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Found 5 results

  1. Help with multi solver

    Greeting all, I am trying to wrap my head around the multisover in dops. I have a sim of a plank breaking. I have upacked the sim and placed a debrissource node after. I then copy cubes onto these points and point a pop source to them. I have a packedrbd object running into the multi solver which runs a pop solver then a rigidbody solver. It kind of works but when the cubes hit the ground the shake and jitter and generally misbehave. Any Insite into why this could be happening would be greatly appreciated. I have attached a sample file. Cheers! B plank_troubleShooting_v04.hipnc
  2. Scale Pile of RBD Objects Over time

    Hello All, I'm looking to create a pile of RBD objects that are emitted and scale over time. I was able to get relatively close by watching a few tutorials and finding a thread on here where a similar question was asked. However I don't have a lot of experience with dynamics and I'm having trouble dialing in the effect. Attached is a my project file. My specific questions are: 1. I'd like the RBD objects to start very small and then ease out to a specific scale. Is this possible with Vex? 2. As they get bigger they get pretty unstable in my file. Which settings are causing them wiggle and explode? Thanks! RBD_Emitter_02.hiplc
  3. Hi im trying to do some squishy balls falling with the finiteElements in a multisolver. I want to let the sopsolver emit some extra balls over an amount of frames. The first ball seems to work fine an squashed on the groundplane. But after that the others that gets emitted just stays froozen on there emitted place. Even the gravity doesnt seems to work on them. anyone? thnx alot squishy balls.hip
  4. Hey guys, I wanted to change some geometry progressively to a simulated cloth Object. After some tests I now ended up with an aproach that sets the @pintoanimation attrib to zero if the @Cd attribute is going to a brighter color than black. Like you can see in the hipfile I create a group in a sop solver which progressively colors some points to white and after that I set the @pintoanimation attrib to 0. That works fine. ( idea stolen from peter quint ) Here comes my first question: If I do exactly the same only with an solver sop instead with the group sop it does not work anymore. The coloring of the points is working though. I do not quite understand why. But I would more likely color my points via the solver sop for better control. As I couldn´t wrap my head completly around dops I will ask a additional more general question: First I created this color growing effect in sops and thought to import everything in dops and then use the changing colors there to play with. That was not working. So I find out If I want to have something like an live exchange of my attributes from SOPs to Dops I always need an SOP Solver combined with a multisolver which feeds in my actual live data from SOPs to DOPs every Frame. If I do not do that I only have the first frame of the SOP network which doesnt change anymore even if the geometry changes after some time in SOPS. Is that right? kindest regards Jon TurnToCloth.hiplc
  5. POP forces and Bullet sim

    Hi everyone. I've come across a little hurdle, that I'm sure must have a simple solution, but I can't quite figure it out. I've created a simple scene to illustrate what I'm after (see attached). Basically I'm using the POP Attract force to drive the animation of my RBD objects (I'm using the Bullet solver), and I'm getting the result that I'm after. My predicament now is that I want to vary the effect of the force on a per object level. So in reference to the example scene I've attached, have the torus objects be less effected by the attract force than the teapot objects. Like I said, I'm sure there must be a simple solution for this, and I'm hoping one of you clever people can point me in the right direction. cheers! bulletAttract.hip
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