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char

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char last won the day on May 15

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  1. Cone Twist constraint Angle not working

    So mostly I was trying to wrap my head around how people move constraints around, or should I say pivots (video in the top of the thread on 0:40sec). I understand and already tested a sim where you have an object breaking and after passing certain threshold it changes to a hard constraint so you somehow get a metal bending effect. I don't understand how the logic works behind the example in the video (top of the thread on 0:40 sec), where the cubes are hitting the object and it's slowly going to a bend, breaking chunks away slowly, but not fully breaking. I have a bit of an idea how it is working but not fully. There is a lot of talk about dynamically moving each constraint into a new position after the hit but obviously trying to crack that bit of realism in simulations has been quite a trouble for me.
  2. Cone Twist constraint Angle not working

    Sorry if I am being a bit off topic here but can your test produce results similar to what can be seen in the thread below. I know I can just switch the constraints to hard to keep the shape but I can't seem to find any clarification on dynamic constraints apart from this thread which is still a bit blurry to my understanding.
  3. Slow down bullet bjects

    Would you mind clarifying what would the main difference between "set initial" & "set always" do in terms of forces over time. My understanding is that it might only affect it on the first frame of the sim and the other does it every frame? I may be hella wrong here.
  4. Looping POPsim

    this might help, second comment! I believe if you look into timeshift sop, you might find a solution with it.
  5. fit mass for bullet

    @3dome Correct, you must have overlooked it as you mentioned, under the Physical tab there is a tick bock "Compute Mass, a box to fill in Density and a greyed out option to fill in custom mass of an object. So my question for you would be, never having to use the presolve in rbd sims, apart from the pyrosolver, plugging the SOPSolver in the Presolve would essentially calculate the mass before running the sim?
  6. Constraints workflow for destruction

    http://www.appliedhoudini.com/
  7. https://www.youtube.com/watch?v=qXoSEnh94YQ
  8. Scale Pile of RBD Objects Over time

    https://vimeo.com/235303997 Maybe this will help?
  9. Just like kfu already mentioned, find a nearpoint with VEX (literally 3 lines of code and the documentation is quite helpful with this) and use that to manipulate your geo further on. The hit source like you said will stay the same so I'm not really sure why you need one frame only. With crushed stones, do you mean a crack in the ground or a particle sim kicking a few stones up when the arrow hits the ground?
  10. DOP in for-each loop

    Not quite clear without any screenshots what the scene actually looks like, second, I never saw the setup with a DOP in a for each loop so I'm interested to see what other people have to say about it. My first thought would be, why not use clustering for the simulation, rather having one big container for the solver, have multiple really small ones that suffice the simulation needs and not burn any unnecessary memory.
  11. Ground / Terrain Collapse Effect

    Really useful techniques right below in the link. All that's needed is to change the look your sim behaves, rather than pulling sideways, make it drop down from the centre outwards to the edges. http://www.appliedhoudini.com/blog/2018/2/16/rigids-iv-terrain-destruction
  12. creating noise in glue strength

    The way I used it was in a Primitive Wrangle. if(@Cd.r > 0.1){ s@constraint_name = "Glue"; @strength = 1000; } else s@constraint_name = "Hard"; Obviously this was using Red and Green color to set it up initially. There might be several ways to achieve it, but for what I was testing, it worked.
  13. creating noise in glue strength

    I was doing a similar thing not that long ago. I promoted the Cd attribute from point to primitive and used a PRIMITIVE Wrangle to set up my constraint attributes (which I'm guessing you missed as I can see the @strength in your POINT attributes). As mentioned above when Cd is on primitives just add a Prim Wrangle and do the following f@strength = @Cd.x. In my example I just used a paint node, used red and green color, painted areas where I wanted the glue to be strong and areas where I wanted it to break easier then did an IF statement in a wrangle just checking for the color on the primitive and if it was green = strength 1000, if red = strength 10.
  14. I kinda have the same issue, I gave up looking for a solution a while ago. I just think that's how resolution works. If you have settings set up to "HIGH DPI" under scaling, then surely, the screen with smaller resolution will have a bigger UI and the 5k screen will seem normal. If anyone finds a way around this, that would be great!
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