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About ronit1996

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    Ronit Sadhukhan
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  1. Rbd subfracturing

    why do you want to use constraints here? You can just subfracture big pieces and activate them in some frame if you want them to be separated from the big ones
  2. Scaling down soft constraints

    Hey guys, I have a mix of glue and soft constraints which switches to soft constraints once the glue breaks, I want to scale down each constraint primitives, I am using a facet node to make unique points then a primitive sop to scale them down (everything before the sim) but then inside the sim once the constraints switch to soft it goes back to its original length (i have restlength 0). I even added a sop solver and tried making the scale to 0 using primitive sop but it's not working either. Can anyone help a bit?
  3. Hi guys, I have a rigid body sim with constraint network, I want to access the previous frame and current frame data of the constraints (impact, forces etc) inside a sop solver in DOPs. Currently when I call the attribute in a wrangle from the relationship geometry node I don't know if it's current frame data or previous frame. How to get both the current and previous frame data in a wrangle in sop solver in dops?
  4. Pyro sim steppy look

    don't judge the look by seeing what you get in the viewport. I don't think you have lights in your file either, try doing a few test renders to see how it looks. For the viewport what you can do is press d while your mouse pointer is over viewport, go to texture, in the 3D texture section limit the resolution to 512 instead of 128, in the HDR texture section, change it to full HDR and see if that makes a difference.

    Use clustering to break the bigger chunks first then make the bigger chunks break into smaller ones, You can do clustering either in constraints or in pieces only.
  6. RBD material constrained to animated geo

    @tielax11 The box is constrainted to the moving ground only, that's why it is moving and breaking, as I said you can't animate the constraints in sop else it won't work that's why I did the moving ground separately from the constrained ground, here's the same file with less complexity to show you that the box is moving because of the ground. constraint_anim_to_dops_fix_2.hipnc
  7. Find collision particle

    @logix1390 There you go mate find_collision particle_ron.hipnc
  8. RBD material constrained to animated geo

    @tielax11 cool, I saw your file and I have made a version for you in the same file using the latest bullet solver node on sop, please check it out The secret is you can't animate the constraint geo in sops you have to put the animated geo separately in dops that isn't constrained. constraint_anim_to_dops_fix.hipnc
  9. RBD material constrained to animated geo

    I don't think, it'll work with an animated ground like that, when the ground moves the constraints will grow longer or shorter in the sop level to make sure they attach both the geo plus if you pass the ground in dops as "animated" it won't be simmed it'll follow it's animation and since the constraints are also growing and shrinking in sops it will do nothing. Also I don't think bullet solver updates constraint animation but I might be wrong. What you can do is try moving the ground like that with initial velocity inside dops or please tell the specific effect you want and I will give it a try and let you know the solution.
  10. particles on a deforming surface

    You can try using ray after a pop sim or you can do it inside pop sim with a signed distance field of the object and using the values to make the pop stick to the object
  11. Wetmaps are not visible

    Hello @digiartist, here's a simple wet map technique for you, I used your file just changed the final wetmap technique, you can ask if you have any doubts. wetmap.hipnc

    RBD material fracture is generally slow, although Sidefx has this new workflow I don't really prefer using this. It's not only about the speed but I feel it's hiding a lot of process that we used to do manually before which gave us a solid understanding of rbd workflow in Houdini and bullet solver. Coming to your problem if it's very slow try using different methods for fracturing, like booleans (rbd material fracture node also uses boolean under the hood in combination with voronoi) or use voronoi and try getting edge details using different methods, these should bring be helpful, also another thing that you can do is cache out the fractured geo in clusters or groups which is really helpful. Overall I don't like rbd material fracture node just because of this reason, if you want a lot of pieces it's extremely slow in home computers.
  13. Volume Source as Collision

    make sure that your v is going into the sim by the name collisionvel and the gradient is the value that vdbs have in them you need to put the value of collision as -1 in the volumesource node
  14. Hey guys I have a destruction simulation here and I want the smoke to collide with the debris, so i turned by pieces into vdb (as you can see in the first picture) and put it into fluid sim but it looks weird (as you can see in the second picture), half of the pieces are missing. This never happened in houdini 16.5 but from the 17 version i am having this issue, is there anything new that i am missing? I have also scaled the density to -1 because i am using vdb.
  15. How to reload .sim files

    Here's the problem, I am putting the last sim file in the initial state of the DOP network and it's even starting from that last frame but after 5 frames it's starting all over again.