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Found 20 results

  1. I created a guided simulation, When I enabled the active with bound in RBD configure the pieces did not move, What did I do wrong?
  2. Hi, I'm looking for ways to activate and keep active pieces from RBDConfigure with active use bounds on. Here, I have a tentacle come out of the ground, the bounds its my tentacule its self, first bounds active the closest pieces. But a few frames later, The active pieces that go out of bounds become inactive again. This is a ways to force to keep active ? Thank you
  3. Hi guys In a simple rigid-body simulation, I set the "Active" attribute of my animated object from 0 to 1. How can I limit the inherited velocity (v@w, torque) of rigid body objects? I mean I don't want them to spin and rotate after becoming rigid body! Thanks for helping. RBD_Animate_01.hip
  4. Hello, I've been working on an RBD simulation on an animated human object, but I'm having a problem blending between the animating geometry and the active simulation. Since it did not work in a SOP Solver, I tried using a Solver outside of the DOP in order to manually update the @deforming and @active attributes. However, that did not work either. I'm wondering if there was an issue in the way I was packing the geometry, or maybe in the way I was assigning the attributes. I would really appreciate your help. Thank you! rbd_sim_cleanup.zip
  5. Hello, fairly new to Houdini here, I am having problems with a simulation. It should be fairly simple. I am simulating a animated object that is coated by a fractured RBD object and fracturing the object by using a SOP solver by Group Create with Bouding Objects and Attribute Wrangle with 'i@active = 1;' This simulates fine, except the Animated Static Object becomes active when a bounding object covers it and is triggered and starts to wobble around inside the half fractured coating. Is it possible to keep this Animated Static object from being activated? Any help would be appreciated.
  6. Bonjour, hope you all doing great. i can't get an alembic geo to be simulated in dops .. however if i made a simple animated geo with keyframe animation,i can switch from being active in dops and reading the animation but it doesn't work with alembic.. should i be baking the alembic to keyframes or how it works? Thank you.
  7. Hey guys, Is there a simple way to disable some particles from the simulation like i'd do with RBD? I have a set of particles inside a group and I need them to be stopped at same position but still interacting with the other particles. Does it makes sense? The group is animated I tried setting v=0 but it doesnt work as expected. I did another trick inside a sop solver to get the position from the previews frame so it stays static but then I cant use the resample. Im just wondering if theres a a simple way like like an attribute the would make them sleep. Cheers, Alvaro
  8. 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
  9. Currently having problems with a vortex sim where pieces of the ground are ripped from the ground by setting the active attribute to 0 and using bounding box groups have pieces active attribute be turned to 1 and the vortex force drag them around a point. However I'm having a problem where some of the pieces suddenly have their active attribute turn back to 0 while in the air making them stop mid air. Just wondering if their is a way of having the active attribute always stay as 1 if it becomes part of the group. ActiveTest.hipnc AttackerHands2.abc
  10. Hi guys, How do I hook up the glue constraints with RBD Material Fracture? I can't seem to find much on this. I have set my passive objects and they are passive as expected, and then as a workaround Ive used the Glue Adjacent pieces tool, but that doesn't seem to be working as well. Im sure it's basic stuff however finding it hard to get these glue constraints working with either the Material Fracture or regular Glue Adjacent pieces. test.hiplc
  11. I have a RBD and I'm trying to set some fractures active and the others passive but I cant access the point attributes in a packed primitive without unpacking it. In my setup I have a foreach node but I cant access each primitive so that I can run the loop. Is this possible or should I set up an unpacked RBD? Access_PackedPrims.hip
  12. I have replaced the file with just a cube so you guys can still see what is going on. It's very basic. It's just a box with points at the center of each piece telling what is active and what is not active. however when I put this expression: point("/obj/Angel/AC", groupbyvals("/obj/Angel/AC", D_POINT, "name", $OBJNAME), "ACTIVE", 0) in the active value DOP that I got from another dude on a forum on here, that expression doesn't work. Can someone please tell me what I am doing wrong here? This is for a demo reel project so I am on a time crunch..that's why I'm posting this. Thanks so much!! Angel_Destruction_3.hip
  13. I'm pretty new to Houdini and i've seen the "Active" attribute come up a few times in tutorials. I searched but couldn't nail down exactly why and where this comes from in Houdini. I get that it seems to pertain to DOPS and Glue constraints but I wasn't really clear on it all. I've seen people create it in sops and use it later in dops to activate things. My questions are: Is the "active" attribute a native attribute that nodes in DOPS looks for? Does it control all dynamics/force/glue or can you specify? Really any general info on it is appreciated! Thanks!
  14. Hello gurus, I am making a car crash in which i`m facing a big problem. I need to break the windshields of the car which i also animated. Now i have to break the windshields, but the problem what i`m facing that the glasses are breaking in a weird way. I don`t find any problem in that but i am unable to fix where i`m doing mistake. Kindly help me wood.rar
  15. Recently I discover something interesting after smash my head against wall for a few days. Im creating a simulation using bullet and packed prims, and I need activate (using i@active variable ) the pieces in choreographed way over the frames But the thing make me crazy is that bullet change ptnum of each packed primitive over the time, and I think is about some priority list inside the algorithm of the solver. because after the simulation I need to atach some atributes for each simulated piece. Then I realize that I need to attach theses attributes before simulation or atach some sort of ptnum tracking for them. bullet activate order points_v001.hip
  16. Hey Guys, My deadline is coming up and I have a few small problems that I quickly need to resolve. 1. I have a snow covered car. The snow falls off the car to reveal a new body-paint color. The source is a pre-constructed, scattered and point-replicated point cloud on top of the car geometry, revealed based on input particles from falling snow. (I used attribute transfer with a solver node for that) Everything is working fine, except of course that all my particles are dropping from the car, simultaneously. My question is; how do I start them off "frozen" and have them fall based on my input? I was imagining an animated noise pattern so control the activation, of sorts. But maybe an animated metaball setup? I am just not sure what particle attribute to use. The "active" one doesnt seem to do anything. 2. Ideally I would like this snow to be grains, so that I can have clumping and stacking, but since I am colliding with car geometry, the grains always explode. Is there a way to maintain constraints without everything exploding? I am using a vdb collision volume sample of the car. It looks like Houdini automatically adjusts the particles so that there are no intersections with the collision VDB, but I cant seem to get away from the explosion. 3. How the hell do I get geometries with a shadow matte shader assigned, to not cast shadows on one another?! but only from objects that are NOT a shadow matte? I am basically just trying to render this snow out in two passes, and one is a shadow pass. I only want shadow from the snow, affecting my ground and the car. But no shadows from the car affecting the ground & vice versa. Much like Vray's material wrapper. 4. I have 6 licenses but have not yet set up HQ server. Could anyone briefly explain the process of getting this setup? Thanks so much for any help and input! // Mats www.swedeballs.com
  17. how can i trigger rbdpackobject to active by collison? I set the active = 0,and i want to active =1 when collison. I try to use impusle to trigger ,it works but lose the velocity. active RBDpacked object when collision.hip
  18. Hi.guys. I get an issue when i try to set the deform object to dynamic RBD fracture. I voronoifracture a simple deform object using the Alembic import form maya (actually, i want sim a animation people). But when i sim it, it comes a weird results. The fracture was actived, began fall, but it still affected by its deform cache, i want the fractures just affected by gravity after be actived. I set the activevalue, not work well. How can i just set deform object just fall when the active was ture. Any help! I will attache the reference. THANKS. field alembic_deform_fracture.rar Animation_deform_rbd_Reference.mov
  19. Hey guys, I'm sharing a file for those interested in doing art directed fractures. It's definitely not the only way to do this, but I thought it would be nice to give something back to odforce. The hip file is a sim of a platform that is collapsing over time from one end to the other. I've left a ton of notes inside, so check it out! improve it! use it for whatever you want. UPDATE: I've also added the H13 version using packed primitives to achieve the same result. houdini_fracture_glue_bullet.hip rbd_packed_controlled_fracture.hip
  20. Hello, So I need to create an activation trigger for a multisolver, that is based on impact with a certain object. I know it involves a script solver, but I've reach a dead end on how to detect impact based on a certain object. I know my impact data will say when it impacts what object it impacts with, but I need to save this data going forward and decipher it probably with a dopobjscreatedby("X"). Attached is the version that shrinks the geo based on the script solver activate_onFrame is based on Frame # 34. It hits a random object then hits the ground. I would rather call out if it hits the ground then shrink so I don't have to babysit the sim for activation of this. Thanks -Ben Edit: Attached the example scene file, duh! ShrinkScene.hip
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