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About Sabes

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    Sebastian Pienta
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  1. Vellum grains problem

    Hello friends, I just try to build up a little rbd-vellum grain scene where some geo is interacting with the grains. So far so good. The meshes interact with each other and the solver works. BUT I have no clue why the grains start collapsing in the first frames when starting the simulation. It seems that there is a particle separtaion between the grains that is presolved first or before everything else happens. Does anyone know a solution how to fix this issue or give the grains a "sleeping state" before it collides with the geo? I already tried the popawaken after the vellumsource but with no effect. Thanks in advice, Sebastian vellum_grains.mp4
  2. RBD problem with breaking objects

    Worked, I was dumb and placed the wrangle at the wrong position. Have tried this solution earlier. Thanks for your quick help!
  3. Hello friends, can anyone tell me if the general workflow to cluster pieces on a e.g. wall is correct in my case? I simply want a sphere smashing trough that wall and break some clustered pieces off. Is there an more efficent way to do it? Another thing that bothers me: Can anyone tell me why my wall is moving in the simulation? Looks like it is slowly falling through the ground. I can't find the solution by myself. Hope someone is able to help and give a little info about this. Cheers and thanks, ebastian Wall_struggle.hipnc
  4. Hey friends, I'm pretty new to Houdini but I'll try to ask you my question in a hopefully understandable way. Can anyone tell me if my workflow is right or if I go the totally wrong way with my thoughts by challenging the task of placing different objects on a surface. I want to achieve something like macro-shots of a beach/sand. Means I want to model different assets and scatter them on a surface with different rotations and scales. They also should not interact with eachother by obtaining a certain distance to each other. Things I have done so far: - procedually modelled 6 grain-assets (lowpoly, about 3k polys each) - grid displaced in Y-axis with mountain - scattered points on the surface My thought is to scatter 6 different seeds of points to the surface and give them different values of Cd and pscale. After this process I want to merge the points into one "point-container" and scatter instances of the lowpoly meshes at the diferrent color-locations. I heard something about the copy-stamp operations but I also heard that this is way more inefficent by using computer-performance than other solution. As far as I know Houdini offers pretty solid graintools. Is there any way to hook up my own grain-assets in this shelf-tools? I tried it for some while now and didn't achieved a solid workflow. Is it possible to make something like a thin layer of sand on a surface without interacting geometry, because I don't need them to be animated in the full space yet. Thanks, Sebastian
  5. Parametric Modeling problem - simple question

    That works fine for me! Now I know how to achieve the grouping of the seams to use it for the bevel. Thanks for that knowledge! This is such a great forum with a lot of talented people!
  6. Parametric Modeling problem - simple question

    Here we go. As I said. I just want to make the bevel on the edges... even if I change the rows on the sphere. (increase the tubes)... The bevel should also work with an adjustable tube-intersection-count. Lamp_03.hipnc
  7. Parametric Modeling problem - simple question

    Hm, ok...I see. But isn't it possible to take those edges and say via grouping and a boudingbox that those "seems" should be beveled? Tried something like this here:
  8. Hey friends, for me as a beginner in Houdini it's complicated to understand what Houdini tries to tell me. Maybe someone could help with one sentence. I'm simply modeling for training purposes and try to make some parametric holes into a curved surface. Cylinder+Sphere -> extruded with back -> tubes intersecting! The Tubes intersect with the geometry as I want them to. It's also possible to add and decimate the number of cutted holes by simply adding rows to the connected geometry. So far so good. But in the next step I try to give the cutted holes a bevel at the edge. Houdini shows up an error! What does this error mean? How can I achieve beveling an edge when working with parametric models? I tried to convert it into a vdb but the resulted mesh looked terrible! Cheers, Sebastian
  9. Center of Mass Problem

    Hey marty, I found out that the bullet dynamics makes a bounding box around the complete mesh. Had to change the dynamic to RBD and merge the tires with the cars body and it seems to work now. Is there an easy way to group different parts of a mesh for dynamics on object-level? Because a problem was that when I was importing my mesh into the scene, the complete car broke into pieces (I still don't know why and how I fixed it. I think it was inside the cars SOP in the assemble-node). Any suggestions here? I'll link a screenshot of the car node-setup. Maybe this helps.
  10. Center of Mass Problem

    Hey marty, thanks for the quick reply. But is there any way to show the pivot that I'm moving after disabling this both options? I did that already and my car started to spin.... Maybe this indicates other problems I should solve first?
  11. Hey people, I heard this forum has a lot of really talented and technical oriented people who can help me out of my problem. At work I have to do some research and create a little scene where a car SLOWLY falls down a cliff. Imagine someone would push a car down a hill without a driver and it falls down to hell. So as a Houdini-Newbie I imported an OBJ of a car and declared it as an RBD-Object. My simple-geometry-plane is a static object. Through the gravity tag my car "rolls" down that hill and jumps over the cliff. But there is one problem. The center of mass should be more in the front of the car. Is there any easy way to move the CoM-point to the position where the engine sits? I tried different things like pushing the pivot aso. but nothing worked. It seems like Houdini tries to calculate the center of mass in the Object-Level with a bounding box and ignoring my custom moved pivot. Is there an easy way to define an exact point, where my center of mass is? Or is there any way to show it at least? My goal is, like you will see in the screenshot, that my car falls down a little bit faster in the front. Like it would behave in real world. Now it is pushing itself over the cliff until it gets over the center point of the OBJ. Thanks, Bastian