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Showing results for tags 'dopnetwork'.
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Project file: https://drive.google.com/file/d/1OcnVZQQEw1ZDmsIvVkgqRKMVwUxTNrID/view?usp=sharing I am experiencing an issue in Houdini with the Vellum Constraints node. I have it set to attach to geometry at the SOP level, and it works as expected alongside the Vellum Constraints Property node inside the Vellum solver at the DOPs level. Specifically, I have animated the stiffness value of the Vellum Constraints Property node to activate at frame 12. However, this causes the cloth to snap back to its initial position at frame 1, rather than maintaining its relative position at frame 12. My goal is for the constraints to generate relative to the cloth's position at frame 12 without snapping back. I attempted using the Vellum Constraints node set to attach to geometry at the DOPs level within the Vellum solver, but this did not yield the desired result. I believe I might be missing some crucial steps in setting this up correctly. Additionally, I received a suggestion to use a SOP solver inside DOPs to dynamically solve constraints at frame 12, but I am unsure how to implement this. I have attached the HIP file for reference. Any guidance or solutions would be greatly appreciated.
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- marvelous designer
- cloth simulation
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Friends, I cry for help. For some completely incomprehensible reason, the RBD Packed Object node in the Dop Network cannot receive data from geometry packed with Assemble. The SOP Path is spelled correctly, but no matter what I do, the objects do not appear, and an error in RigidBodySolver writes: “bulletrbdsolver: Warning: rbdpackedobject1 - / obj / particles / debris_physix / rigidbodysolver1 / bulletrbdsolver: Geometry solver ". If in Assemble to disable the Create Name Attribute, the error changes to: "Warning: rbdpackedobject1 - / obj / particles / debris_physix / rigidbodysolver1 / bulletrbdsolver: Convex hunt does not have any points." Obviously some kind of packaging problem, but how to solve it - I can’t put my mind to it. I checked the official Houdini help, but did not find any special RBD Packed Object requirements for the objects. Someone wrote that he had the same problem solved by turning on the Assemble node, but in this case this node is already working ... idol1.hip axe.obj cross.obj
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Greetings OD force, I've been immersing ( enmeshing?!) myself in the particles side of houdini for a few weeks now. I've got this ball that uses a metaweight to deteriorate, and hopefully fly away based on sop's in the pop network. But at 73-74 all the scatter points reappear around the original sphere shape. Please take a look, Ive tried everything and I dont know what is triggering that to happen. It really ruins the effect at scale of millions of particles. Best, Mmmd DISSOLVE_FLIP_sphere_rdi.hiplc
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- dopnetwork
- scattersop
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Hi, I have substep setting questions when an object(emitter and collider) moves very fast. I am expecting to change 3 points: 1 dopnetwork > simulation tab > substeps 2 pyroSolver > advanced > min/max substeps I am not sure which one I need to change the above?? 3 emitter (collider) should be produced substep volume(denisty/SDF). From the volume/VDB, can we produce inbetween volume/SDF objects with timeBlend and/or attributeInterpolate? Or actually houdini will automatically handle all the substep sources?? I guess if meshes which are before converting to volume are able to create substep, FluidSOurce and VDBfromPoly nodes could create substep volume. But what if mesh is cached, what's happen? Ultimately, I believe ex-colleague showed me that he made a pyro tiny smoke, and created 4x slower motion post-smoke by somehow interpolating. Thus, if anyone knows substep settings and post-slowmotion voxel anim, I really appreciate it!
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Hello guys, I'm having a problem with my project. I have a destruction made in Houdini that I want to export to Maya. This is because it needs to be rendered in Maya. I am using an apprentice version of Houdini, because of this version a lot of export methods can't be used. The best chance I have is with OBJ sequence in my opinion. But when I write an OBJ sequence in Houdini and then export it (as a single file with file>import for testing purpose) to Maya it gives me the following error: / Error: line 0: OBJ file line 236743: index out of range for face creation. // I am using packed geo most of the time. If I unpack the geo and then export it, it still isn't working. Attached is the OBJ that gives this error. I wrote it with a file node. The file node is attached to the Dopimport node with "fetch geometry from DOPnetwork" chosen as an option. Also tried polydoctor but it gives me no errors. Can someone help me out? Thanks in advance! Aram objexporttest unpacked.rar
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- obj
- dopnetwork
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Hi! I want to calculate gradient field in dopnetwork. It works perfect, when I do it in gasFieldVop using volumegradientfile node. But when I do the same gradient using gasAnalysis in gradient mode, I have some artefacts on the border. How can I solve this problem?
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Hi, i want to write my own DopNetwork but i don't know how i can create it or rather from which class i should derive my custom class. In Houdini my node is only available in an already existing DopNet when i derive my node from OBJ_DopNet.h (obj/dopnet1/myNode). But i want to create my own DopNet (obj/myDopNet). Can someone give me an advice? Thank you.