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I'm looking to transform one shape of packed RBD's into another. I've looked at the forum and a few of the examples. Specially the lego car which is awesome but they all tend to transform the same set of Packed RBD's from a rest shape to complete form. I am looking to transform from one shape of object to another shape of object. this is a pure Position and Rotation transformation and I think I'm just not understanding the way rotate work to show this I've made a simple houdini file. Any Help to better understand this would be appreciated. packedgeo_shapetoShape.hip
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Packed Primitives to Maya - Best Practices
ParticleSkull posted a topic in General Houdini Questions
Hey guys, I have a scene with one object copied into thousands of points (particles). Since I'm using packed primitives, the scene gets super fast on Houdini but it's impossible to export it out. Does anyone knows what would be the best way to send it to Maya? Is there a way to, maybe, export it as a placeholder (a box for example) and, inside of maya, replace the box with the original object, maintaining it's matrix (pos, rotation, scale..)? Thx, Alvaro -
Hey, I'm having trouble emmiting random packed prims in an RBD solver. Wondering if somone can help me as I'm very close to the outcome I want. For some reason the geometry won't stay true to it's attribute "variant"? Anyways I attached the hip file if somone could please help it would be much appreciated! Thanks, RBD_help01.hiplc
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i have a library of packed primitives with a unique name attribute that i import, copy and transform, and mirror. I need to extract these final transforms to export a json. Is there a way to do that? Usually i have the orient attribute that helps me to generate a 3x3 transform but in this case i don't have any other attributes other than the position. extract_transform.hip
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Hello everyone, Currently trying to get rbd Disconnected Faces to work over multiple packed geo that is pre-fractured. I noticed the same geo passed unpacked into the sop level Bullet solver node works and before impact the node removes inside cracks (glass) as expected and upon impact brings it back. Same geo setup as packed geometry, into a dop net, run sim (runs fine), unpack and applying rbd Disconnected Faces, just doesn't want to work. The inside cracks are there with the same threshold. I can see faceid and primdist in the spreadsheet. Just wondering if someone has seen this issue before. Screenshots attached for ref. Any suggestions would be welcome.
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The gist of the effect I need done is this. I need this Logo to start out fractured into a ton of pieces and off screen in all directions then I need the pieces to kindof suction in towards the screen center where they come together to form the full logo My current workflow is basically run the sim backwards (the logo starts off fully formed and i explode it outwards, then reverse the RBD sim) The problem when I reverse the sim I get a very harsh stop on each piece once the piece gets to its start pose I fix this sort of by running a jiggle or lag CHOP motion effect over the points after i reverse the sim, adding some overshoot to the sim so it overshoots the rest pose and then settles back into the rest pose the issue is now i get intersections with the pieces. Was hoping someone might know how i could maybe run another simulation on top of the reversed sim? Like have it follow the same motion but adjust for self collisions?
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Hi guys, I have a pig head which I have sliced and packed, I am trying to randomize the color of each chunk by using a attribute random on the Cd, and a color node with a ramp from attribute after. The problem is that the color node doesn't assign the new colors to each chunk of the pighead, it mostly "overlays" it. Thanks! frac.hip
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Hello everyone... I have a problem with an RBD packed object inheriting velocity. In the file, I have the attribute active being set by another object, but the velocity doesn't kick in at all. The velocity works if I remove the point wrangle setting active to 0 and remove the sop solver. If I try a pop vop or a geo vop, there's some weird velocity behavior that happens. If I tick on override attribute, the velocity takes off big time and doesn't appear that gravity takes hold. All I'm looking for is initial velocity once the pieces become active. I saw a few threads on the side fx forums and this forum, but nothing I saw seems to be working. Any thoughts? test_active_velocity.hipnc
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I'm having trouble figuring out the best way to achieve something. I'm creating a wall of bricks. Each brick will later be replaced by a far more detailed brick. I'm trying to keep my scene as light and memory efficient as possible so I'm using copy to points and pack and instance is checked. However, I need to cut a hole into this wall. In my example it is a tube, but I'd like to figure out how to do this with any shape. What I want to do is figure out how to do one of two things. 1. Prior to copy to points create a group of the points which will later have bricks that need unpacked in order to boolean. 2. After copy to points with pack and instance create a group of packed bricks that will need to be unpacked in order to do a boolean. If you look at the image I've provided you'll see some points are outside of the tube shape, but would still need to be part of the group that gets/remains unpacked. At the same time some are mostly or completely inside the tube and would also need to be unpacked. I know I can just use a peak node on my tube to make it wider just for selecting, but I'm wondering if there is a more elegant way of doing this. I was thinking of something like intersection analysis, but that isn't the right thing. Is there a way to determine if a packed/instanced brick is partially inside the tube geo? Thanks, Tim J
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hey all i'm sure this is a fairly simple one but i'm having a hard time with it :/ been at this for 6 hours today so i have a sim of a big wall exploding outward - it looks great but sadly i have a huge chunk of pieces that fly towards cam an i'll be damned if i can find a way around it - is there any force i can apply from the camera that can push them outwards instead of just heading towards the camera and through it? It would be awesome if i can art direct this a bit more! thanks Ant
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Hello everyone, I'm doing a simple packed RBD sim, and no matter how much I increase the fritcion parameters the objects never lose any velocity. Is this the expected behaviour? I've attached the .hip file. test.hip
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Trying to find some info on applying quaternion rotations without using the copytopoints @orient point attribute. I build my quaternion, and then I'm stuck on doing two things: -Applying the rotation to an unpacked object and a packed object I've tried the rotate by quaternion VOP with unpacked geo and the makeinstancexform for packed geo and nothing seems to work this way... I've done some research but didn't find anything usefull (outside of copytopoints @orient). Can some one point me in the right direction?
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How can I prevent particles from emitting from packed primitives center ?
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Hey, I simulated low res RBD pieces and am using a transform Pieces node to apply the position / rotation back onto the highres geo. To get the orientation / pivot for the template points input of the transform pieces node I used a "dop import" node which is set to create points to represent objects. But I had to bake out the RBD objects and animate on top of em in Maya and brought em back to houdini. I made sure the name attribute is exactly the same as on the highres geo again and packed it and currently just using an attribute wrangle to delete all prims so I only have points left. But those only come with P and name. How can I get the correct orientation / pivot back to align my highres geo correctly using the Transform Pieces node? Thanks guys!
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- orientation
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After setting up the rotations for packed objects in point vops (after scattering), I just couldn't do the same for scaling and translating. I want to find a solution for cases where the scattering has already been done (or there are many instances of the same object). Can some one help me out? Bellow is the hip file. packed_objects_debug.hip
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Hello I'm doing a RBD (bullet) sim with custom concave geo (proxies) that I pack my self using assemble. I use a scatter and copy to points to set up my inital state, run the sim. I use a dopimport, and I would like to fetch the hi rez geo. Tutorials show that if I had the high rez geo scattered the same way I could plug it and it would work straight away. However I would like, with only my points, to retrieve the high rez geo. I thought I would use a foreach and apply primintrinsics or transformpieces or even a copytopoints as seen in some tutorials like here but nothign works, my scales and pivots don't seem to work. To give you an idea of what my network looks like before the dopnet: I cross posted on Sidefx forums but it wasn't published sorry for the crosspost. If you have any info on this I'm very interested.
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How can I make local transforms in my primitives (either packed or unpacked) based on a custom pivot? Using MOPs or any other method. Thanks
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Hi. thought i’d see if anyone has come across before. I've got a redshift scene with animating blocks. Essentially its a voronoi fracture, converted to packed geo, and then i'm running a noise through the @P.y of those packed pieces. Problem is I'm trying to setup a rest attribute on my geometry before packing it (so redshift triplanar doesn’t swim). Works fine except when i add the rest node it distorts the uv map near the edges. Assuming its because the rest attribute is being shared across those seams maybe? If i disable the rest node, it works fine but the texture swims. With it on its got the distortion. I tried making the points unique with a facet node before the applying uv and rest attribs but then it splits everything, which is not what i wanted either. I'm still fairly new to houdini, am sure theres a simple solution but i can't seem to figure it out. Heres a scene file if anyones interested https://www.dropbox.com/s/hrqsq1ajq7ro36z/triplanar_rest.zip?dl=0 Any ideas? Thanks
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Hello, I'm working on a project and I'm a bit stuck on matrix transformation. I don't have a strong background in matrix manipulation. Here is what I am trying to do: I have a packed alembic that has been created from an external program. The alembic has a fullpackedtransform intrinsic that contains my translate, rotate, scale and shear data. I want to shatter this alembic geometry, pack the shatter pieces and use the original alembic transform to animate the pieces which will then be input into a rigid body simulation. I'm having trouble extracting the relevant data from the 4x4 matrix on the alembic. I can get my points to translate, but I don't yet understand how to make them rotate. I hope my diagram makes sense.
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Hey guys, I'm trying to set materials to my Packed Disk Primitives using a Packed Edit SOP but for some weird reason, the material section of the node can't read the MAT path, just the SHOP path (as seen in screenshot 1). I tried to debug every step, everything seems fine, even the node reads the pieces' path (as seen in screenshot 2). What am i doing wrong?
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Hi there, Lets say we have a bunch of packed primitives scattered in an area on the left side and a on the right side a geometry, like frustum. I want to detect all the packed primitives that even a small portion of their bounding box is intersecting with the geometry. I have one method of doing this but its not ideal, I was wondering if anyone knows an efficient and preferably with vex way to do this. Cheers, C
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Hey guys, I'm having an issue that has had me scratching my head for the past few days now. I'm creating a building for an RBD sim with instanced packed fragments. In order to save memory, I'm creating 3 fractured walls to iterate throughout the building. I'm then carving out the windows using a for each block, iterating through each fragment (nearest to windows) and a boolean to subtract the window hole geo, then repacking to the fragment into its piece. This way, the extra inside faces are attached to each respective fragment, and it becomes a new piece. Alternatively if I just booled the entire wall, I would have issues repacking with the new faces. The problem is that at the end of the for each block, it returns the subtraction geometry merged with the subtracted geo. It doesn't do this with lower density fractures- weird!! I've iterated through each pass to see where the extra geo is coming from, and can't find it for the life of me. Please take a look at the file attached, and let me know if anyone has any ideas! btw- apologies for the file- didn't have time to clean it up Thanks! Hunter buildingFracture_v12_debug_wall.hiplc
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Hi all! I hope this isn't a dumb question, but I'm stuck getting my particle shapes to spin. I might be approaching this wrong... I've fractured and packed an object. I bring the pieces into the POP network, instancing each piece with source emission type set to All Geometry - each particle is a piece from the fractured geo. Now I just want these pieces to spin. I do get the w attribute set, but, the pieces themselves are just translating with the particles, not rotating. A simple scene with the setup is attached. Can anyone point me in the right direction here, and perhaps explain why this approach doesn't seem to be working? Thanks! popSpin.hip
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Evening all, I've got some imported geo which are basically buildings but they are just one big 1 million poly mess of prims - ideally they would be separate packed prims. Anyone know of a way to make each 'island' of prims into a single packed prim? Cheers
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My question is about packed disk sequence files. The docs state: Packed disk primitives automatically cycle when the rendered frame is outside the animation’s frame range. You can change this by setting the primitive string attribute "wrap" on the packed disk sequence to one of "clamp", "cycle", "mirror" or "strict". I assumed the meant you could add a sting attrib named wrap with the value of mirror to the primitives of cached geo and this would cause the file node to play back the PDS files back in a ping pong cycle. however this didn't work. what am i missing?