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Found 4 results

  1. Hello all, I am quite new with Houdini, just started in the beginning of this month. I enjoy Houdini very much, however, I encounter a problem here and have been here for quite some time. So what I want to do it basically make a scene of a ball crashing a wall and then have debris coming out of the wall as the effect of the crashing and the wall being torn down. Well basically want to get this to the next level. However, I have been looking for a way to do this and found somethings but maybe because I still need to learn more about Houdini, I do not really get how to do this properly. So I thought I can start from a simpler scene first. Firstly I read a post hereand have tried to do it step by step and even try to mimic the scene exactly but I still have no luck. I use Houdini 12 so I grabbed the torus_debris_h12_fix.hip file. I did everything as exactly as how it is in the file, but as from what I check, I see that the "delete" from the particle_location1 does not work properly (If what I see is correct). Although I see this problem, I have no idea how to fix it since I think all is correct I attached my file here. can anyone help me on this? and maybe if you know a tutorial that can be helpful for me to get the hang of this? Thanks in advance houdini_29-09try.hipnc
  2. Hello; When I use scattered points as a POP source, how can I apply velocity to some group of points, dynamically ( during frames, not just at the initial frame)? I know that I should apply the velocity force inside the DOP, but I don't know how Thanks for helping. Add_Velocity_to_particles_01.hip
  3. Hi everybody, At the moment I have a hard time with creating wires dynamically during simulation. (I want to create slime strings between objects). At first i tried to do everything with the wire solver, but this didn't work since it was importing the wires every frame over and over again. After watching this tutorial of Entagma (http://www.entagma.com/connect-the-yarns-with-the-pbd-solver/) I tried it with grains. The difference with my setup is that i start without any geometry in the scene. So it doesn't evaluate the geometry wrangle. Am i right? Do you know if there is a way to force it to evaluate the geometry wrangle? The thing is that if I source geometry it works as it should, but that's something that i do not want. There should be a way to do this, right? But i definitely don't have enough knowledge about the Dop networks and how this all works under the hood. So if you have a tip to understand better how to handle all the geometry in the dops, that would be nice as well! If somebody could point me in the right direction that would be great! Thanks in advance!
  4. I take a sphere and then apply the mountain SOP to this sphere. Then I add a Copy node which is fed a point cloud from a sphere, IsoOfset, and scatter combination. Below the Copy I place a NULL node. In this Null Node I can see the total number of packed Primitives. What I would like to do is to be able to modify the Frequency Parameter on the Mountain Sop for each of the Primitives that are being Copied so that each one of the Primitives has a unique shape. I need a variety of moon rock to blast out. Without modifying them, they all look the same. Any thoughts on how I can accomplish the ability to dynamically create rocks of various shapes. Thanks in advance.
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