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woodenduck

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woodenduck last won the day on June 16

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About woodenduck

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    Joe
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  1. house collapsing

    Setting glue strength to -1 will make them unbreakable.
  2. house collapsing

    This video has everything you need to know to achieve that effect. If you jump to around 46:30 he demonstrates overriding rigid body activation with constraints. https://www.sidefx.com/tutorials/h13-masterclass-bullet/
  3. house collapsing

    There's a lot more to it than just using metaball force. What aspects in particular are you trying emulate? If you just want to know how to initialize forces in the simulation, it all comes down to "v" on the points. Which can be controlled in all sorts of ways.
  4. RBD Jittering Velocities

    One thing you could try is to measure the length of the velocity and if it's below a certain threshold, you can multiply it down per frame until the objects come to a stop. Add a pop wrangle to the third input (post solve) of a rigidbodysolver with something like the following... if(@Frame>24 && length(@v)<10) { v@v *= 0.5; v@w *= 0.5; } You may want to substitute the various thresholds for variables with parameter sliders for quicker iterations. if(@Frame>chi("frameThreshold") && length(@v)<chf("speedThreshold")) { v@v *= chf("velFalloff"); v@w *= chf("velFalloff"); } This is far from a perfect solution but can be useful in certain situations. WD
  5. Rohan Dalvi gives some tips on how to control particles in a similar sort of way in this video -
  6. Emit Between range (scene attached)

    if($FF%23<3, 1, 0)
  7. per shader emission AOVs

    I think what you are after might be called "indirect emission" in Houdini. On the Extra Image Planes Tab, if you scroll down to the Extra Image Planes parameter and hit the "+". Then in the VEX Variable parameter enter "indirect_emission". I think that might be what you're looking for. To get the emission per object you will have to render them separately. Cheers, WD
  8. per shader emission AOVs

    Mantra/Images/Extra image planes/Surface emission color
  9. For loop expression

    If you are inside the loop and accessing an attribute which is outside the loop, it won't be updated with the results of the processes inside the loop. Doing it inside an attribute vop like that is a lot more fiddly. I would just run that vex code above, to get your attribute values and then feed that in to the vop to do your various noise calculations. Sorry, but I can't upload any files at the moment. I'll try to put something together this evening.
  10. For loop expression

    Not sure I understand what you're trying to do. Can you post a hip file?
  11. For loop expression

    Hit the Create Meta Import Node on the Block Begin node and plug that in to the 2nd input of an Attribute Wrangle. Then loop over the geo inside the forloop according to the number of the iteration. for(int i = 0; i < detail(1, "iteration", 0)+1; i++) { f@myAtt /= 2; }
  12. Transform RBD by Transform Matrix

    Have a look at this tutorial...
  13. simple bullet sim problem

    Concave collisions are not stable in Bullet. Spend some time converting the geometry in to convex hulls by either fracturing it, or making the points unique and polyextruding a small box per face. Make sure you check the "convex hull per set of connected primitives" on the bullet object.
  14. Animating bulge along path

    ...it's hard to debug without an example hip file.
  15. Rotate Wheel

    For the rotations you take (PI * radius)**2 and add that to the translation. You'll probably want to convert from radians to degrees. So for a circle translating in X and rotating in Z you could put something like this in the Z rot parameter... -deg(pow($PI * (bbox(opinputpath(".", 0), D_XSIZE)/2), 2) + ch("tx"))
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