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Found 108 results

  1. hey ya'll, i'm trying to animate the restscale of each emitted hair strand based on age but i'm currently stuck because "@restscale" is erroring out on the vellumconstraintproperty inside the dopnet. any ideas would be great! thank you! chris anim_rest_scale_age_v001.hip
  2. RBD's and SOP Solver

    Hi peeps, I'm using the SOP solver DOP to change my geometry overtime from one sphere to multiple spheres, however, when the geometry changes to multiple spheres it's still behaving like just one object instead of individual spheres and I can't figure out why! Any help would be much appreciated and I've attached the troublesome scene file. Also, I used the RBD Fracture object for this instead of the RBD packed, because I couldn't get the results out of the SOP solver to work with RBD packed object. I unpacked the geo in the SOP solver and repacked the output with the name attribute and it wouldn't work, so also, if anyone could shed some light on that as well it would be much appreciated. Thanks. RBDs_SOP_solver_testing_01.hip
  3. GRAIN STICK ERROR

    Hello Dear Houdini Community, I have been trying for hours to solve this problem. I have a simple simulation with grains, the basic idea is when the particles touch the surface more often they stick to it. they do not do that, they all disappear to one point in the scene, actually always 0, Y value, 0. Can someone look at it? Sincerely, Tim grain_test_collision_stuck.hip
  4. Vellum string constraint break

    Hi everyone, I'm currently having trouble with breaking a vellum string object in half. The idea is to make a saliva strand that's stretching before breaking in the middle. Currently i have a line that's vellum string, attached at the top point via "pin to target" constraint to an animated object. (string constraints are SOP level, fed to DOP node, with "pin to target" constraint done within the sop solver "forces" subnet) Sim follows the object, and i can break the "pin to target" constraint itself via the vellumconstraintproperty node, set to the group with the top point. I tried various ways to group the centre point of the line, and keyframe another vellumconstraintproperty node, but it doesn't work. Can anyone enlighten me on the proper way to break string constraint points in a keyframe-able way instead of just using stretch stress? Thank you very much in advance!
  5. Hi guys, I'm trying to save out a file cache of a simulation and then import it into a different DOP net to use it for collisions with particles without the particles changing the file cache Geo. Any help would be super appreciated.
  6. slicing object while simulating

    I'm trying to slice an object during a rigid body simulation. imagine a fruit falling through a grid of laser beam. the object is supposed to be sliced in multiple pieces. i can't pre-crack the geometry as the fragments depend on how the object hits the lasers. like this,
  7. 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
  8. Hi. I'm struggling to solve what should perhaps be an easy problem; - Release a fixed number of points with an animated point attribute, using POP's. Here's what I'm trying to do; - Take a packed object of fractured pieces. - Pass it to POP's. - Treat all objects as static as first. - Then release each object using POP's, using an animated point attribute. - Use transformpieces to animate the packed object. I'm able to do this with the RBD solver, but it takes an incredibly long time. I don't need the accurate collisions of RBD, but really need the speed of doing this with POP's. Below is a side-by-side scene showing the setup working if I animate the particles using @P, versus my setup that doesn't work because it relies on an animated attribute that doesn't get passed through to the points (because they are born on frame 1 and have fixed attributes). Help really appreciated! clinton release_particles_from_animated_value.hipnc
  9. dynamic bones

    I'm working on a project where I need to hand animate a snake-like character doing spirals and twists. Investigating approaches, I came across this video, where the guy basically gives a bone chain wire dynamics, and is able to get some really nice overlapping tail motion, just from animating the root of the chain. At 9:00 of the video he starts to add dynamics, and you can see the animation effect I am trying to achieve at 12:50. My goal is to find the easiest way to get overlapping tail motion, by animating just the root. So far I'm just trying to get a wire to behave nicely and not explode from a simple sine wave animation, nevermind getting the bones to move with it. Any rigging experts have advice on how to approach something like this in Houdini? Thanks!
  10. How to Transfer UVs to Vellum Grains

    Hey, has anyone tried this yet? In the past when creating FLIPs I would normally carry UVs through DOPs using an attribute promote to carry the UVs from vertices to points, but it seems like this is not working when applying the same methodology with vellum? Please help!
  11. Colored Smoke with CMYK

    Last week a guy asked in the brazilian houdini group, in facebook, how to simulate colored smoke. I believe there are lots of hip files with this kind of effect, but while thinking about it, it came to my mind the possibility of using CMYK instead of RGB, since cmyk is more suitable for mixing colored things other than light. I couldn´t spend more time testing it or improving the file, but it seems to work, so here´s the hip file. colored_smoke_V002.hip
  12. What XSI | ICE "Project a vector" equivalent on POP/VOPS? reference: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/iceref_Project_Vector.htm the node on XSI returns 3 things: RESULT LENGTH VALID any ideas? thanks in advance!
  13. Import Pop Field into SOPS

    Hi all I'm looking to replicate a Houdini sim that I have inside Unreal Engine. I would like to export my vector fields as flow maps that can drive Unreal's native particles so that they still remain interactive (collisions, emission, etc). I'm having trouble accessing some of the native POP fields outside of DOPs. Can anyone explain how to import a POP field such as pop axis force out of DOPs into SOPs so that I can then export it? Thanks! Nick
  14. Group in dops [SOLVED]

    Hello ! I'm trying to apply a force in dops to some packed geometry based on some rule. For the test, I use a group that have "@P.y<2.5" in its expression box, and use this group inside of a drag node. But for some reasons, it's not working properly. I never used the group node in dops before, so maybe I'm missing something. Not working properly being the force still applied to the geometry, even though the geometry is clearly above 2.5 in y position. Anyone have an idea ? Thanks ! group_in_dops.hipnc
  15. Link to tutoial -> https://gum.co/imSYS In this comprehensive stand alone tutorial we will go over how to set up scene-scale clustered pyro simulations and blend them together post-simulation to make it appear as if it is one large simulation. This process will lower simulation time, allow for higher resolutions, and be more efficient when saving to disk because there are fewer voxels. This process will also optimize large scale pyro scenes, so that simulations are only calculated where absolutely necessary and blend them together so that it appears as if it is the same volume. This tutorial comes with all digital assets, a documented and fully set up file as well as a starter file for following the tutorials along the same as I work through them. An intermediate tutorial for those looking to speed up their pyro workflow, learn some VEX and create massive sims. Includes a documented scene file and all digital assets! Hope to see everyone leveraging these optimizations in the future to create massive simulations and squeeze in those extra few iterations before deadlines! You can reach me at trzankofx@gmail.com for questions or comments.
  16. 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
  17. Hey guys, I am really stuck with this one. I was told it is impossible to change the scale of a piece inside of DOPS while it's simulating with the bullet solver. I have achieved something similar where the piece goes into dops, gets out of dops, gets transformed in the scale, and then goes back into the same DOPS sim in a loop. So it creates overtime shrinking. But now I need this to happen inside of DOPS. I´m pretty sure it´s possible. Does anyone have a clue.
  18. Hi Guys, I want to scatter some points on a growing and deforming vdb mesh. These points shouldn't jitter on the surface and look like they are moving along with the surface. I have attached a basic file similar to my actual setup. Basically, I am going to render these particles as bubbles on top of the mesh and I want it to be quite dense. I haven't been able to figure this out and couldn't find much help online. It would be great if you guys can check it out and help with a response. Thanks vdb mesh vdbscatter_v01.hipnc
  19. Hi there. I have a small issue going on. I have a source emitting boxes as packed rbds. The boxes have different sizes according to the pscale value and that attribute is stored in the packed prims in the assemble sop. When I use a dopimport to read back the points and copy boxes on them, pscale value is gone, it looks like the dopnet didn't store it. Usually this is not an issue because the static geometry is transformed with the transform pieces sop. But here there's this issue with the pscale attribute. I attach a very simple setup that shows the problem in action. Thanks a lot! packedPscale.hipnc
  20. So i have this sim and i would like to dampen or even remove the movement in the Y axis since it makes the concrete look light and weightless. I was trying geometry wrangle and anchor nodes, (not really sure how to use either), i wonder if there is a place where i can simply put a simple VEX line like @v.y = @v.y*0.25 or something similar. Can someone point me in the right direction on where can i do that and where should i plug such node in case there is a way. untitled.mov here is the Dopnet right now
  21. Hi- I'm manipulating objects in a sim with a sop solver, based on their dop object names. The simple case is to say, turn on or off the @active attrib in a bullet sim base on the object name. Right now I'm adding a string attrib with the name to the packed primitives on the SOP side, before they get made into an RBD packed object and checking that name the sop solver in the sim, using a point wrangle to make changes, etc. It occurs to me though that OBJID is and the object name are both available but I can't figure out how to read them while in the sop solver. I know I can use a function like dopoptions to get the name but that requires me to have the OBJID of the dop oject that the sop solver is working on and I can't figure out how to get that in the sop solver itself. In short, what node/expression will get me access to the object's name or id in the sop solver inside a dop sim? Thanks
  22. I'm trying to simulate cloth interacting with an animated file cache. The cloth sim is pretty much from the shelf tool and the collider was set with the surface collider shelf tool. the collider is poking through the cloth. im having trouble finding which parameters to change to stop the interpenetration. i've increased the substeps by a lot but this doesn't seam to have an effect. any suggestions would be appreciated.
  23. Hi all! I'm currently trying to find a way that I can control when an attribute on packedrbdprims coming into DOP's gets written to from the "Overwrite Attribute from SOP" box and when it gets written to from the bullet sim I have set up. I have a set of packed primitives with rotation animation on them being fed into a bullet simulation, I'm also adding an "active" custom attribute which is being used by a SOP slover in DOP's with a vex wrangle inside it to activate them when the value equals one. What I also want to happen is have the orient attribute on each packedprim update from the existing vaules from SOP's right up until the point when the bullet solver takes over and begins writing to the orient value. I know that I can add orient to the "Overwrite Attribute from SOP" box but what I 'm hoping for is a way to disable this function for each object as they become active rigid bodies, essentially adding to the orient values that exist on that particular frame and continuing with the sims values. Instead of having the sim take the orient values that exist at the first frame or continually updating those values as the packedrigidbodys are influenced by the sim. I know its poor form but I'm afraid I dont have the project file on hand to upload, sorry guys :S hopefully I can upload it next week if anyone needs to see it. Any help would be massively appricated! Many thanks
  24. Hi I'm new to Houdini and recently I've been getting into DOPs. I have a question I've been trying different things out in dops to see how they work, been playing around with the "Gas Match Field" node and found that it works quite nicely when both fields you are supplying the node with are from the same object Like on picture 1, both the "myField" field and the "heat" field are part of the same object and the node works just fine But what I can't figure out is how to make the node work when I'm supplying it with fields from different objects. On picture 2 "myField" is part of an empty object and the "heat" field is part of the smoke object, I tried to reference them via their paths like on the picture 2 but unfortunately it doesn't seem to work. Does anyone have any insight into why this may be, I can see how referencing field from different objects can come in handy not just for this scenario.
  25. Pyro Clustering Tutorial

    In this tutorial we will go over how to set up optimized pyro clustering with oriented DOP containers in Houdini given a piece of geometry moving through a scene. This process will lower simulation time and be more efficient when saving to disk because there are fewer voxels. Link to Tutorial -> https://gum.co/TqUNR We first go over how to get things set up quick and easy and in the second half of the tutorial we make further optimizations using VEX. We'll look at how to rewrite cluster points to do exactly what we need it to, which includes rewriting the resample sop using VEX. An intermediate tutorial for those looking to speed up their pyro workflow and learn some VEX. Includes the scene file! Hope to see everyone leveraging these optimizations in the future and squeezing in those extra few iterations before deadline! You can reach me at trzankofx@gmail.com for questions or comments.
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