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MidshipCC

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About MidshipCC

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    Peon

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  • Name
    Nolan Burban
  • Location
    Paris
  1. Wire and RBD Packed Constraint network

    Tried it and it works great ! Many thanks, I'll just have to tweak the parameters of the simulation to make it look nice now !
  2. Wire and RBD Packed Constraint network

    Ok great, thanks for your answer ! I' ll try that tomorrow
  3. Wire and RBD Packed Constraint network

    Thanks a lot ! That looks exactly like what I want to do. However I'm having a little problem, since the geometry I want to simulate is very detailed (a few hundred thousand points) and it takes forever to simulate in vellum as a cloth. In RBD I'm not having this issue because it only simulates the convex hull, and if I want I can simulate a simplified geometry and use a copy to points after the simulation is done to retrieve the hi-res version of the geometry. I've looked a bit but I can't find a way to do this with vellum. Do you know if there is a way to do so ? The idea would be to retrieve the results of the simulation as a cloud of points, each of them representing one of the spheres with its position and orient attributes, and then use a copy to points to paste the detailed geometry on the position of the spheres.
  4. Hello everyone ! In order to model a ceiling mobile (such as the ones in a baby's bedroom), I dived in the depth of wire objects, and I feel like it is much less intuitive than the usual DOP workflow. What I want to do is to tie certain objects (in my case, that would be origami birds modelled with the help of the amazing entagma tutorial from last week) to wires, which are tied to a static wooden part. The part where I'm having issues is when it comes to tying together the solid objects (which come as a RBD packed object) to the wires. I've tried several methods, all of which have failed me for now. 1. I tried using the SBD pin constraint from the Wire shelf. It kind of works, but I still find it very hard to control, and it is impossible to simulate the physical behaviour of the whole system (I have to simulate the RBD packed objects separately, and tie the wires afterwards). 2. I tried the more classical RBD approach, using constraint networks. This is the approach I would prefer, since it allows me to simulate the full system. I have set up the constraints using a Connect Adjacent Pieces SOP, which I modified a bit to add the anchor_id attribute on the constraint points. All of my pieces, whether it be the RBD packed object or the wires, come as separate objects with their own unique names matching the name specified in the constraint points. However, when I play the simulation, the constraints do not tie the objects to the wires, and the wires go wild while the RBD packed objects fall due to gravity. 3. I've started looking at Vellum and other cloth simulations, but I'm very new to it and it doesn't seem to integrate very well to RBD workflow which I'm used to. I've attached a hda with my project file, where I've replaced the bird objects with polygon spheres for simplicity. (It still doesn't work when I play it on my computer) If anyone has the time to take a look at it and tell me what I'm doing wrong or put me on another track, I'd be super grateful ! All the best, Nolan Constraint_Wires.hdanc
  5. Voronoi Fracture Create Artifacts with Concave Geometry

    Thank you very much ! I searched a bit for where the problem was coming from, and it was indeed stemming from the base geometry. It was created using a C4D boolean, which doesn't automatically stitch together adjacent edges. I modified it, and now it works just fine. Out of curiosity, if I wanted to close the hole by stitching together adjacent unshared edges, is there a node that can do that inside of Houdini ?
  6. Hi everyone ! I'm having issues with the voronoi fracture on concave geometry. I'm trying to fracture a pillar which was created in C4D. To do so, I create a VDB and scatter points in it, then I use the Voronoi Fracture SOP on the base geometry. It works quite well overall, however on some curved concave areas the voronoi fracture fills the area, which I would like to avoid. I attached images to the post; on the second picture the darker parts of the fracture fill the hollow space. Does anyone know how to fix this issue ? Thanks ! PS I have not attached the .hip file since it's based on a heavy alembic file, but I can do so if necessary.
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