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freax

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About freax

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    Moom
  1. Hi folks, I'm having a bit of trouble with exporting an array of integers to alembic. When i create an array on the geometry and export it to alembic and import it back into Houdini again, the array is changed to an integer with the value of 0. Even if I fill in the attribute name in the ropAlembic node at the `detail array attributes`, it's converted to an integer again. Is this something alembic can't handle or am I doing something wrong? I'm totally confused right now! Hopefully somebody can help? Thnx!
  2. Create wires dynamicly

    Yes you're right. I wrote this message when I was a bit in a hurry. I should have take a bit more time to make it more clear! I threw away what i had got before and try it with the wire solver again. But feel free to give advice to do it completely different if it is easier! So my idea is... - Create wires if the points are in range of another surface - Add those wires to a simulation every frame (wire solver or pop-grains). But they need to be updated/imported every frame since new wires are created on the moving geometry. This is what I've got so far as a basis to work with. (I've added this hip file as an attachment) To make a bit more clear what my idea was. I wanted to add on every frame where a new curve was created, add it to a wire solver. But if i set the creation frame in wire object on $F to import every frame, it creates an wireobject as well for every frame. But I think that this makes it very hard to create constraints to stick it to animated mesh, right? The other idea was to do it with grains like in the tutorial of Entagma. But after all, that didn't bring me anywhere. But I might be doing something completely wrong. To be honest... I really don't know witch way to go to achieve this effect and what the right direction is to go! Hopefully somebody can help. By the way.. The reason why i want to simulate it is that in the end I want to break the wires if they are above a certain length threshold. But that's another story for the future! Thanks in advance! slimeWires_v03.hip
  3. Create wires dynamicly

    Hi everybody, At the moment I have a hard time with creating wires dynamically during simulation. (I want to create slime strings between objects). At first i tried to do everything with the wire solver, but this didn't work since it was importing the wires every frame over and over again. After watching this tutorial of Entagma (http://www.entagma.com/connect-the-yarns-with-the-pbd-solver/) I tried it with grains. The difference with my setup is that i start without any geometry in the scene. So it doesn't evaluate the geometry wrangle. Am i right? Do you know if there is a way to force it to evaluate the geometry wrangle? The thing is that if I source geometry it works as it should, but that's something that i do not want. There should be a way to do this, right? But i definitely don't have enough knowledge about the Dop networks and how this all works under the hood. So if you have a tip to understand better how to handle all the geometry in the dops, that would be nice as well! If somebody could point me in the right direction that would be great! Thanks in advance!
  4. Constraints not breaking

    I think i needed a good night of sleep to know what was going on. It makes sense now! It was because of the `overwrite with sop` parameter on the constraint network node. For the breaking part it shouldn't overwrite with the sop because I wanted to update them with the sopsolver. But for the pull constraint i wanted to overwrite with sop because that's where the animation was. Makes sense! I never gonna forget that anymore.
  5. Hi everyone, Currently i'm running into an issue where my constraints aren't breaking. I spend a while on figuring out why it doesn't work and I still don't have a clue what i'm doing wrong. My setup at the moment is that I have one curve with 3 constraints 1 hard constraint to keep the wire in place. 1 spring constraint that is pulling the wire down (This is a placeholder for collisions later on. It's just there to apply a force for testing). 1 spring constraint without a strength to measure the angle between the tip and a point somewhere on the curve The thing is, when i put them all in one constraint network and break them based on the angle, nothing happens and i couldn't figure out why. But when i put the spring constraint that is pulling the curve, into another network the breaking works! Is there anybody who can explain why this is happening? Why wouldn't it break with all the constraints in 1 network? Is it because i pinned one of the points of that constraint to a wold position instead of a point on the simulation geometry? That's the only thing i can think if that is different than the other constraints. Thanks! break_constraint.hipnc
  6. Hey Odforcers, I'm quite new here and have a question for you guys! Currently I'm working on a tool and the basic idea of the tool is that the user inputs some curves, is able to create tweaks on the curves seperatly if they want to, and after that, i will do some other stuff with the curves that is not important right now i.e I want to give the user contol over the color of the curve based on a ramp (user input). So in the parameter interface, I created a multiparm folder with a ramp in it. This way the user can make let's say 3 color ramps for 3 curves. The idea was that i created a for loop, with pointvop (witch sets the color ramp on the points), and based on the loop iteration a different ramp from the controller is used. (I hope this clear for you?) This is where the problem get's in! I have no idea how to reference the ramp values from the controller. In the example file is a test with just a single color, witch works fine! But I get stucked when I try it with a ramp. So my question is, is there a way to connect the ramp attribute from the loop to the ramp in the controller? Or otherwise, how would you deal with the issue if the user should have control over separate objects? Al the help would be very welcome! Thnx! colorCurve_example.hip
  7. Hi, I have a question about copying velocity's to a flip simulation. I want to create a specific shape in the motion of the fluid. The only way I can get close to that at the moment is to source(copy) a generated velocity into the flip sim. That's because when I add the velocity, it overshoots too fast and I can't get that specific shape out of it. The only thing with copying the velocity, is that it copy's the velocities with a value of 0 as well, so the flip is completely at rest. I was thinking that this could be fixed with a mask field, but it doesn't seems to work as I expected. Is there anybody out there who can tell me what i'm doing wrong? Or other suggestions to get that result would be welcome as well! Actually, any help/advice would be appreciated! pumpVelToFlip.hip
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