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char last won the day on May 15 2018

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  1. Glue bullet

    So that specific line just gives the constraint an extra detail how to behave. It can either be "all", "position" or "rotation", I think they are pretty self explanatory. No problem, glad it worked!
  2. Glue bullet

    Pozdrav Nejc! So I had a look at your scene, I can't upload the solution but I can tell you something was bugging Houdini. I got it to work fine now. What I did was : 1 . I added a fresh constraintnetwork & glue node in dopnet. 2. I added a "s@constraint_type = "all" in the wrangle before CONSTRAINTS null outside the dopnet 3. I tested if "myGlue" name was bugging, replaced it with another name, but it seems to be working now with your original one. 4. I rearranged the flow of the nodes in your dopnet so it follows more "standard" rules. RBDPacked -> Solver -> Constraint Network -> Merge in ground plane -> Gravity (I don't think it makes much difference but I wanted to be sure) 5. Made sure connectadjacetpieces is actually creating connections between pieces. Always make your constraint node visible when debugging if it creates glue between pieces as you can see red wires created in your DOPNET when viewing objects in wireframe mode. I can upload the scene when I get home as I'm on a secured network right now!
  3. create Tornado

  4. Help! to vex

    Can't you just simplify this like shown below? I assume you already set the color of the objects to red before starting the simulation and you just want to change it when they hit the floor. if(@hit_total > 0) { @Cd = set(0,1,0); } Let me know if it works. Can't test this as I'm not behind my Houdini desk.
  5. Wind Tunnel

    I think the Volume Visualisation / Volume Trail might be something to look into, you can trail the velocity in your sim and based on color see where it peaks and where it's the lowest.
  6. 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.
  7. 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.
  8. 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.
  9. Looping POPsim

    this might help, second comment! I believe if you look into timeshift sop, you might find a solution with it.
  10. 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?
  11. Constraints workflow for destruction

  12. https://www.youtube.com/watch?v=qXoSEnh94YQ
  13. Scale Pile of RBD Objects Over time

    https://vimeo.com/235303997 Maybe this will help?
  14. 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?