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Found 61 results

  1. Scaling down soft constraints

    Hey guys, I have a mix of glue and soft constraints which switches to soft constraints once the glue breaks, I want to scale down each constraint primitives, I am using a facet node to make unique points then a primitive sop to scale them down (everything before the sim) but then inside the sim once the constraints switch to soft it goes back to its original length (i have restlength 0). I even added a sop solver and tried making the scale to 0 using primitive sop but it's not working either. Can anyone help a bit?
  2. Really having trouble with this / understanding the new workflow. If I have a fractured sphere and a static box what is the correct way to create glue constraints between each object and have them work with the new sop level solver? Seems like I am only able to create constraints that work by breaking objects. What if I just want to glue two shapes together? Any help will be hugely appreciated.
  3. Hello; In a simple vellum sim, I would like to break glue constraint between two animated objects, so in DOP, I add a "SOP Solver" to modify "breakthresholdscale" attribute over time, but it doesn't work. How can I break glued points, over time? Thanks for helping. Glue_01.hip
  4. Hello; I have two animated geometries in my scene as a vellum grain source. How can I separate them into two clusters, that each cluster follows it's target animated object? The main idea is to tear (cut) a geometry precisely into two-pieces, by animating each piece (something like cutting a croissant or a bread...). Thanks for helping. Glue_04.hip
  5. Hey all, it's first post here and new to Houdini so I appologise if this isnt the easiest to follow. I have been trying to create a robust system for controlling vornoi fracture points, their glue strength and a way of manually breaking constraints between points. Ive been following some tutorials piecing together relevant bits from each to try and achieve this. My current issue Im facing is that once I play the simulation and the constraints start breaking they start flickering back on and glueing parts of the object which have already been broken. From my undertanding I think the manual breaking of constraints which is conflicting with the remove_broken SOP solver within DOPs, but I can't figure out how to get them both to work together. Any help would be greatly appreciated as I've hit a brick wall with this. Ive provided my scene file - I hope it's all easy to undertand. Thanks. Fracture_v001_notworking.hiplc
  6. hello good day yawll my test is all about a table will get slowly destroy by using sphere as a glue removal constraint help of attribute transfer but its not working my file is here below anyone plse help me out test.hip
  7. RBD And Glue - 17.5

    Still having a lot of trouble understanding the RBD / Constraints system fully. If anyone could help me out with this it'd be great. I've got a sphere set up with some soft constraints and a cube, one is inactive and one is active. I just want to be able to glue the sphere to the animated cube while still respecting the constraints all ready applied to the sphere. Nothing I'm trying seems to work. I've attached a quick scene file, if anyone could point me in the right direction with this it'd be hugely appreciated. RBD-Glue.hip
  8. Destruction Glue

    Hi guys, I tried to attach multiple element in Bullet with different glue (Wall, Wood, Wood to Wall etc... ). Each Constraint works fine. But when i tried to make it works all together , they break. Can you see what's wrong ? Thanks ! Test_Destruction_Chalet_04.hip
  9. Hi, I am using the rbd tools in H17. I'm, confused by the name prefix attribute on the voronoi fracture. If it is not set to "piece" then my glue constraints do not work. I would assume that the prefix attribute could be anything? Certainly the subsequent geometry and constraints points / prims are labelled appropriately. Ultimately I would like to constrain multiple objects with multiple fractures. I can achieve this by offsetting the piece 'index' with each fracture, but this is clumsy. Surely it could be achieved using the primitive name prefix attribute? I have attached a scene file containing a single object with / without name prefix as "piece" and a multiple fracture setup. Any help is gladly received! jhealy_fx_rbdOdforceQuery_v001.hip
  10. Glue constraint flicker

    Hi, I hope somebody can help me with a glue constraint problem. I have created an animated glue constraint. During the simulation, the constraint keeps flickering on and off between some pieces. Thus far I have tried moving the color transfer and delete from SOPs to DOPs, delete the broken constraints in a sopsolver and change the "overwrite with SOP" in constraintnetwork. Nothing seems to help and I have a feeling it is something really small I have overlooked. I have added a scene file. Thank you in advance. destTest.hiplc
  11. [SOLVED] In/Active Constraints

    I'm trying to shoot a cannonball through a small castle. The cannonball animates and blasts through the walls, but the constraints look like they're being ignored (or they aren't hooked up properly), so the entire structure collapses the moment the sim begins. The clusters are being ignored as well, but I can't figure out why. Many thanks for you even reading this. v17.5 rookDestruction_chazS.hipnc
  12. Hey there, I'm working on a project for my master degree and i'm having an issue with glue constraint in my DOP network. It was working well until I deleted all the geometry and imported a new version of it from Maya. The ball should go through the wall and destroy the tower partially (just the active points), but it just bounces off. Could someone please explain me how to solve this issue? It's really urgent. Attached you can find my Houdini scene. Thanks in advance! Tower_16_more_windows.hipnc
  13. Glue bullet

    Hello good people! Freshly new in Houdini and I am trying to tackle the basics here. I am trying to break apart a box using voronoi fracture (works) and the add a glue constraint relationship in the dop network (I have failed here utterly). I have spent about two days trying out just about everything I can find or think of and to no avail. I am using an attribute wrangle to add a constraint name to the connected pieces. My constraint network however tells me that the required data is not found or is the wrong type. I am using bullet as my rigid body solver and I have hit a complete brick wall - I just can not get it to work. I am attaching the .hip file, and I would be immensely grateful if someone could help me understand what I am doing wrong. It seems so simple yet I am completely stuck with this issue. Glue issue.hip
  14. Multiple Constraints on One Object

    I was wondering if anyone has had experience having multiple constraints on the same object and breaking them apart separately. the effect I'm aiming for is to have a some large rocks be ripped of a section of rubble and while in the air start to break apart into smaller pieces. I've tried setting up my constraints based on the groups created from the Voronoi fracture and sub fracture nodes, however this causes problem when trying to disable the constraints in different areas. Any ideas? ConstraintsHelp.hipnc NewRubble.abc
  15. Glue RBD on Vellum

    Hey guys, is there way to do this? I have to rip an envelope and it have that wax sealing it. It rips just where the wax is. The wax doesn't break but it have to influence the vellum in some way. Anyway, just a simple test with RBD and Vellum interacting would be awesome. Thx
  16. Hello, I'm relatively new to Houdini. Just playing around with Vellum, which is amazing, and can't quite figure out how to get an object to stick to another. In the demo video you see the rubber toy stick to a spider web- this is the basic gist of what I'm trying to do. Is it the Glue constraint I should be using? Any help much appreciated!
  17. Hi folks, I am following Steven Knipping's tutorial Rigids II and have some behaviour here which I do not understand and can't solve somehow... You'll see the issue in the attached gif (some of the cluster in the upper part of the hole) I have basically the same settings as in his videos, but it seems that somehow the constraints are going to stick together after they are broken. At least they should break because of the metaball force (which I am using) and the corresponding huge hole inside the building and everything should collapse and not stay like in the gif. First I thought the "Overwrite with SOP" parameter on the constraint network would be the issue (which I then changed to $SF==1), but it didn't help. I am using H16.5.323. Thanks for any ideas and suggestions Cheers Dominik
  18. Hi all, Is it possible to constrain packed RBD objects to the static deforming or animated obj? In TP its work by default without any problems, but in houdini I cant find solution. Thanks!
  19. Glue constraints, help please!

    Hey magicians, I'm getting crazy with rbd. I was requested to break a statue having "hits" like this gifs from independence day. I follow a tutorial from Applied Houdini, made constraints and stuff, but I can't get the parameters to work right, I got some better control results with voronoi fracture, but with booleans I'm having a hard time. I'm new to fracturing, I tried messing with the connect adjacent pieces, as well as glue amount. Anyone can give me some tips or direction to achieve this? Thanks!
  20. RBD glue constraint problems

    Hello all, I'm trying to learn through RBD by doing a sim where a fence gets riddled with bullets. I have the basic sim in place and where I think it all should be but when I sim it just explodes anyway instead of holding together. Attached below is the scene file because I'm truly lost. Thanks! FenceBreak_01.hipnc
  21. Hey magicians, Been getting crazy with wire solvers. I think the issue is because I get the points changing over time and the constraints go crazy. I've been reading that I need to create a id attribute with $PT to hold the value, tried that with no luck. Animation works fine until the number changes Any tip will be super helpful, thanks in advance.
  22. Well, I went out into the RBD Constraint Forest Unprepared, and now I am lost in the woods. Any help would be appreciated. I'm trying to do something that should be fairly simple, and most likely is, but I don't have the combination to the Houdini lock to get the setup to work. In the example file I have an rbd box that has 10 faces per side that have been made into unique faces. They have glue constraints holding them together and are a rbdPacked object in my dopnet. There is a low rez smoke sim that pushes this rbd box into a collision sphere that is above it, and when the geometry collides with the sphere, some of the glue constraints start to break. All I wish to do is apply either a gravity force or a popForce to these rbd pieces that have lost their Glue constraint. I want the main chunk of the rbd box that still has a bunch of pieces glued together to keep on moving with no gravity or popforce. I might be trying to go about this the complete "wrong" way since I have very little experience with Glue constraints, But I see data in the geometry spreadsheet while in the dop net called ConstraintGeometry and this has a primitive group called "broken" which contains the glue constraints that have been broken due to collision. I would think I would want to try finding out which rbd piece that broken constraint belongs to and then use that to create an "applyGravity" group of rbd pieces so that I can do what I want to do. I just don't know how to do this in dops. Is this something that needs to be done in a sopSolver or geometry wrangle or....? I'm not to familiar with how to read data from the ConstraintGeometry and apply it to the Geometry data. When I middle click over my rbdsolver, it shows the main rbdpackedobj1 with Geometry and then CosntraintGeometry below it. They are like separate entities and I'm not sure the best way to get access to both in one node, if this is even the way to do it.? For example if I change a geometry wrangle to point to "ConstraintGeometry" instead of the default "Geometry", I can then read and manipulate data on the ConstraintGeometry, but then don't have access to the main rbd "Geometry" that I am use to normally working with. Like everything in Houdini, there are probably dozens of ways to go about this, I tried about 20 yesterday, without ever getting one to fully work. I ran out of search phrase ideas to try throwing at google after about the 6th hour of searching. Maybe using some of those copyData and applyData nodes would get the ConstraintGeometry data onto the Geometry stream so they can both be read in one wrangle or maybe that too is a completely wrong direction to take. I don't want to speculate any further since you could try things for a week and not get it to work if it just isn't the right approach. I love Houdini for its vastness and unbelievable tool set, but man, it can destroy you if you don't know how to do what you want to do, and can't articulate it well enough for a search string.! Thanks for any help. E rbd_constraints_v01.hip
  23. Glue Constraint Gravity

    I have been spending some time creating and destroying a building in Houdini but am currently hung up on a constraints problem. In my hip file I have my procedural building, I fracture it, and send the pieces to be constrained together. I haven't meticulously created the constraints yet, I just wanted to get everything in and working first. When I run the rbd sim a ball crashes through the building and blows the middle part of the building away but the top part of the building just sits there floating in the air. Not exactly sure what I'm doing wrong here, if anyone can point me in the right direction I would greatly appreciate it! The hip file has a top level control node to cache everything for you to quickly test skyscraper_destruction.hipnc
  24. Sticky glue

    Hello everybody! I'm trying to get this sticky glue effect like in the picture below. Does anybody know who to set this up in Houdini? I do have some experience with Houdini, but I simply can't figure out how to build this one up ;-) Any help is very much appreciated!
  25. FEM - Can one use with glue?

    Hi guys, I've setup an Organic Mass FEM, with an active RBD producing the deformation. The RBD while deforming the FEM, pushes it out. I would like to have the base of FEM stuck to the ground. Is it possible to use something like Glue, if so, How? Any other ideas are totally welcome.. Thanks in advance Arun