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Showing results for tags 'packed primitive'.
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Hey guys! I require help dealing with packed alembic within houdini 17.5/18. I have a heavy geo but im getting an issue with textures not showing properly unless unpacking but unpacking causes scene to be extremely heavy. So is it possible to keep it a delayed packed primitive and unpack only the uv attribute to maintain the scene being lighter and yet allows the unpack uv to be read within renderman for houdini. Any thoughts?
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Hi, I have an effect where I want to create multiple orbiting asteroids, eventually they will be fractured, constrained, and collide with each other as orbits change. So far I have put my RBD Packed Object into a MultiSolver with a POP Curve Force that references a path in a SOP solver as the first attached data, followed by a Bullet Solver. That works well for one asteroid, or for multiple asteroids on the same orbit. Im wondering if theres a way to only need to make one RBD Packed Object but have each named packed prim follow a different curve? It'd be even cooler to only have to make one POP Curve Force that actually references different paths per names, but if thats not possible then I will have to create a POP Curve Force for each asteroid, my question in that case is what parameter do I need to assign to my geo to be able to do this? I see under 'Bindings' on the POP Curve Force a channel named Geometry with "Geometry" as the default, if I change this to anything else my asteroids aren't affected by the force anymore, is there anyway to set this in SOPS per asteroid? multiple_orbits.hipnc
- 2 replies
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- pop curve force
- binding
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Hi everyone, I am new to Houdini, so I want to ask such a question. In previous versions of Houdini when I created RBD objects from a node (which has inside several objects), it handled the node and its contents as whole, but in Houdini 16 it is different, I mean it handles its contents as individual pieces. I guess it is due to that Houdini 16 creates an RBD packed object. How can I achieve so it handles the node as a whole?
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Hi all Im having a big confusion about packed primitive. Lets say I have an animated and packed sphere. when I check in primitive intrinsic It is having the packfulltransform info, But if I convert it to polygons and pack it again then the packfulltransform info gets ident matrix and no animating values but still the mesh is animating. My question is where does houdini stores the transform info after the animated mesh is packed. I hope it is some what clear. packFullTransform.hip
- 4 replies
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- packed primitive
- primitive itrinsic
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I'm trying to figure out the best way to transform packed RBD primitives. I'm doing this by modifying the packed primitive intrinsic 'transform'. The issue I'm wondering about, is that the collision hulls that bullet is creating (packed rbd object > bullet data > show guide geometry) change every frame, which seems weird. I want to create the collision hulls on the first frame, and then transform those shapes. I've tried 2 different ways in the attached file. One I set the 'initial object type' to 'create static objects', and then I transform them inside the sim using a Geo VOP DOP. The other way, I'm setting 'initial object type' to 'create animated static objects' and feeding in the transformed pieces straight into the sim. Both produce the same result, and the collision hull seems to get updated each frame. Is there a way to make sure the collision hulls not update each frame, but still give them rigid transforms? Thanks! xform_packedRBD.hipnc
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Does any body give me suggestions to use Packed primitive options in maya, I am trying to create a simple copy digital asset for maya in which i added packed primitive options available in copy sop. But if i use those options in maya copied primitives are disappearing. If i disable "pack geometry before copying" option everything works fine. Does this option will work for maya?, Also the copied geometries are displaying as geometries how can we add options to show as bounding boxes or point clouds. Thanks in advance
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I'm breaking some cone twist constraints in a sop solver (by placing them in the broken group) and I would like to use these constraints to then emit debris and dust. So my question is how can I export the constraints out along with my geometry to be used later? And is that the best method for emitting debris etc.?
- 1 reply
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- rbd
- packed primitive
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Hey, Was playing with 'emiting' packed primitives with bullet, and came across a strange problem. If just have the emitting object on his own, the sim works just fine, but when i add an extra object to the sim, the whole thing just acts strange and add extra geo that shouldnt be there, and that doenst shouw on the geometry spreadsheet. I'm sure i'm doing something wrong but cant see what it is. If anyone could help would really appreciate it. Here's the scene file with both versions. Thanks in advance constraints_v01_010_B.hipnc
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I have some packed primitives all constrained together and I would then like to constraint them to an object that i've animated in sop. Is there a way of constraining my packed primitives to and RBD object so that I could enable 'Use deforming geometry'? Or am I able to update the translation and rotation of a packed primitive in DOPs (using a SOP solver or otherwise) - The geometry is not deforming is only translating and rotating. Thanks, Mike
- 6 replies
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- packed primitive
- rbd
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