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cwhite

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cwhite last won the day on February 17 2016

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About cwhite

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    Cameron
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    Toronto
  1. Fuse SOP 2.0 No unique?

    I think the Facet SOP has an option to do this
  2. 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.
  3. 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)
  4. Clustering wood fractures

    I think RBD Cluster does exactly what you're looking for - what did you try (and what didn't work?)
  5. 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
  6. 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
  7. 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
  8. Some of the fracturing methods in RBD Material Fracture use the Boolean SOP, if that's what you're asking about
  9. Panel From Curves Node?

    I believe it was renamed to Planar Patch from Curves before the release
  10. 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.
  11. 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=
  12. Glue Constraint Relationship parameters questions

    Half life controls how quickly the 'impact' attribute on the glue bond decays back to zero (assuming the glue didn't break). So a longer half-life means that successive smaller impacts can break the glue The propagation rate is a value between 0 and 1 that specifies how much of the impulse is spread across the glue bond to the neighbouring object when an impact occurs - 0 means that nothing happens, and 1 means that the impulse is evenly split with the neighbour. If e.g. there is a glue bond between object A and B with a propagation rate of 0.5, a glue bond between A and C with a propagation rate of 1, and A has an impulse of 5000, then after 1 iteration the impulses are: A: 2000 B: 1000 C: 2000 The number of propagation iterations specifies how many rounds of this diffusion to perform, and therefore controls how far an impact spreads through the glue network in a single timestep.
  13. Try reducing the minimum bone length parameter at the top of the viewport
  14. Control crowd source randomization

    I should also mention - the input points to the Crowd Source SOP can have point attributes like state, agentcurrentlayer, etc that will override the Crowd Source SOP's parameters
  15. Control crowd source randomization

    If you need more precise control over how each agent's layer is selected, I'd just use the VEX setagentcurrentlayer() function. The Attribute Randomize SOP has a mode that is similar to the Crowd Source SOP's options (the Custom Discrete mode with Type set to String), which might be useful for doing the actual randomizatoin
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