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Found 63 results

  1. Hello, Can I get a little help please? I have an RBD simulation where a bridge's rope breaks. The first part is a glue contraints then it turns into soft constraints then I remove the primitives to break the soft contraints. But I have a part of the rope I don't want to break. So I put it into a group. How can I add that group into my primitive wrangle inside my sop solver as an exception. I mean I would like to break all the constraints ( primitives) except the ones in the group. Thank you.
  2. Hello everyone, the project > I'm working on short animations of a shirt flying in the wind. I decided to use houdini to learn it and use the new vellum solver. I managed to have really nice and quick result for most of the shirts but one of them give me some troubles.. problem 1 > One of the shirt is more like a polo so I would like to set differents constraints on the collar to make it more stiff than the rest. I tried to make groups and merge them but I think I'm missing something because it's not working. I can't find any related topics either.. maybe you guys can give me a clue on how to make this work ? I'm ready to experiment I just don't know where to search anymore.. problem 2 > On the same shirt there is 2 buttons. I'd like to glue them to the shirt for them to react like rigid body and follow the shirt mouvement but I don't understand how I can do it and how to place those news constraints in the graph.. First screenshot is a view of the collar and the buttons placement. It's a model from Marvelous Designer. Next a screenshot of the network view and third a view of the collar being not stiff enough ( : I can only do screenshoots of the shirt and can't really share my hip file because the design of the shirt is not supposed to be released yet. Thank you for the reading !
  3. Groupselection inside HDA

    Hey there! Im developing some HDA´s for my Bachelor Project! My actual Problem is about the Action Button for a Prim Group Selection. Right now im running the standart Action Button script below: import soputils kwargs['geometrytype'] = (hou.geometryType.Primitives,) kwargs['inputindex'] = 0 soputils.selectGroupParm(kwargs) But, of course it does refer to the Node above the Subnet. My question is: How can i refer to the Node above the Selction Node inside the Subnet ? Is it a Python Callback Script or is it something below the Action Button ? Thank you very much Max
  4. Hey there! Im developing some HDA´s for my Bachelor Project! My actual Problem is about the Action Button for a Prim Group Selection. Right now im running the standart Action Button script below: import soputils kwargs['geometrytype'] = (hou.geometryType.Primitives,) kwargs['inputindex'] = 0 soputils.selectGroupParm(kwargs) But, of course it does refer to the Node above the Subnet. My question is: How can i refer to the Node above the Selction Node inside the Subnet ? Is it a Python Callback Script or is it something below the Action Button ? Thank you very much Max
  5. Hi, I am sorry if this is a silly question, I want to group N number of points into 4 seperate groups, suppose 30% =group1, 20% = group2, 10% = group 3, 40% = group 4. In such a way that no particle is common in any of the groups so that I can use those groups to use popwind to effect them seperately and color them seperately. Please Help. Thanks.
  6. Hi, I'm generating curves... I want with the "Group by range" select say the first point and offset it with $F, I have this done... for all curves doing the same.. But what if I want a random, in a way that offset of selection on every curve is different, I was trying to use primnum, but seems not to work... Do I need some "For Each"? And if so, how. Please and Thanks! Bretislav DontKnow.hip
  7. Hello How do I convert the shop_materialpath attribute into groups of primitives
  8. I have a "for-each connected piece" loop and want to use SOP group to create a different group for each connected piece. How do I deal with the group name to make sure it's different for every connected piece?
  9. Hi all, So I'm still new to Houdini and I have this project I'm working on to melt ice. I want it to look realistic and so I've decided to make it melt layer by layer (outwards in). I've scattered points on the object itself that act as melting points on the object however the result is not realistic and it doesn't melt the entire surface rather it goes through the object. I've attached an image showing a test with a sphere as the object to be melted, the white bits are the seeds that spread and activate the melting process(they spread through the object in a sphere manner rather than just spreading on the surface first then working their way inwards). So my question is, is there any way to group the outer layer of points of an object and make it keep updating so as the object transforms the outer layer will keep regrouping? OR is there any way to make the outside scattered points grow towards the center of the object (e.g. if I were to create a point in the center that attracts all the points surrounding it towards it)? Any feedback would be much appreciated Also apologies if I don't make any sense.
  10. Color by group

    Hello I have several some groups (grp_A, grpB, grp_C, grp_D), how do I separate each group with a different color? Thank you.
  11. voronoifracture

    -Procedural Rock Formations for ue4 saber Jlassi Houdini Hive at SIGGRAPH 2017-. Part of it. I would like to know how to select and delete some voronoi. (Does it involve visualizing a group of sculptures?)
  12. Hi, Just a stupid question but, how to add this primitive to the group. Thank you odforcegrque.hipnc
  13. Hi, I've been trying for a couple of hours to get my array points into a group. The idea is that I want to delete every face that is not colliding with a ray/line (first collision/one collision point per face). I used "intersectionanalysis", which gave me the points and faces I want to preserve but now I'm not able to group those array points or blast them any other way. Please let me know if you have an idea. Thanks raycollisionTest.hip
  14. Hello community! In my viewport, i see blue lines for every group i have. (see on added screenshot). It can be is quite annoying with complex geos, so how can I turn this off? Im on linux mint, H16 btw Thanks for reading/helping.
  15. DOP group exprresion

    I'm working on a setup where a couple of polygon curves simulated and breaking apart using a wiresolver and a sopsolver. I've only one wire object and would like to group the wires in that object that are broken so I can apply a force to them. I'm using a group DOP node and in the Group 0 Expression I've this expression prim("..:wireobject1/Geometry", $OBJ, "broken", 0) == 1 The setup works so far so that when prim 0 "broken" attribute evaluates to 1 all the wires belongs to the group and get the force. So I guess it's the $OBJ I'm using incorrectly. It evaluates to 0 because the wireobject1 is the only object in the DOP network. So how do I access each primitives primnum in DOP? If it's even possible to group primitives belonging to one object like this? Is there another way to create DOP groups? Would like to have something like a Geometry Wrangle with a create setprimgroup expression. Thanks! / John
  16. Well, I went out into the RBD Constraint Forest Unprepared, and now I am lost in the woods. Any help would be appreciated. I'm trying to do something that should be fairly simple, and most likely is, but I don't have the combination to the Houdini lock to get the setup to work. In the example file I have an rbd box that has 10 faces per side that have been made into unique faces. They have glue constraints holding them together and are a rbdPacked object in my dopnet. There is a low rez smoke sim that pushes this rbd box into a collision sphere that is above it, and when the geometry collides with the sphere, some of the glue constraints start to break. All I wish to do is apply either a gravity force or a popForce to these rbd pieces that have lost their Glue constraint. I want the main chunk of the rbd box that still has a bunch of pieces glued together to keep on moving with no gravity or popforce. I might be trying to go about this the complete "wrong" way since I have very little experience with Glue constraints, But I see data in the geometry spreadsheet while in the dop net called ConstraintGeometry and this has a primitive group called "broken" which contains the glue constraints that have been broken due to collision. I would think I would want to try finding out which rbd piece that broken constraint belongs to and then use that to create an "applyGravity" group of rbd pieces so that I can do what I want to do. I just don't know how to do this in dops. Is this something that needs to be done in a sopSolver or geometry wrangle or....? I'm not to familiar with how to read data from the ConstraintGeometry and apply it to the Geometry data. When I middle click over my rbdsolver, it shows the main rbdpackedobj1 with Geometry and then CosntraintGeometry below it. They are like separate entities and I'm not sure the best way to get access to both in one node, if this is even the way to do it.? For example if I change a geometry wrangle to point to "ConstraintGeometry" instead of the default "Geometry", I can then read and manipulate data on the ConstraintGeometry, but then don't have access to the main rbd "Geometry" that I am use to normally working with. Like everything in Houdini, there are probably dozens of ways to go about this, I tried about 20 yesterday, without ever getting one to fully work. I ran out of search phrase ideas to try throwing at google after about the 6th hour of searching. Maybe using some of those copyData and applyData nodes would get the ConstraintGeometry data onto the Geometry stream so they can both be read in one wrangle or maybe that too is a completely wrong direction to take. I don't want to speculate any further since you could try things for a week and not get it to work if it just isn't the right approach. I love Houdini for its vastness and unbelievable tool set, but man, it can destroy you if you don't know how to do what you want to do, and can't articulate it well enough for a search string.! Thanks for any help. E rbd_constraints_v01.hip
  17. Hello! I fed a simple grid to a voronoi fracture node (fracture points and geometry source both from the same grid object) & it made some pieces. Great! How can I group the pieces in order to use it for a followup extrude node? I want to extrude and slightly inset the pieces... like a brick pavement or stone wall type of operation...
  18. Group rbd packs that broken

    Hi all. i did this tutorial : http://shortandsweet3d.blogspot.com/2018/06/animated-constraints.html now i'm wondering how can i make a group of shattered piece and mask them on some forces. for example in the tutorial, detached pieces don't affected by impulse force. Thanks.
  19. POP Wrangle Group

    Hello, I want a second age ("myage") for particles, when they are in the group "active". Very simple? But it don't work
  20. Vdb grups?

    Hey magicians, I have a setup that make some blobs growth, but I need them to growth in a different speed each one, I tried making groups out of vdbs to control each one by time offset with no luck, also tried playing with different vdb names. Any tip on how can I affect the speed of each blob separatedly? Plan B will be making each vdb growth separatedly and then play with vdb combine, not sure if I'll get the same effect but will give a shot. Here is a sample gif and file to illustrate my issue Thanks in advance! growth_hip_for_offset.hip
  21. Group in dops [SOLVED]

    Hello ! I'm trying to apply a force in dops to some packed geometry based on some rule. For the test, I use a group that have "@P.y<2.5" in its expression box, and use this group inside of a drag node. But for some reasons, it's not working properly. I never used the group node in dops before, so maybe I'm missing something. Not working properly being the force still applied to the geometry, even though the geometry is clearly above 2.5 in y position. Anyone have an idea ? Thanks ! group_in_dops.hipnc
  22. Is it possible to use at point group from sop level, to constraint points in a dop (wire sim) with the "SBD Pin Constraint", instead of manually typing in all the points, that has to be "Constrained Points"?
  23. I'm creating a group from the box sliding over the fractured grid and assign the Color from Black to White in that group. How would I randomly delay setting the color in this example, so it's not a straight line of assignment. I tried creating a random offset when it gets assigned into the group, however unclear how to increase the offset counter per frame, so I can assign a formula in setting the Cd.
  24. Hey Everyone! So the issue is... I am using Voronoi to fracture an object. The inside and outside faces are in two groups named 'inside' and 'outside'. I'm using the 'assemble' node to pack the primitives however, doing this, it looses the 'inside' and 'outside' groups which I need to use later on. Is there a way to use the assemble node and keep the groups? Any advice is massively appreciated! Thanks All!
  25. Group combine pattern syntax

    Hello ! I’m completly lost with group syntax and wildcards. I try to combine every second primitive group. Looked at the doc (http://www.sidefx.com/docs/houdini/model/groups.html#syntax) but it doesn’t help me sadly. Any advice ? Thanks group_problem.hip
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