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cwhite last won the day on February 17 2016

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  1. You generally don't want to pack before fracturing, which is what RBD configure does. I think the other issue is that you ended up having some pieces that don't have names There are simpler ways for this exact scenario, but here's an example that shows a more general approach for separately fracturing objects and then combining them together to add additional constraints. Also note that you'd want to apply / transfer any animation after fracturing for efficiency geo-1.hipnc
  2. You can use the various RBD Constraints SOPs to create additional constraints between objects, and RBD Constraint Properties configures the attributes of those constraints. You'd probably want the static box to be part of the same geometry as the fractured sphere, just with i@active set to 0 for the packed prim.
  3. You can use Bullet's constraint networks to create constraints between agents and regular rbd objects - the PinnedRagdolls example in the docs shows a sample of this. There are some extra attributes you can use to attach the constraint anchor to an agent's joint with an offset (https://www.sidefx.com/docs/houdini18.0/nodes/dop/constraintnetwork#anchortypes)
  4. You should be able to use hou.PackedGeometry.setEmbeddedGeometry()
  5. Fuse SOP 2.0 No unique?

    I think the Facet SOP has an option to do this
  6. Clustering wood fractures

    You can do it in Voronoi Fracture by varying the Name Prefix based on the current iteration number. A more general approach that works well for multiple levels of fracturing is to set up names on the input pieces (for unfractured pieces, use e.g. the Assemble SOP), then change the Name Attribute parameter on Voronoi Fracture to Append and set the Name Prefix to whatever separator you want (e.g. "_"). This will name the sub-pieces by appending to the parent piece's name.
  7. Clustering wood fractures

    Your piece names aren't unique - each iteration of the for loop is producing pieces with the same names. If you drop an Extract Centroid SOP down, you'll see what the RBD Cluster SOP is working with (and why you get odd clusters)
  8. Clustering wood fractures

    I think RBD Cluster does exactly what you're looking for - what did you try (and what didn't work?)
  9. Alternatives to using promote to detail

    If you're using H17, there's a much easier approach that's also a lot faster than the other solutions - just turn on the Use Piece Attribute toggle on Attrib Promote example_fix_03.hip
  10. Compile block around a single node??

    Your thoughts about the performance characteristics are correct. I think in that launch example the TOP node expects a compiled block (very much like the existing Invoke SOP), which is why a single node would be wrapped up. The other consideration is cases where the compile block can be executed in-place on the input geometry, such as when using the option on SOP solvers to invoke a compiled block - in that the compile block is executed in-place on the DOP geometry instead of copying it back and forth between DOPs and SOPs
  11. If you want to do custom stuff with boolean fracturing (i.e. not the wood or concrete-style fracturing that rbdmaterialfracture provides), then you can just use the Boolean SOP or the new Boolean Fracture SOP (which is an HDA that provides more convenience features on top of Boolean). If you're trying to combine it with RBD Material Fracture, you likely need to merge together the constraint network produced by each
  12. Some of the fracturing methods in RBD Material Fracture use the Boolean SOP, if that's what you're asking about
  13. Panel From Curves Node?

    I believe it was renamed to Planar Patch from Curves before the release
  14. You can freely merge the transition graphs for each agent type, as long as you've set up different agentname values for each. The transition graph geometry has an 'agentname' point attribute to disambiguate between different agents that have the same clip names.
  15. This was fixed in 16.5.546 - https://www.sidefx.com/changelog/?journal=&categories=48&body=&version=16.5&build_0=545&build_1=546&show_versions=on&show_compatibility=on&items_per_page=