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Benyee last won the day on October 8 2022

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  1. you can try using ray SOP...cast the geo shape along ray dir to the destination surface,couple of times hope it helps conform_to_surface_with_ray_od.hip
  2. for giving you some tips I did some modification for the "plasticity" related parameters roughly you can see the related section about vellum cloth parameters in help docs for details and refine your mesh before sim I also think it's a good idea,just some suggestion,hope it helps Test_v2.hip
  3. you should update normal for each point after reaching 2.8 length,I used some simple matrixes to do that hope it helps N_direction_v2.hiplc
  4. in this case it seems delete polygon faces by point caused the probelm,to correct this,just run the solving of "broken" value over "primitive" instead of "point" hope it helps test_v4_rbd_test.hipnc
  5. try using sopsolver to allow custom attribute "broken" can only change once,and use it to override the orignal "__disconnected" attrib hope it helps test_v2_break_rbd_pieces_once.hipnc
  6. I think you can read in animated attribs in vellum sop solver as well using the similar approach,but somethimes the result may be different from DOP workflow's SOP vellum workflow is actually DOP workflow but limited by default vellum sop solver has no multisolver,so by default you can just modify data in vellum solver, but you can do it after vellum solver by bringing in multisolver animate_vgrain_pscale_v2.hip
  7. you can animate it in SOP and read it into DOP by either Geo Wrangle or SopSolver normally just as animating other attribs animate_vgrain_pscale.hip
  8. maybe it helps https://forums.odforce.net/topic/24830-flipgrains-interaction-setup-hip-file/?tab=comments#comment-144959
  9. I guess you meshed the fluid manually,you can try sampling v from the vel field instead of calculating it with trail SOP
  10. nice setup for wood fracture I did some optimizations for your scene,see the marked nodes for the rbdcluster node,you should check off the "fuse clustered pieces" since you have to make collision shape of each piece separately in dop,and so you should keep the original "name" attrib after clustering for the constraints,I split the "glue" constraint into 2,one is cluster inner glue(glue constraint) and the other is glue between clusters(hard constraint,to make the entire wood structure a little bit softer) and other modifications,for the bullet solver and setup for wood mass,etc,hope it helps Wood_RnD_Example_File_v2.hip
  11. def merge_multiple_objects(objs): obj_container=objs[0].parent().createNode('geo','merged_objs') merge_sop=obj_container.createNode('object_merge') merge_sop.parm('numobj').set(len(objs)) for i in range(len(objs)): relPath = merge_sop.relativePathTo(objs[i]) merge_sop.parm('objpath'+str(i+1)).set(relPath) merge_sop.parm('xformtype').set(1) #orgnize node positions pos=objs[-1].position() obj_container.setPosition([pos[0]+2,pos[1]-2]) sels=hou.selectedNodes() merge_multiple_objects(sels); you can try the script as a python shelf tool by selecting objects first, hope it helps
  12. I'm just taking this example to give you some tips,hope it helps creased_abstract_waves.hip
  13. that's tricky, and several weeks ago I used another approach for maintaining edge group on subdivided geo, hope there are some useful informations for you https://www.sidefx.com/forum/topic/85561/ cut_plane_with_edges_v2.hip
  14. try animating it in ChOP? right click on the parameter,motion fx/noise,hope it helps
  15. It might be a bug, your file seems to run well in newer version of h19.5 emit_balls_h19.5.346.hiplc
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