip
  9. RBD material fracture wood - break soft constraint?

    I think the shelf tool is fine - you can put the constraint network above the rigid body solver if you want. The error you get, I am guessing, is because you need to turn 'Attach Internal Constraints to Object' on the Constraint Network node to 'Off'. Having read the help on that option at least 50x I still have no idea why or what it means in practice but it does work if you turn it off :-) glue to soft above.hipnc
  10. RBD material fracture wood - break soft constraint?

    Here's one way - a solver on the constraint geometry to remove each soft prim constraint based on either distance, impact, force, torque etc. (In this case distance). glue to soft.hipnc
  11. UV to mesh with matching prim area

    @P *= sqrt(scaleFactor); I think if you double the scale of something you quadruple its area... Edit. As Tomas just said!
  12. 'Dart throwing' algorithm

    I think this is as simple (and naive!) as multi-radius dart throw gets. No space partioning, no optimisations. Simple raw dart throwing. The image below took 2 minutes to cook. There are much better ways via relaxation, rigid bodies, circle packing etc. Many of them are on this site I think. dt.hipnc
  13. Updating RBD constraints from deforming geometry

    Using the fact that you can only really rotate one of the anchors per constraint polyline here's the pighead with just hard constraints rotated to look at the world space anchor. Can't quite work out how to get the initial orientations to flow through to the start of the sim yet. anchors and orientations_odforce4.hipnc
  14. Updating RBD constraints from deforming geometry

    Just a small followup to the constraint orientations thing. It looks like the orientations of both points of the polyline are co-dependent(!). You rotate one and it rotates the other so any tricks involving animating the constraint orientation can only really work if you only rotate one of the points otherwise they just 'fight'. That said, the attached scene shows rotating only a single point per constraint working for rotations about Y and Z but it looks like X rotations are possibly bugged (there was a similar bug a year or so ago) where the rotation is doubled up on the non-animated point.... anchors_orientation_bug.hipnc
  15. Updating RBD constraints from deforming geometry

    Hi Henry, been wondering the same thing. Can't really help you with your scene but I do have a testbed scene where I've been trying (and failing) to understand the relationship of the orientations of the constraint points. Without any documentation it empirically looks like the world anchor and the position anchor have a pseudo 'child/parent' relationship but with the weird twist that the 'child' seems to have its orientation inverted relative to the 'parent'. I don't think I can explain this very well and I may well be barking up the wrong tree but the attached scene gives a few examples of how the two constraints might be related. (At least in terms of orientations but perhaps only for world to point pins). Needs a lot more testing. Feels like the Y axis of each constraint point's orientation is pointed towards the alternate constraint point along the tangent of the polyline. I'm sure it would be a different scenario with non-world space anchors as well. anchors and orientations.hipnc
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