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Showing results for tags 'Bullet solver'.
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Hello everyone ! I've got some issue with a rbdbullet solver, most precisely with rbd constraint. I'm trying to simulate a props destruction but in the same time I want it to be pinned constraint to another object (who is animated in the scene), and i can't find the way to do it. ( the props to sim is attached to another object who moves and in the same time is simulated a rbd bullet solver). I tried with the new rbd configure, pin constraint, I use bound from another object but went the parent object move, the sim props loose the pin constraint. maybe i'm doin it in the wrong way... If someone wants to take a look I attached the scene Shear Test 05.hiplc Here is a more explicit picture. The green is the object simulated, the Blue is the static bound geometry and the Red is the pinned animation constraint. I want the green to be attached to the red. Can comeone solve my problem ? Ho, and I'm on Houdini 18 Thanks a lot ! Shear Test 05.hiplc
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- shear
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Any idea how to break ground by a strong force like shock-wave
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- rbd
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I'm trying to set up Houdini 18 SOP RBD systems combining different fracture methods together going into one rbdbulletSolver. I have everything working but one element I would love to add is the ability to control glue strength with bitmaps. I know there are clusters and procedural ways to vary glue strength but for art direction purposes I would like to use a grey scale bit map to color points scattered on geo in proximity to the constraint primitives, change their color to the grey scale values, then use those values as multipliers of a strength value. In this example file I am coloring scattered points with a color node instead of bitmap to make the file easier to but it should work the same way. Tutorials I've found are not working for me. Hoping to find some help. Thanks color_to_glue_strength_attempt.hiplc
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- rbd
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hey guys i am having a little bit of an issue with this test. i picked up this setup from another thread on this forum however in this particular scenario it doesn't seem to work as i am probably missing something. basically the pieces getting activated and falling, do not collide with the inner shrunk body volume i created and - since i am a houdini newbie - i am struggling to figure this out tried to change geometry representation to concave, tried to increase resolution of colliders, but nothing worked so far. i'd be really grateful if anyone could suggest a possible solution. here's HIP and assets in case you want to have a look. https://www.dropbox.com/s/eush4f5hus2uhwy/fracturing%20animated.zip?dl=0 thank you in advance.
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- rdb
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I have a simple setup with rbd packed objects falling into a flip fluid. Maybe my solver order is wrong but when the objects hit the flip fluid the liquid explodes with so much force.. Ive uploaded my file. How do I make it so the the objects hit the liquid in a natural way and sink to the bottom. Also, Ive been noticing some other issue, the more packed objects are emitted over time, the flip fluid starts spawning extra random particles out of thin air? Thanks! melt_v03_11.hip
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I wanna collapse random pieces by breaking glue constraint through sphere or any object. But the problem i am facing in dop network is that whole rbd act as an active object and collapse from starting , i tried rbd keyframe active nothing work properly . I want only that pieces come in simulation from where glue constraint is breaking and other pieces should act as a passive object or sleep . I attched my file below Thanks in advance test.hipnc
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- Bullet solver
- glue constraint
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