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Showing results for tags 'Wire'.
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I'm a bit new to Houdini and am trying to simulate a "fill power" test of the down feathers. Fill Power Test I can do this for a few spheres with the FEM system. However, this is slow and won't show the fibres... Would it be possible to do it in a fibre-like way? The down cluster looks like this: down cluster Each unit could be as simple as "a small core with many curves grown on it". I tried vellum hair, but it seems hard to attach the hair in a stiff way and have high stiffness. Also, I cannot make curved hair work, only straight lines. I'm considering the "wire" system at the moment. But most of the tutorials I can find online are for simulating ropes... I guess what I need is something similar to a "sphere with tree branches grown in all directions", and simulate a compression test with a lot of these spheres... My question is, is Houdini the right tool for something like this, and, what should be a good way to approach it?
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Can anyone help me with this file? I would like the wiresolver to properly read the constrained rotation of a static deformed object. you will see in my file its setup and working for a constraint with and rbd object but when I use a static deformed object my rotation calculation is thrown out the window. I've been stuck on this for more then a few days now and still missing the mark. wiresolve.hip
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Hi, I'm starting learning houdini and really excited. I'm in still learning phase and searching ideas to do. So here is my problem. I have idea for connect two cables with a cable supported collision and simulation result. question 1: can i generate simulation result on parameter change. (i don't need whole simulation frames just need simulation result) question 2: i need generate cable(between two cables ) "according to grid collision" and "affected with gravity". so i'm newbie and just created with "add" sop and seems really bad. wires.hipnc file attached for review. I need advice and/or guidance. Thanks in advance. wires.hipnc
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Hello! Does anyone have any pointers on how to get my Wire solver object that is pinned to my RBD object to follow the rotation of the RBD object. I have attached the scene file for reference. I'm really stuck on this one. constraints_simple2.hip
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Hi guys! I had a misunderstanding about relationship of rbd - wire objects. I'm trying to attach rbd to the wire by hard constraint and this gives the result of a one-way rbd effect on the wire. Maybe if we need attach the wire to wall or to electric poles this is will work but what if there is a situation where we need mutual influence on each other, for example Christmas lights, rope ladder or necklace. What constraints we need to use for this? I found the example https://vimeo.com/31314814 but I did not understand how it can be used for several objects. I prepared the simple scene where one sphere should be hang on the wire. How can we do it? Thank you! rbd-wire_constraint.hipnc
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Hi, the wire capture and wire deform are not taking the rotation of the points to rotate the geometry, attaching the sample scene file below, Basically, I'm rotating the curve and deforming the geometry using wire capture and deformer but it's just moving leaving the rotation Thank You wirecapture rotation.hip
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Hello, I'm struggling one more time with the rest position. It's something I really have problem to assimilate. So I have my vellum hair simulation. Then I applied a wire to create thickness to my rope. I then applied some UVflatten/layout. And then the UV doesn't stick to my rope. I assume I should use rest for that. But it's an eternal misunderstanding between us. Any help ? Thanks
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Hello, I have question. I couldn't understand how to weld the line inside fracture geometry... It often goes through objects. Is there anyway for to do that..? Or anything tips to reach his flow for me? Thank you Concrete_Rebar.hipnc
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Hi all- Building a procedural constraint network for wires by connecting the interior points in a grid. It works fine for some grid dimensions, but not others, where the sim blows up. shown below a 5x5 and a 6x6 grid. A 15x15 grid will work fine, but a 6x6 one won't. Curious! I'm building zero-length constraints from the interior points and setting the anchor points as follows: int wirepts[] = nearpoints(1,@P,.0001); foreach (int wpt; wirepts) { if(wpt != wirepts[0]) { int pt1 = addpoint(0,v@P); int pt2 = addpoint(0,v@P); setpointattrib(0,"anchor_id",pt1,wirepts[0]); setpointattrib(0,"anchor_id",pt2,wpt); int newprim = addprim(0,"polyline",pt1,pt2); setprimattrib(0,"constraint_name",newprim, "WireGlue"); setprimattrib(0,"constraint_type",newprim, "position"); } } setpointgroup(0,"delete",@ptnum,1,"set"); I delete the original points later - I'm not using the first of the nearpoints to avoid a prim with the same anchor points, I thought that might be the problem, but it didn't seem to matter. Does anybody know the reason why this happens? Am I missing something? Thanks - I'm including a sample file. wireGridConstraints.hiplc
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Hi there, I made a scene for simulating a piece of rope with the help of Vellum objects. Although it looks great, I noticed that when I use a polywire sop there is a lot of twist motion that makes the rope behavior unnatural. I posted the scene here so if anyone is kind enough to look at it and give me some suggestion for fixing the rope yaw rotation. thanks in advanced. RopeSimulation.hip
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I am trying to play with the new Chain SOP and thought it might be cool to do some sims inspired by the example used in the release teaser and I am having some trouble getting Vellum to behave in an expected way. I have a single curve being attached to a cylinder that is spinning on it's axis. The wire should fall under gravity and wrap around the cylinder, but instead it wraps part way around, then holds its stiffness and just gets whipped around. I have had it setup such that the rotation stops after 1.25 rotations and tries to let the rest of the wire drop down, but it just stands there, mostly erect, hanging off the cylinder. Defying all gravity. I have messed around at length with the bend stiffness, going so far as to set it to 0. I have messed around with all of the bend settings. The wire is also stretching by A LOT more than I want it to, but I have gotten some success with the stretch stiffness parameters seeming to work out correctly. What am I missing?
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Hello everyone. I was going to try Wire Solver for some tests similar to the ones that Ben Watts recently posted: https://www.instagram.com/p/Br1uOBqH8wm/ He said that he used Wire Solver for this and the result is amazing. So I started with a simple test: just a line with around 100 subdivisions which should fall to the floor. I used Wire Solver for that but can't get any remotely good results. The rope is self-intersecting and behaving strange. I used the shelf tool to create the setup and changed only the Elasticity parameters in the Material settings for the Wire Object. Set the Angular Spring Constraint to 0 and Damping to 0.001 and ticked on the Self Collide setting as they recommend in the Houdini help for wires or rope. I tried increasing the Substeps in the Wire Solver and in the DOP Network itself without any luck. The rope is still self intersecting. I also watched the M04 | Next Steps | Procedural Animation | Wire Solvers masterclass. But found nothing new ther. And of course I read help of the Houdini where they suggest increasing Substeps to get better results if there are self-intersections. Any help is greatly appreciated. Are there any resources to lean how to achieve the results similar to what Ben has in his test? Or any good tutorials on using Wire Solver for simulating ropes. I can't seem to find anything in Google.
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Hey all, I need help with something I think should be relatively easy but cannot figure it out. I want to drop a picture frame in with strings attached using vellum. I have set up the wires but cannot figure out the correct approach to attach to the frame. I have a attached the beginning of my set up maybe someone can help me out or give me some advice! Thanks! vellum_frame_jl_01.hiplc
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Hello; I would like to spawn some falling wires that fall on a sphere, so I tried to use vellum hair, but the result is not stable as you can see in the image below. So, how can I fix it? Thanks for helping. FallingWires_01.hip
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Hopefully this will be simple, but I'm having a hard time finding a solution. I have a simulated vellum string that's pinned to an animated point at one end, while the other end dangles freely. I want to "ignite" the string by having it disappear progressively starting at the free end (I think I already figured this out; All I have to do is animate the First U in the Carve node). However, I'd also like to have a particle emitter travel along the string at the same rate that it disappears, spitting out sparks to enhance the burning effect. How could one achieve this? In case my explanation wasn't clear enough, I drew this picture: And I included my .hip file. LitFuse.hipnc
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Heya, For a project i'm trying to build a balloon simulation. For that i need a simulated wire holding down the ballon (rbd or soft body object). I tried looking into multi sovers but i can't get both objects to connect. I heard something about wire glue constraints but most tutorials i found don't try to simulate both together so they can interact. Thank you for your help. BB_0224_Balloon_Sim_00_AS.hipnc
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Hello; I have some lines in my simple " Wire " DOP, and I want them to act as soft elastic tubes. I don't know why they bend up, instead of bending down! So, how can I fix this? Thanks for helping. WireLines_01.hip
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I have a number of wires in a wire solver that I want to connect end to end after simulating for a while (snap together essentially by keying group_broken on), but they are currently joining with a pinched angle, instead of straight on. 1) Does anyone know what determines the angle of the constraint? -With some experimentation, it seems it's not determined by the geometry immediately prior to binding, but rather the relative angles of the wires of the initial geometry. I don't want to align the input geometry, but rather change this constraint angle internally. Image 1 is immediately prior to binding, and image 2 is the bad angled join. If I manually change the input point positions so they're aligned (image 3), then they join straight (image 4). Any suggestions are appreciated! Bonus question: With the wire solver, the restlength of the constraint doesn't seem to be respected, it's always 0. Is this a limitation or am I doing something wrong?
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Hi; I attached a grid to last point of my wire object using point wrangle. Now the grid follows that point's position, but how can I force it to follow rotation, too? Thanks for helping. Wire.hip
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Hi, I am a beginner level Houdini user and I am trying to accomplish an effect where I grow curves from source points on an object that are dynamic and respond to collisions/forces. An effect similar to this I found some really helpful things on cgwiki (here http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Grow_trees_with_particles ) dealing with grains, but I can't figure out how to have my curves grow from my source points while remaining attached. Anyone know a way to accomplish this effect?
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Hello fellow magicians, I was wondering if some one could check out my simple constraint setup and see why it is not working? I was adapting my setup based on a wire tutorial by Entagma, and I don't know why but I couldn't get my constraints working. Here is the .hip file. Cheers, Diogo wire_debug.hip
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- constraints
- wire
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Hi all, Ive recently started looking in to using the wire capture and wire deform SOPs, all is going well however, when deforming on a simple bend i am having to compromise between mesh curvature and stretching Uvs. It seems that toggling between "Align Tangent only" and "Align Tangent with Att Normal" on the wire deform gives me these two different effects. My question is, is there a way to achieve a deformation that effectively smooths out the aligned tangent? (i thought maybe setting my normals as tangent u and smoothing them would help but it has no effect.) Aligned tangent only - Aligned with Att Normal - Thanks all! WireDefromIssue.hip
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Hi everyone, I'm working on a little project of mine and I'm using wire solver with SBD spring constraint. I have attribute set up on the points(before the sim), but when I try to feed the strength parameter the expression with that attribute, it acts as if the attribute was zero. The vexpression I use goes like: @theattributementioned * 1000 I've created basic example file of what i mean. The attr “mult” is what I want the strength to be ( for example “@mult * 1000”.) Any input on this would be great Thanks, Hubert wires.hiplc
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Hi everyone, Currently i'm running into an issue where my constraints aren't breaking. I spend a while on figuring out why it doesn't work and I still don't have a clue what i'm doing wrong. My setup at the moment is that I have one curve with 3 constraints 1 hard constraint to keep the wire in place. 1 spring constraint that is pulling the wire down (This is a placeholder for collisions later on. It's just there to apply a force for testing). 1 spring constraint without a strength to measure the angle between the tip and a point somewhere on the curve The thing is, when i put them all in one constraint network and break them based on the angle, nothing happens and i couldn't figure out why. But when i put the spring constraint that is pulling the curve, into another network the breaking works! Is there anybody who can explain why this is happening? Why wouldn't it break with all the constraints in 1 network? Is it because i pinned one of the points of that constraint to a wold position instead of a point on the simulation geometry? That's the only thing i can think if that is different than the other constraints. Thanks! break_constraint.hipnc
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Hey everyone ! I'm miserably failing at making a simple dynamic set up : / I'm trying to hang a RBD object at the end of a rope. I can't get it to work with wire solver and bullet. I've only managed to attach the rbd at then end of the rope, but the attached rbd isn't affecting the rope. And with vellum it works, but I don't want a soft body object. I tried with vellum, thinking I could stiffen the softbody until it looks like a rigid object, but vellum bugs with I reach high stiffness value ! And anyway, I don't know how to replace that softbody by my final object : / If someone could help me back on the correct track, that would be great attched is a hip file with my 2 failing attempts.6ril_RBD-hang++.hipnc