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Showing results for tags 'glue network'.
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Hello! I have a prefractured animated mesh and I'm using bullet solver. When I simulate as a static mesh everything goes fine but when I switch to "create deforming active objects" in the RBD packed object I get odd results and the glue network seems not to be working. I've realized that the glue network only is created once in the beginning of the simulation. Should it be updated every frame if the mesh deforms? Thanks in advance!
Hi everyone, first post here. I'm starting to learn houdini and of course i need a lot of help since the documentation is quite poor...i hope you guys can give me some heads up. My problem is basically the old brickwall destruction problem. My goal is to destroy the wall having clusters of bricks, single bricks and brick shards. and of course i would like the clusters to break into smaller clusters or single brick on every subsequent impact and so on. So far i managed to create a glue network which i delete gradually using a sphere with points from volume node, and painted clusters which are not deletable, so they should behave like subsets of the main glue network (breaking accordingly to their strength). And here the odd behaviour happen...glue network bonds seems to reappear and stop the shards quite randomly. anybody has any idea? any help would be so much appreciated also, some tips on how to paint different vaues of glue strength or how to procedurally set the glue strength based on distance between pieces would be a plus. thanks so much in advance to anyone who replies this post you can find attached a flipbook showing in red the glue network bonds that reappear houdiniFlipbook.mov
Hi, I've found a weird glue network behaviour where objects stop in mid air during the deletion of the glue network in sops. It seems broken to me, or, if I've set something wrong, would you mind pointing me in the right direction? I'm on 12.5.487. Thanks for looking MisterP
Here is my house destruction WIP. On the videos in this post you can see what I made myself, before I stuck with the problem of a concave geometry in the corners (which can not properly handled by the Bullet engine). By default, the Voronoi Fracture HDA creates concave geometry in the corners (you can see it on the screenshots below) and if there is another object located in the corner (for example bricks behind the stucco), the simulation starts to explode (because the Bullet improperly complements such geometry to convexity). I tried to search some info about how to implement a Convex Decomposition algorithm in Houdini (may be HACD*), but I haven't any result yet. All what I have for now, is my concavity-testing VEX node, that finds all the concave parts, but I have no idea how to cut them on a convex pieces. It will be cool, if somebody can help me with this problem. Below you can see my tests. *Hierarchical Approximate Convex Decomposition http://kmamou.blogsp...ate-convex.html http://www.khaledmammou.com/hacd.html http://masc.cs.gmu.edu/wiki/ACD