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Hello everyone, I recently tested out a simulation I wanted to create on smaller objects and everything seemed to work fine. It's basically a ship on water that gets struck by a missile. The part of the ship where it will get struck is already fractured (rbd). It works fine. So I would like to simulate debris coming from the points of impact and use those same source points for my massive smoke. The only problem is, there is nothing in the debris source. I have brought the packed geometry out of DOP's, unpacked, stuck a trail node and everything appears to be working until the debris source node. This is very confusing because it worked in my simple SIM setup previously but for the life of me, I can't figure out why there are no debris source points. I would appreciate some help on this, and I've attached my scene file to this. Thank you. shipanddestruction.hipnc
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Hey there! I'm trying to fill a fractured box with water and make the water come out when walls of the box start breaking. The thing is that the collision works when the box hasn't been fractured yet but once one of the walls of the box starts fracturing, the particles start to clip through the box until they completely disappear. The box has thickness, I'm using a deformed static object with a vdb of the rbd fracture. The sim also have sub-steps. I uploaded the hip file, just in case someone wants to take a look at it. Thanks in advance guys! Flip_Collision.hip
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inpointgroup and npointsgroup aren't working for me (Indie 18.0.416). I have a grid with an attribute from map image. I manually select different areas of the grid and add those selections to various named groups. I then add a scatter node to generate scatter points over the grid. The scatter points appear to inherit the group memberships from the underlying areas of the grid - prior to the scatter node, the info popup shows the various group names as prim groups and in/after the scatter node the group names appear as point groups. I then run some code in a detail attribute wrangle to loop through a particular group's scatter points (those of a cypress tree in the image, group 'Cypress') to identify points lying along the boundary of that group (ie. the boundary of the cypress tree). I then add those boundary points to a group named 'Cypress_edge', using setpointgroup(0, 'Cypress_edge', pointNum, 1, 'set'); I can see in the geometry spreadsheet that this has worked - there are now points having membership in both the original group 'Cypress' (88,850 points) and the 'Cypress_edge' group (8,120 points). However, when I then check-test the boundary points for membership of the 'Cypress_edge' group using inpointgroup(0, edgegroupname, pointNum) they don't show membership (inpointgroup returns zero for every point). Also, if I ask how many points are in the 'Cypress_edge' group, using npointsgroup(0, edgegroupname) the answer is zero, even though there are 8,120 points in the geometry spreadsheet's 'Cypress_edge' column that have a value of 1. inpointgroup and npointsgroup work for the point groups that existed prior to the VEX wrangle but not for the 'Cypress_edge' group that was created inside the wrangle. I'd appreciate any advice about what I might be doing wrong! [SOLVED] I've finally realized that inpointgroup and npointsgroup are looking backwards at the preceding node (ie. through input 0), and there are no edge points yet in that previous node. So, while setpointgroup(0, 'Cypress_edge', pointNum, 1, 'set'); creates the group 'Cypress_edge' (on its first call) and sets its member points' include values to 1, I also need to set @group_Cypress_edge = true; to tell the local wrangle that the point is a member, and I also need to use if(@group_Cypress_edge) to test for membership locally. I'm not sure how to get the number of points in Cypress_edge using this method though, other than looping through all the points and doing a count. I also have some further questions about this method but I'll leave those for a separate post.
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Hey guys, I've installed Arnold version 5.0.1 for houdini 17.5.460 on windows but I can't get it to show up as a render option (I only have mantra and renderman available) I've looked at other forums and I've changed my .env file to match my directories but no luck unfortunately Thisi my .env file: # # Houdini Environment Settings # # The contents of this file are read into the environment # at startup. They will override any existing entries in # the environment. # # The syntax is one entry per line as follows: # VAR = VALUE # # Values may be quoted # VAR = "VALUE" # # Values may be empty # VAR = # # Example: # # HOUDINI_NO_SPLASH = 1 # htoa config start PATH = "$PATH;C:\Users\Danny\htoa\htoa-5.0.1_r5e954ab_houdini-17.5.460/htoa-3.2.2_rdc1beed_houdini-${HOUDINI_VERSION}/scripts/bin" HOUDINI_PATH = "C:\Users\Danny\htoa\htoa-5.0.1_r5e954ab_houdini-17.5.460/htoa-3.2.2_rdc1beed_houdini-${HOUDINI_VERSION};&" # htoa config end Any advice? Thanks