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skomdra

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skomdra last won the day on October 12 2020

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About skomdra

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    Drasko Ivezic
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  1. How to get pyro to effect an rbd

    You can merge two rbd-s into one solver and use advect by volume force to move the rbd packed prims. They should already have necessary constraints, if you prepared them with material fracture nodes.
  2. Collecting assets

    The easiest solution: from now on, don't have your textures and assets everywhere but put them in the project structure Houdini creates for you, from file - new project. Every pipeline has to be designed in advance, so you don't have these problems later. And for gathering the assets, it could exist a python script somewhere, I did't search for it. Try Render > Pre-Flight Scene and see where it takes you.
  3. Procedural tower

    I will try to open it and give you more detailed answer if I find time, but right now, from the top of my head, something like - using a base geo (box) separate side prims based on normal, on each prim keep just corner points, make two lines out of it, scatter points on each line, sort, group by range and create attributes to be able to use add sop to create lines as you want your planks (this is for diagonal ones, for the top ones you have to figure out yourself but it is the same principle). Then I would split each segment of the polyline and take it into a loop to make points and calculate the orientation based on coordinates of points of the line segment. Then copy-to-points the planks from megascans, using the orient to make them sit on the point which is in the middle of the line, but orienting following up vector and normal. I hope it makes sense
  4. Procedural tower

    What did you try so far?
  5. How to get pyro to effect an rbd

    It has to be packed geometry even if you use it in sop rbd solver (if that is what you ment) the solver will make it packed under the hood, there is no other way bullet would work. What is wrong with packed? In your video example they are pre-fractured and packed for sure. Do you need them to melt? Then you have to make a source of them and rasterize them as liquids, anyway, and use fields from the pyro to affect particles of the fluids and trigger different effects with it. It would be more clear if you specify what you want to do.
  6. Capsule collide

    I hope he is appreciated as well as you are
  7. Why do you need to replace the fractured geometry dynamically? The dop exports packed data which can be read in the sop network, either directly from the dop network or with the dop inport fields. Cannot you just replace one geometry with another with a help of switch node with some sort of if $FF > (yourstartofexplosion) and that way avoid to see the cracks prior to explosion?
  8. Houdini Muscle Simulation

    It could be even more worthy to try to build your own system with the new SOP rigging scenario? for the sake of learning. If there is no good documentation anyways. I would try to reverse engineer the current object muscle nodes, open them up, look what is inside and try to understand what is going on. Then list all of the conclusions and try to apply the similar logic in the new kinefx workflow. That is how you will learn what is behind, try to think like an engineer rather than just learn different tools and you will be far more equipped for all kinds of scenarios in simulating muscles.
  9. subdivide without smoothing

    You can use resample node for that.
  10. Bend a long box into an arc

    Bend sop?
  11. Heightfield Paint pscale?

    Hi Tim, no time to try but just a thought, you can use masks to drive colors of your final geometry, so that means you can have attributes on the convert heighfield node output to drive your scatter points via attribute transfer node. I would need to sit down and try, but I am pretty sure this can be solved without a problem.
  12. sweep operation

    If I need to pack I would do it after the sweep, because the sweep node takes curves/polylines to inputs and without those, it can't do the operation. If you pack your geometry, you packed also all the primitives and points, and the only way to get them to the input of the sweep is to unpack them. I am not sure why do you want to pack anything before the sweep operation, it is a modeling operation, so normally, you would not model with packed primitives. Packed primitives are useful when you have to use a lot of instances or in the rbd sims, where it is much more efficient to simulate points than the whole bunch of points in some dense geometry, which you would only need to have at the rendering time.
  13. Hi Dan. Not a crowd guy, but just a question, why don't you split your fbx based on @shop_materialpath and make separate agents? Isn't agent just a packed primitive? Even if your geo is binded on the skeleton it should still respect your selection based on the primitive attribute. But probably someone with a crowd experience should offer some advice here.
  14. Can we achieve this effect in SOPs?

    This can be done in sops. I have to think exactly how, but my guess would be, try with bend sop which has direction driven by noise, or I would try to do some sort of 2D noise displacement with a falloff attribute to keep the bottom at place and top part movable. This can be with lines and sweep nodes turned into geometry. Plenty of ways. But you have to dig into sops and experiment, first. Try MOPs, cgwiki, there are plenty of resources out there.
  15. I have to check exactly what you want to do, maybe make a small prototype and upload a hip file? But if you need it to update during time, then I think you would need to use a sop solver, which I am not very familiar with but it seems very simple to setup.
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