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Found 553 results

  1. Hey, I was wondering how I can have the hero object inherit multiple incomming objects but treat them as seperate items. I can import one item, replicate it in dops and adjust each one with $OBJID but cannot import multiple layed out objects without having them act as one entity. hero.hiplc
  2. Animating a Spring Constraint

    I'm trying to get these two objects to move towards each other after they hit the ground. Blend solvers are being used to allow the objects to transition between their keyframed positions and dynamic states and I need to add an attractive force which is what the spring constraint is supposed to be for. If I plug it in and doing nothing to it outside of hooking up the constrained object and the goal object it works fine. However, I want to control the timing of it so it can work it into an animation. When I tried to keyframe the spring strength or activation parameters the constraint would stop working or not work properly. Result from keyframing the activation parameter. The objects do not pull towards each other, the constraint just keeps them in place. Node network Does anyone know why this is happening? Thanks in advance!
  3. I need to reuse the constraint polylines from an RBD sim after the simulation is done (to create visible geomerty for rendering) but the only geo I can find is the constraint's initial state and the rbd geometry itself. It doesn't look like the polylines are kept at all. How can I reconstruct the simulated constraint lines between rbd pieces to use downstream in the network?
  4. Fluid-RBD interaction issue!

    Hello I would like to create a Fluid-RBD interaction. But as you can see in the image below, the fluid pushes the rigid body so strongly. I need the rigid body to be a little bit heavy and to float on the fluid, based on its mass attribute. (Decreasing the "Feedback Scale", didn't help). Thanks for helping. RBD-FLIP Interaction_01.hip
  5. Hello guys, In a simple RBD simulation, when I replace the "Ground Plane" collision DOP with my Collision-Box, the rigid body objects never stop moving! How can I bring them to stop? (When I use the "Ground Plane" node, everything is ok!). I tried to use the " rbdautofreeze DOP", but it doesn't work. Thanks for helping. RBDs_01.hip
  6. Hi all! I have a sim that does both, FLIP and RBD. All works fine so far, but I am struggling with caching it in an efficient way. I am using two separate DOP import streams to fetch the FLIP and the RBD and caching them out. As the sim is too high res to fit in memory that means that after e.g. caching out the FLIP I have to run the whole simulation again to cache out the RBD! There must be a better way... Any input appreciated!
  7. I'm doing a Glass RBD sim, So, to render I was using RBD Connected and Disconnected nodes, Which was working fine, but when I used RBD configure to deactivate certain groups, and fed that into RBD SOP solver, the RBD disconnected faces is not removing inside faces, anybody faced similar issues?.... I'm on Houdini 18.5.596 BTW.
  8. Vellum Sand breaking

    Hi all,I am making a ground breaking effect in which a stone comes out of the ground and making primary debris and all.The condition is I also required to bring soil and ground dirt during eruptions I have managed to use the vellum grains to solve this, along I have used the "attach to geometry" constraints to make the vellum grains stick to the broken pieces. But now I also want during the collapse and hit on ground once the pieces fall on ground and make an impact ,some amount of dirt should also left on floor due to the impact. I can do this while playing with the breaking threshold but its not on per Debri I want to customize it so only some pieces would leave dirt rest not all. If anybody wants a file I can share too.
  9. Vellum Sand breaking

    Hi all,I am making a ground breaking effect in which a stone comes out of the ground and making primary debris and all.The condition is I also required to bring soil and ground dirt during eruptions I have managed to use the vellum grains to solve this, along I have used the "attach to geometry" constraints to make the vellum grains stick to the broken pieces. But now I also want during the collapse and hit on ground once the pieces fall on ground and make an impact ,some amount of dirt should also left on floor due to the impact. I can do this while playing with the breaking threshold but its not on per Debri I want to customize it so only some pieces would leave dirt rest not all. If anybody wants a file I can share too.
  10. 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?
  11. Car door Collision (ConeTwist) RBD

    Im trying to deform car with Conetwist contraint in each door, the constraint works if a separate the door of the car body, i guess is the collison with the rest of the car that prevents the door from moving. is there a way to clean those collision? thanks
  12. I have some fracturing happening in a sop solver inside a dopnet on a simple booled piece of geo. I have the fractures working on the geo over time and all is good. The problem I'm getting right now is the bool is failing. It works as expected if I add a fracture to the geo before the dopnet, but I want the fracture to only happen in the sop solver using the conditions in there. Is it something with groups on the assemble node? or the boolean itself?
  13. Hello, i have a question about RBD ragdoll simulation. I have two simple agents that consists of three cylinders each. Is it possible to connect sepparate ragdoll collision shapes with additional constraint? Let's say with a fixed line that would bind them together? Thanks in advance!
  14. Dop import not working

    Helllo, I am new to houdini and trying to experiment with rbd but I fail to use the dop import node properly. I am trying to fetch the geometry of the dopnet inside an sopsolver. What am I doing wrong ? Thanks in advance.
  15. about delete constraint

    l have a metaball and glue constraint , l am sure l can delete constraint by use metaball in sop!!! but when l do it in rbdbulletsolver , use the same way , it is not work, l do not know why , please help me
  16. 2d rbd collision

    HI.i want to reach this effect like this first gif shows. i have get this like second gif shows. i attach my sence file.hope you guys could give me some suggestion. thanks in advace. 2dBBD.hip b
  17. Hi, I have a fractured simulated object that is colliding with other object and I want to make some of the pieces to stick to the collider for rest of the simulation. I am not sure if I should do it with constraints or if there is any other way. I found this example video which is pretty much what I am looking for - Sticky RBD sim. I will be really grateful for any advice or example file. Thank you.
  18. RBD Material Fracture

    Hi, I have been using the RBD material fracture node just to create a simple glass shatter effect in Houdini (v18.5.462). Whenever I reopen the file I am getting "Load warnings and There are either Synchronizing child node" or "Skipping unrecognized parameter" node error". Nothing has changed between when I have created the file and reopened it. Not sure why is it happening. Does anyone has any clue about this? " Warning: Problem while synchronizing child node: Warning: Problem while synchronizing child node: Warning: Skipping unrecognized parameter "searchradius". Skipping unrecognized parameter "usetags". [/obj/Fracture/rbdmaterialfracture1/CONCRETE_FRACTURE0/primary] Warning: Skipping unrecognized parameter "vexsnippet". Skipping unrecognized parameter "vex_strict". Skipping unrecognized parameter "vex_exportlist". [/obj/Fracture/rbdmaterialfracture1/CONCRETE_FRACTURE0/volumenoise] Warning: Skipping unrecognized parameter "vexsnippet". Skipping unrecognized parameter "vex_exportlist". Skipping unrecognized parameter "vex_strict". [/obj/Fracture/rbdmaterialfracture1/CONCRETE_FRACTURE0/noisedscatter1/volumevop2] Warning: Skipping unrecognized parameter "depthmethod". [/obj/Fracture/rbdmaterialfracture1/CONCRETE_FRACTURE0/rbdinteriordetail] Warning: Skipping unrecognized parameter "external". [/obj/Fracture/rbdmaterialfracture1/CONCRETE_FRACTURE0/chipping/rbdrewireconstraints1] Problem while synchronizing child node: Warning: Problem while synchronizing child node: Warning: Skipping unrecognized parameter "searchradius". Skipping unrecognized parameter "usetags". [/obj/Fracture/rbdmaterialfracture2/CONCRETE_FRACTURE0/primary] Warning: Skipping unrecognized parameter "vexsnippet". Skipping unrecognized parameter "vex_strict". Skipping unrecognized parameter "vex_exportlist". [/obj/Fracture/rbdmaterialfracture2/CONCRETE_FRACTURE0/volumenoise] Warning: Skipping unrecognized parameter "vexsnippet". Skipping unrecognized parameter "vex_exportlist". Skipping unrecognized parameter "vex_strict". [/obj/Fracture/rbdmaterialfracture2/CONCRETE_FRACTURE0/noisedscatter1/volumevop2] Warning: Skipping unrecognized parameter "depthmethod". [/obj/Fracture/rbdmaterialfracture2/CONCRETE_FRACTURE0/rbdinteriordetail] Warning: Skipping unrecognized parameter "external". [/obj/Fracture/rbdmaterialfracture2/CONCRETE_FRACTURE0/chipping/rbdrewireconstraints1] Problem while synchronizing child node: Warning: Problem while synchronizing child node: Warning: Skipping unrecognized parameter "searchradius". Skipping unrecognized parameter "usetags". [/obj/Fracture_wood/rbdmaterialfracture2/CONCRETE_FRACTURE0/primary] Warning: Skipping unrecognized parameter "vexsnippet". Skipping unrecognized parameter "vex_strict". Skipping unrecognized parameter "vex_exportlist". [/obj/Fracture_wood/rbdmaterialfracture2/CONCRETE_FRACTURE0/volumenoise] Warning: Skipping unrecognized parameter "vexsnippet". Skipping unrecognized parameter "vex_exportlist". Skipping unrecognized parameter "vex_strict". [/obj/Fracture_wood/rbdmaterialfracture2/CONCRETE_FRACTURE0/noisedscatter1/volumevop2] Warning: Skipping unrecognized parameter "depthmethod". [/obj/Fracture_wood/rbdmaterialfracture2/CONCRETE_FRACTURE0/rbdinteriordetail] Warning: Skipping unrecognized parameter "external". [/obj/Fracture_wood/rbdmaterialfracture2/CONCRETE_FRACTURE0/chipping/rbdrewireconstraints1] "
  19. Why Bullet sucks at Car rig?

    Why difficult to the constraint when using Bullet Solver. I tested in C4D's Bullet Solver. it was superfast to rig dynamic car. The result was Impressive. In Houdini, Standart RBD Solver was easy to constraint. In my mind, I want to Crash many cars in my scene only use a bullet solver. Any Pro guys, Can you do in Houdini? Thank you. Here is how I ***** up the scene. Car_Crash_v001.hip
  20. wires to follow rotation of RBD pin

    Hello! Does anyone have any pointers on how to get my Wire solver object that is pinned to my RBD object to follow the rotation of the RBD object. I have attached the scene file for reference. I'm really stuck on this one. constraints_simple2.hip
  21. Hello, I need a way to fracture GEO recursively/dynamically using the RBD material facture (No clipping, or cut); (I have built and seen methods for splitting boxes using a loop inside an SOP solver inside a DOP, but have not seen a version using RBD material fracture or the new RBD bullet solver sop) Here I have a basic setup with gravity and rocks crumbling, I've added an attribute transfer to visualize a green zone in the middle. The goal is to say, at frame 120 (Or any random frames) for anything that's green or inside a threshold to split into new parts dynamically while retaining the settings of rbd material fracture if possible. Rocks in green 'split into new rbd material fractures,' rocks without color remain RBD but do not split. Ideally with the RBD bullet sop solver, no DOP network approach. procedural_fracture.hipnc
  22. Hi everyone. I'm struggling to understand constraint networks. Trying to glue constrain some RBDs to an animated mesh imported from Maya (via alembic). I made a test file, and seem to have kinda, almost managed to set it up - but not quite. The constraints are there, they show up in red, but have no effect. They seem to be recreated with every frame as the animated vertices move. I would be grateful if anyone could look at my file, or point me to a working example that was made with simplicity in mind. So far, the closest thing i found was Chris Rydalch's Duplo Bear Breakdown: Constraining RBDs to Animation on Vimeo. Thanks in advance. constrain_RBD_to_deforming_mesh_v01.hip Animated_Mesh.abc
  23. Smoke on heavy Alembic

    Hello! So I have an alembic file (5 gb) with an RBD simulation of a wall falling down, and I want to apply some smoke to it. The thing is that the geometry is too heavy and I have to reduce de polygons in order to simulate. I tried with poly-reduce and despite reducing the geometry it applies it per frame so I have to wait 30 secs for a frame to load. I also tried with point deform but I couldn´t manage either. I suppose my question is how would you prepare a heavy alembic geometry with pieces for a pyro sim? Cheers. T.
  24. pop rbd scale over time

    I have a DOP Network with multi solver, which spawn rbd sphere with pop solver. How do I make the size of the sphere small at the source, then become bigger as the current size when it touches the ground. pop_rbd.hip
  25. I am wondering if there is a way to convert an RBD sim back to a mesh?
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