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Justin K

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  1. Import Caches into Dopnetwork to sim

    Thanks Florian-- That is pretty much what I am trying to do. Today and tomorrow I'll be working on some initial test solutions. Ill look into your suggestion. In the interim I will also try to assemble a simplified file that can be used for test purposes and post it here-by Thursday ideally. I'll keep you posted! Best, JK
  2. Hey all, Interesting situation I'm trying to solve here. I'm trying to set up a simulation that works in the following way: I have a branch of a tree that is covered with flower blossoms--currently no blooms have actually 'bloomed' yet. These flower blooms are a series of slightly varied wire animations that are cached to disk. Flower_Bloom_01.$F.bgeo.sc Flower_Bloom_02.$F.bgeo.sc Flower_Bloom_03.$F.bgeo.sc there are about 50 of these but that's the idea The flower blossoms are simple wire coils (running along the center of each leaf )--the geometry will be appended later. Because they are wire objects- they can be brought into a sim and then a sim can be run over them to give the flower blooms some more realistic gravity and the like. This is something we have already discovered works when we just have one bloom being brought into its own sim, done at the origin for simplicity. The issue at hand though is this: The flower blossoms are supposed to bloom when triggered by the simulation. When a bloom is activated, it should activate the cache that is assigned to it, and run the file cache. Once the file cache is in dops, it can be simmed over--with the start frame of the cache being used at the moment the cache is activated. Obviously there is a lot of other things going on here, but that stuff is manageable--this whole calling from cache thing is new to me though--im just hoping its a thing? So..... Is there a way to have a dop network trigger cached objects like this? Does anyone have an experience doing something like this? Bit outside my realm of experience here. I finally finished the growth algorithm that is going to trigger the blooming, took way too long lol, but at this point I am just looking for suggestions for how to approach something like this. If you need files or any more clarifying info, Ill be more than happy to provide it. Looking forward to any and all suggestions! Best, JK
  3. Hey, Is this gonna be a thing? Right now the latest compatibility is for Houdini 16.0......
  4. Hey! For the vellum solver, is there a way to control attributes like repulsionstiffness, repulsionweight, and attractionweight on a perpoint level? using vex I was trying something fairly simple--I wanted the repulsionstiffness to be higher when @P.y was greater than 2, and then much lower when the particles got closer to the ground, and was just using a pop wrangle and a condition. I did it both ways, a second sop solver with an attribute wrangle inside , and then just a wrangle directly input into the vellum solver. Both were a no go. I also noticed that I couldnt initialize the attributes beforehand and have any affect either :(. Any suggestions?-diviing inside the vellum solver I saw that these attributes are assigned via open cl--on that level repuslion stiffness was referred to as kr, is this perhaps part of the problem? Ive attached a file and a pic Thanks! vellum_issue.hiplc
  5. Thanks for that Mike, Its working well!
  6. Hey all, I have an interesting conundrum Im trying to wrap my head around. I have a suspended fractured object in a scene that needs to stay inactive until it gets hit by a collision object, then behave active as a group once any one of the pieces is hit. I have it working with a combination of the min_activation_impulse and a sop solver--all the sop solver does is sets the entire object to active once one piece is hit. The min activation impulse lets me set the object to static intitially, and then change over to active once there is some sort of impulse that hits the objects. The issue is now the constraints. The constraints make it so that there is a delay between the recognition of the update by impulse and the result of the solver-- its not until the object is hit a couple times that it becomes active, pieces can break, and it can fall overall. If the constraints are off, the min_impulse activation works instantly. It is only when constraints are on that I get the delay. Is there a workaround for this. Thank you! Ive attached a file. WHYWONTTHISWORK_UPDATE_NEW_ISSUE.hiplc
  7. Rotational Constraints for Cloth (Update)

    Just an update here--been working through the kinks --it seems the best way to accomplish what Im looking for is not within the context of the cloth constraints--but the wire solver area-- if you constrain the center of the leave cloth object to a wire object running along it (a series of constraints along its length), then the main animation of the leaf is controlled by the wire object skeleton itself. Works decently enough at this point--though the new rest position of the leaves is slightly different orientation wise than when the sim starts--which is expected and okay for my purposes. Im going to dump a fluid on the top of this now and see if I can combine flip as well. Here is the file as of now. Enjoy! test_v005.hiplc
  8. Hello all, Is there any way to constrain the rotation of a cloth object as well as its position? I am attaching three cloth objects to a wire solver-the cloth objects are small and shaped like leaves- a bit rigid form wise. They are being attached a branch coming off a stem. The wire and cloth objects are each being controlled by their respective solvers, and the relationship between the objects is set to constraint only (on the merge node). For the actual constraints, I am using the cloth stitch constraint (under the hood just a position constrain relationship-- with the crucial SBD relationship as well). I am just using the pivot point of the leaf to constrain each leaf to the perspective point on the wire. The solve is actually stable, the clothstitch constraint works really well to constrain the cloth objects to the wire, however this is position only--in fact all the SBD constraint systems seem to be position based only. A traditional rotation anchor is not recognized by the two parties here. Is there a way around this? Perhaps I could do something on a sop solver level if need be..... Ive uploaded a file. Thank you! test_v003_upl_version.hiplc
  9. Well....... I just restarted the scene. Now it is rendering without delay..............obviously doesn't help my case from a technical standpoint but its a relief nonetheless. I am using a mac pro (2013) 3 GHz 8-Core Intel Xeon E5 Memory 64 GB dual AMD Firepro D700 Ill keep an eye on the memory usage and general performance using the activity monitor if it happens again. Thanks for the help!
  10. Here it is-- the geo in question is red-- the other sop network isnt being rendered at this point Thanks a bunch wires_help.hiplc
  11. sure--its an indie file--will that work?
  12. sorry for the syntax--not using a delayed load procedural--just the IPR lag
  13. Thanks for the tip. Im attempting to implement what you have recommended. I have promoted a couple parameters from the noise (freq, amp, etc). Even when they are promoted I still get the notification in the render view for 'generating scene' though, and there is no real speed increase. Is there an additional step I am missing? I did notice that if I switch to a shader such as the clay shader, and played around with values (say changed metallic from .4 to .1), the delayed load time (if I can call it that) is still the same, and I am still getting the same notification generally. Out of curiosity, when you are playing around with values within a shader--say the clay shader, and changing a value like the ior--do you also get a pause between render initialization? were talking a long pause here too--on my mac i get the little rainbow circle for a couple seconds before I can even touch the software again. ..... Im a bit perplexed-- I havent used mantra much since houdini 15, but I dont remember there being such consistent delayed load times..........in fact in the last couple minutes while looking through a few older tutorials--such as one by rohan dalvi when he was building shaders-- he is not getting this delayed load issue and he is changing parameters very quickly----. Thanks again!
  14. Hey all, I have a general question about Mantra. I am currently trying to build some simple procedural shaders using mantra. Something that is a bit frustrating is the delayed load time. Essentially my scene is freezing for 1-2 seconds everytime I make a change to a parameter on the Mat level. Is this just something I need to get used to? Or are there ways make the shader to compile faster. The actual speed of mantra is not a problem at all, but this compile delay is making look dev a bit of a slow process. I have tried increasing and reducing the number of threads, reducing the pixel samples below the default, etc. My scene at the moment is incredibly basic, it has no lights, and a simple material shader with a noise controlling its color- not even a displacement being applied at this point. Any tips would be helpful! Thank you!