
thejamesporter
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James Porter
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Hey guys, I want to shatter something x-number of times and put each piece in it's own, unique group. I've found the boolean sop set to shatter gives me the desired division result. But how'd I put each shattered piece into its own unique group? AND/OR With a clip sop, I can clip what I want then connect a group. But using a clip sop, I don't necessarily know a way to define how many times an object get's clipped. How'd I achieve either result?
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Get outline of polygon object
thejamesporter replied to thejamesporter's topic in General Houdini Questions
THANK YOU!!!!! -
thejamesporter started following Bending/Folding geo before breaking and Get outline of polygon object
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Hey guys, Is there a way to get just the outline of a given polygon object? For example, I have a grid, and I want only the points highlighted. What'd be the best way of going about this? Cheers, James
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Thanks guys, I like the idea of blend shapes more, to be honest. Am I able to 'swap' out the normal tube for the dented (assuming 'fractured' tube) in dops?
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Hey guys. Would love some opinions. I want to destruct a tube-like object. Rather than blowing it to smithereens like everyone else does on the internets, I'd prefer to have the geo bend/cave in on itself before breaking apart. I was thinking of dividing the tube into 6-8 sections, making an 'outer' constraint between those sections and then fracturing each section and making in 'inner' constraint network. The outer constraint network break apart/aim towards each-other/central point and as they're small pieces, it would assume some kinda bending look. Eventually, I'd activate the 'inner' constraint network which would break apart. Are there any examples of such a thing? Has anyone done something like this? Any tips? Thoughts etc. etc. would be welcome!
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Iterating through groups in for each
thejamesporter replied to thejamesporter's topic in General Houdini Questions
That is 100% what I'm looking for! Thanks, Jonathan! -
Hey guys, I've shattered a piece of geo using a boolean sop. I've then created groups from the four pieces. I then want to shatter each group further. So, I've created groups from the via an assemble sop, isolated the groups via a delete node, then unpacked to run a Voronoi fracture on that single group. As the assemble sop has given me named pieces (piece0...piece3), can I For-Each loop through unpacking, scattering etc and iterate through the pieceX groups? Can someone explain how? Thanks, guys!
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WOW! Amazing stuff!
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Hey guys, I've a question about setting up geo for a simulation. I want the tube to break away into four large pieces, which would break up further. I've 'shattered' this tube with a boolean sop, so I get the straight pieces I want. I want to fracture these pieces four shattered pieces further. What's the best way to achieve this? OR Is it better to fracture the entire tube in one hit and use a constraint to create the larger straight pieces? I'd appreciate some ideas. James
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Thanks for this!! The example file was a big, big help!!!
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Hey guys, I'm doing a small destruction project and I'd like a bit of advice.... I have a structure which is more or less made of two materials, stone and steel. The steel is the foundation and the stone is the actual 90% of the structure. Regarding fracturing/glue constraining this, do I: Have two separate Geo for each material or have one merged geo? Have separate Voronoi fractures for each material and merge them or have one Voronoi fracture and change the fracturing scale/points based off how the material would fracture? The way I want this structure to collapse, I'd prefer to animate my glue constraints. Is this a no-no? Or is there a smarter way (ie, with the increase in velocity, the glue's strength diminishes?) I'd love to hear your thoughts! Cheers James
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Ok guys, I'll update at some point this weekend and let you know how it goes!
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Yes, it would be plugged into the scatter...
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Hey guys, Help me understand something - I'm relatively new with Houdini and i'm tinkering around in my spare time. I'm learning about Voronoi fracturing. I have a grid (10 rows by 10 columns). Attached to that is a scatter node which is limited to only to a total count of 100. I'm looking to paint a colour onto the grid, so to the side, i've attached a colour node, turned everything black (0,0,0) and then attached a paint node. When I do this, crash. I've reduced the size of the grid, but it seems crazy. It crashes with such a small sized grid. I'm running Houdini Apprentice 16.0.504.20 on a 2015 Macbook pro. I should upgrade to Houdini 16.5 Apprentice, but something just makes me feel like this will not solve the problem.
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Hey guys, Is there a way to directly import BGEO's into Maya? I've seen a plugin floating around the internet, but it's so out-of-date the newer versions of Maya won't accept it. I'd prefer to do this rather than re-export an already heavy BGEO file, which will take time...