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About Marcocheng

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  1. Wow, that's exactly what I'm looking for! But I don't understand... Why using a pop emission make constraint works?!What's the mechanism behind it? Also, I see you pre-record (in wrangle) the @pivot instead of using the default RBD center mass option. Why did you do that? Thanks btw. YOU MADE MY DAY.
  2. Hello folks, I'm working on an RBD simulation that needs constantly spawning packed geometry over time. Simply add $F in the creation frame to create a specific object every frame. The spawning overtime setup has no problem at all. By simply add a connectivity sop and delete sop. But then the problem came while creating a constraint so each piece generated per frame can have their own glue. I've tried to force "overwrite with SOP" to load constraint every frame but no good result and go crazy. Any way to solve this particular situation to generate proper glue constraint to make it works? any tips? Here's the file. Constant_Spawn_COnstraints.hip Thanks a lot!
  3. animated Alembic switch to RBD Sim

    I didn't dig into your file yet... I think you can inherit the point velocity then create RBD object at Frame 713. After your sim is done, add a merge between sim and your alembic. Not sure if it suits your case, I will check the file later...
  4. How to shatter animated objects?

    shattering_animation_Solution.hipnc Here's the solution. I don't check your simulation land. Just the fractured land. The red part was what I have added to your node graph. The green one is optional. Cheers
  5. Boolean shatter troubleshoot - failed

    Hello folks! I have a pre-fractured piece which is a watertight mesh (from the previous simulation) and cutting plate (grid with noise) and planned to do a secondary fracture. Direct boolean fracture is failed to cut them apart. Meanwhile, when I VDB remesh the pieces before boolean fracture it works like a charm. Here's the network. Fracture result: LEFT(VDB remesh before shatter): The cutting is working as expected. Mid(Regular remesher before shatter): The cutting is not working at all. Right (Original pieces): The cutting is not working at all. I tended to use the original pieces as I want to have the original UVs. But the fracture is failed. Any tips to prepare pieces to fit into boolean shatter tools? What's actually causing the problem here? Thanks! File for troubleshooting:Booleanshatter_TroubleShoot.hip
  6. Hello folks! I'm trying to do some collision geo decomposition using Voronoi fracture (second cut) to generate a Bullet decomposition mesh but unfortunately, Houdini became no response to the infinity. The ram shows I got plenty of space left and the CPU usage turns down from 50% to 8%. Here are the steps: 1. I use a Voronoi fracture to frac hero pieces (a thousand pieces, some of them are not fit into convex hull shape) 2. I fracture them per piece with another Voronoi to decompose a geometry 3. Single-pass preview is fine for me but then when I do it for all then Houdini froze half way round and to clue what does it cause. Here is the network: (I've try both single For-each loop or Compile-For-each loop combo, both fail at the middle) For-each loop stop (Houdini freeze after processing no.199 piece) and I still got plenty ram and computational power Here's the file to help diagnostic. Thanks a lot! VF Problem_HIP.7z VF Problem_HIP.7z
  7. Smoke Cannot be seen in Simulation!?

    One possible reason (assume you make everything correct in SOP, grid size and volume injection), try to toggle solve on creation frame (in pyro solver) so the smoke can initialize in the first frame. but again a file is better than nothing
  8. Smoke Cannot be seen in Simulation!?

    Can you post a simplified hip file so that we can analyse it better?
  9. How to emit smoke from fractured objects

    Source from debris than using those points as emitting pyro. Sure you need to inherit velocity.
  10. RBD Glue constraint jitter non-stop

    Hi I think the model didn't intersect with the ground initially. The model drops at the beginning. The result seems to be better after increasing the rotational stiffness. In geo spreadsheet, i can still see the V and W jittering (very slightly and non-stop)... The look is okay but not good when you see the data
  11. RBD Glue constraint jitter non-stop

    Hello guys I'm just doing simple RBD sim and basic glue constraint network relationship. As usual, connect adjacent pieces. When the RBD packed object drop to the ground the object spin around like crazy. Even do some parameter tweak still you can see velocity is non-zero after the object reach the ground and keep shaking after hundreds of frame Here's the file RBD_Simple_Jitter.hip Can anyone tell me what may cause this issue? THanks!
  12. [SOLVED]Lossing Rest field after converting VDB

    correct. Since i have pre-roll in my sim, you definitely need to copy your creation frame number into rest field offset.
  13. [SOLVED]Lossing Rest field after converting VDB

    Thank you Tomas. Prehaps starting frame not equal 1 causing the empty rest field result? PS:emm i found offset the rest field works fine, thanks again!