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  1. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated. packedgeo_shapetoShape.hip
  2. Hi, In RBD simulation, i am going to make ground destruction, the problem is that ""WHERE THE POINT HITS , THAT PLACE MUST BE BROKEN """" what is the best solution to fix it ?? here my hip file ground.hipnc
  3. I am working on a sequence where we show a future robot mission exploring an icy moon in gale-force winds. We want ice growing on parts of the robot, breaking off, and being carried away by the wind in an endless feedback loop. For the ice growing, I have a SOP solver that turns parts of the geometry into VDBs then using VDB reshape Dialate with a noise mask. Which has the growth look I'm after. Then I'd like a subset of this to be fed into an RDB solver that shatters and breaks pieces off to be carried away by a wind force. How do I remove these pieces from the SOP solver in a feedback loop? Is there a way to chain a SOP solver and an RBD solver in a multisolver? Any suggestions would be much appreciated. Thanks
  4. Hi, Is this the way to add a SOP Solver in the new RBD Bullet Solver SOP? I noticed that we have access to a lot of nodes inside it. It says "wire pop forces into here" but not sure how to hook up a SOP Solver. I'd like to set up some custom activation inside this RBD Bullet Solver SOP.
  5. Why opscript command(for example opscript -r -b /* > /tmp/scene.cmd) don't export information from SOP solver. All nodes are exported perfectly,but empty inside if you open SOP solver node.
  6. hi, I am looking for how to access collision data of DOP network for a geometry Wrangle node and sopSolver. This example is that I try to delete fluidParticle if it's inside of collision. I know I can delete it in SOP level in advance, but this point is I want to know how to access collision data in DOP network, and delete particles in dop network. I attached an example file. It would be great to show me how to write wrangle and how to create sopSolver network. Thanks in advance! deleteInsideOfCollision.hiplc
  7. Hi everyone, In the case of an RBD simulation with constraints, is it possible with a sop solver to copy or transfer the constraint attributes and broken group (which comes from the relationship_geometry Object Merge node) to the dop geometry? Basically I would like to use these attribs (angle, distance, torque, etc.) and broken group after the dop import, but I can't really get them. Do you have any idea?
  8. Hello, I'm looking for help breaking down this tutorial, specifically the cable generation part, which starts around 26 minutes in. Are there other resources that go more in depth into point-cloud based path searching algorithms? I would like to achieve similar results to the video and be able to generate non-intersecting cables that can be warped around an asset. I know this tutorial is older, so I'm wondering if there is a different way to achieve this with a current addition of houdini. Thanks for the help!
  9. Morning all, I've got a basic Grain RBD setup of a box filled with grains I would like to settle and then stop movement until a collider is introduced. I 've used a pop wrangle to deactivate the grains below a velocity threshold but would like them to be reactivated once the collider is in close proximity. I thought a simple SOP Solver with an attribute transfer would do the job but, although the spreadsheet says their active value = 0 - they are clearly still active and the SOP Solver appears to be overriding the POP Wrangle completely. Any suggestions on either why this doesn't work or a better alternative. Thanks basicGrainRBD.hip
  10. Hello OF, I have a small issue which I hope you can help with... I am creating attributes at SOP level to control the breaking of constraints in a SOP Solver in DOP's using the following VEX code in an attribute wrangle connected to 'relationship geometry' of the SOP solver. if (s@constraint_name == "pin_between"){ if ((f@torque>@break_torque||@angle>@break_angle||f@force>@break_force)){ s@constraint_name = "pin_broken"; i@breakframe = @Frame; } } My issue is that when I disable one of these attributes at the SOP level, the sop solver seems to interpret it at a value of 0, and the objects constraint will be completely removed on collision. Is there a better function to use than 'or' in this situation? An 'if else' seems more appropriate, but I am unsure of the syntax of that in this situation within VEX. Any help would be greatly appreciated. Many thanks in advance.
  11. I'm having a strange issue. For some reason in my SOP solver, the geo will only show pieces rather than the whole thing. I would love any ideas or input thank you, everyone!
  12. Hello ppl! I have a simple animated box (y scaled) copied to points that are accumulating over time using a solver. I want to cycle the animation every time the box gets copied to each points with random y scale on each copy.I know i have to use a Foreach and copystamp but the workflow is confusing me. Lil help please! Have attached the sample file. initialize_anim_H16.hip
  13. Hello guys! I have a math problem, i need scale circles with sop solver, but i need scales linearly, but for each iteraction (frame) scaling acts exponentially. i tried use some formulation on transform inside sop solver with “log()” but with no sucess… what i need is circles scaling equidistantly, so i need some trick to scale linearly. and yes, need reside inside a sop solver. any ideas? attached a image showing above the problem, and below (manually made) what i need output… thanks in advance.
  14. Hi guys, how you doing? So, I need some help I'm trying to do a cloth simulation, where a SOP Solver inside of the DopNet drives the cloth tearing at some point of the animation. But when the SOP Solver begins with his magic, the simulation goes crazy and and stop for some frames, giving me a wrong result I'm putting the hipfile here, with a video showing the problem as well. All suggestions are welcome OBS: I'm using Houdini 16.5, and I've tried to do the same sim on version 16, but the sim time jumps from one hour running in an i9, to more than 15 hours (and I didn't wait to see the result) Sorry for my bad english, but this thing is driving me crazy https://youtu.be/lWGcH7p2nmg link for the download of HIP and other geometry https://www.dropbox.com/s/sd3iq7qa5fxz0vm/cloth_problem.rar?dl=0
  15. Hey all, I'm inflating spheres by using a cloth simulation and SOP solver to increase targetP by normal direction over time. That works great. My issue is, as the spheres inflate they don't react to the force of neighboring spheres pushing against them. You would expect as they push against each they move apart. Right now they act like they're balloons glued to a wall. Any tips for how I calculate the new inflation force to feed back in to the dynamics? Screenshots and .hip attached in case they're helpful to anyone. Thanks for any help! cloth_sop_inflate_01.hiplc
  16. 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
  17. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated.
  18. I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated.
  19. hey guys i'm properly having my chuddies rubbed here. I've got a scene where i have a simple walk cycle character. I'm trying to get him to crumble away but for the life of me i cant get the bloody thing working!!! I've tried putting a colour on the character, then a group with a few red points. then i'm using a small wrangle code from a yt tutorial to 'infect' outwards from those red points. I've tried this in the sop context and in the sop solver within dops and its biting my ass big time now. I cant understand what i'm not doing right. in the same scene i'm also doing the same trick with a sop solver and a pointvop for noise/colour this works ok but the character moves 'through' the 3d noise and those grains fall away - but i cant suss out how to lock that 3d noise down so it moves with the character as opposed to him sliding through it :/ can anyone help here? I'm at my wits end with sop solvers - i've a feeling i'm close but its that final tweak just to get it to work thats eluding me I've included a scene with the two examples/fails and my walk cycle alembic for you cheers ant GrainWalk4_using_infect_wrangle.zip
  20. Hi guys, a friend was asking if he had some moving points and for example there's a group by bounding box, so some points enter the group for a few frames. Is there a way to delete those points from the entire sequence? I was wondering the same thing myself, so I gave it a go using a SOP Solver. Check out the example file. delete_red.hipnc
  21. I am trying to figure out how to spawn new wire geometry within DOPs as it simulates. I create the full wire shape at sop level and I then I animate the deletion of its points backwards, from a couple of points to the full set. Of course just by importing this changing geometry, the wiresolver won't re-import it on on every frame. I looked into combining a SOP solver and tried various approaches, but none worked so far. Deleting points in the sop solver didn't work. Then I tried deleting the primitive, adding or even copy (to aquire all the wire attributes) one point at a time and connecting them all with a new line primitive. But that didn't work either. Any ideas? thank you
  22. Hi, folks. I need to set up a simulation where dynamically-generated arrows fly, then collide with a deforming surface and stay stuck to that surface (shields carried by moving soldiers). Importantly, the arrows should NOT just align along the prim normal on collision; they should protrude at the angle at which they collided. This is a topic that's come up before, but I haven't been able to find a satisfactory answer about it. Some suggestions don't quite hit all the elements I need; some are for older versions of Houdini and so might not be as relevant/accurate (I'm on H14). The approaches I've considered are: 1. Particle-based arrows that stick. It's easy enough to copy arrow geo onto a particle sim, and have the particles stick to the collisions surface. However, then the particles have to start inheriting the orientation of the collision prim as it continues to move. This could be handled two ways: The collision geo is deforming. In this case I'll somehow have to calculate how the collision prim has transformed from the moment of impact to the current time. The collision geo is transforming. In this case I'd use rivets to attach non-deforming stand-in geo to the moving collision objects (which don't change shape). Not ideal, but it might make it easier to work with the orientation values? 2. Particle-based arrows that create geo. Having already grown sick of the mathematical jungle of quaternions, matrices, and dihedrals, I wondered if a better approach might be to make each particle spawn some geo in the colliding object's network instead (presumably using a SOP Solver?) , then die. This would hopefully eliminate the need to continuously update orientation. 3. RBD-based arrows with constraints. Moving away from particles altogether, I wondered about using simple Bullet geo for the arrows, and dynamically creating constraints to pin them to the shields when they impact. An advantage of this method would be that it would allow realistic stick-like collisions and bounces for loose arrows--something particles can't really do. If anyone has any thoughts about which of these methods is most promising, or has any specific advice about how to implement them, I'd be extremely grateful to hear. Thanks in advance!
  23. I have a wireobject that is empty (has nothing in the SOP path) and I'm trying to add wires during the simulation using a sop solver. I'm enabling the solver on one frame (frame 10) and merging it with the current dop geo but they just seem to flash on for that single frame but don't seem to "join" the simulation.. I've tried adding certain attributes like mass, density, initialpid to try and initialise it but nothings working...
  24. I am new to the packed primative RBD in H14 and have found some examples of sops level activation, but how do i make an rbd packed primative active based on a hit or force value? For example a sphere hitting a cut up box suspended in the air? Here is a basic scene. I have attempted to use the sop solver but i just don't get it. Thanks.
  25. I am doing a RBD Fractured Solve. I want to use the Sop Solver through the Multi Solver to push and deform the objects to a final destination. I notice that when I transform the objects in the SOP Solver away from it's object center, it tends to do weird stuff. Like trying to still revolve around it's original pivot. Is there something I need to do to maintain a proper center pivot?
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