Jump to content

siddd

Members
  • Content count

    7
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About siddd

  • Rank
    Peon

Personal Information

  • Name
    Sid
  • Location
    London
  1. Dynamic RBD fracture bounces on ground impact

    Hey Tom! So, it looks like all you do is set a uniform scale on the tumbler of 0.2, is that right? Sid
  2. Dynamic RBD fracture bounces on ground impact

    Hey everyone, thanks for the replies. Hudson > I'm going to have a lot of these objects, so I'd like this to work properly. Skybar, Old School > The motion of my object is as I want without fracturing. When I turn on fracturing, that's when the problem start occurring. I'm expecting the fractured pieces to not bounce upwards - I'd like them to continue into the floor, like in this video: However, if you look at my quicktime from my first post, the glass fractures and then bounces upwards.Again, I really appreciate your replies, folks. Sid
  3. Hey folks, I'm having an issue when trying to dynamically fracture a glass tumbler object. Check out the quicktime attached to this post. You can see that the glass hits the floor, the object is fractured, but they immediately bounce back up. What I would expect to happen is have the pieces continue their movement down into the ground, but I can't find a way to get this. I've tried adjusting the Pre/Post Velocity Bias on the fractureparms node, but that doesn't seem to help. Does anyone know what params I should be looking at? Thanks for any help. Sid badsmash.mov badsmash.hip fixed_tumbler_EXP.obj.zip
  4. Blend materials like vrayBlendMtl?

    +1 Could really do with a way to blend materials outside of VOPs. I have two completely different mantra materials and I'd like to blend (not switch) between them based on a point attribute. Sid
  5. RBD Point Object + Fracturing

    Well, I feel like an idiot. I'm sure I tried that and I couldn't get the damned thing to work! Got it all sorted now, thanks *very* much for your help
  6. RBD Point Object + Fracturing

    Hi everyone. Long time lurker, first time poster here I'm going to have a sim with 100s of identical objects that are all stacked on top of one another and will need to be fractured. For this, I'm assuming that the best thing for me to use is the "RBD Point Object" tool on the shelf. Works great and allows me to do things like choose when my objects become active. Great. BUT. I can't find a way to get these RBD objects to fracture and then simulate. Is there something I'm doing wrong? I've instead opted to go down the route of having a regular RBD object, and increasing the "Number of Objects" parameter. I can then set the initial state with the $OBJ variable to be what I need. However, using this method, I can't find a way to activate the RBDs when I'd like. If someone could give me some pointers, I'd love them forever. I've attached my basic RBD Point Object scene. Thanks, Sid jw_breakingGlasses_v02_instancedRBDs.hip
  7. Hey all, I was wondering if anyone might be able to give me a quick pointer on how to write expressions that have multiple lines of code in them inside Houdini. I basically just want to do the following (simplified version) dist = distance(0,0,0, $TX, $TY, $TZ) div = dist / 5 /obj/meshing/attribcreate1/value1 = div And that's it! Does anyone know the correct python and hscript syntax for this? Cheers, Sid (Total n00b)
×