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Found 6 results

  1. RBD Object custom velocity

    hello. I want to break the logo while rotating. but I don't know how use my custom velosity in RBD. Let me know if you know of any better way. Thanks. logo_01.hip
  2. RBD on fast moving collider

    Hey guys, little question about RBDs interacting with fast moving colliders here. So Lets sayI got rocks rolling down a mountain and the mountain shape start to fold/move rapidly. In this case the rocks stop roling and get pressed to the collision geometry - due to the speed of that collider. Any ideas or quick setups on how to counteractthis and get the stones roling again?
  3. Bullet boolean fracture with deforming geometry

    Hi Guys, I've been trying to create an rdb sim with boolean pieces where a dancing figure shatters and falls apart onto the floor. When pieces are activated I set deforming to zero. However, the pieces keep exploding off. I've made the shattered figure deforming with a "Deform Points" sop. This already seems to reshape the figure in a way that creates some artefacts. Perhaps this creates the intersecting geometry? I'm not sure. This doesn't seem to happen when I shatter with Voronoi. I'm not a fan of those pieces however. If it wasn't a deforming figure I'd probably next try to create some proxies with spheres and transform afterwards, but I don't see how I'd do that here.I tried to simply cut down the collision padding and shrink the pieces a bit, but still they explode. Could anyone give a piece of advice to make this work? Thank you! (Figure and animation have been supplied by the amazing Johnny Farmfield) fallapart_1.hipnc breakDancer_mocap_v03.abc
  4. Hi, I have a question about setting up collisions on a static object. My goal is to have a character walking through snow. I have a grain simulation and then an alembic of a character walking. I have my grain simulation setup, now I need to make my character a static object so it collides with the grain pop simulation. I then made my character walking alembic a static object. Now here is my question: I need to edit the collision boundary of my character walking, but how do I know which solver is being used? Bullet, ODE, or RBD? To sum it up, I have a static object being used as a collision for a pop simulation. How do I know what simulation engine is being used to calculate collisions? Bullet, ODE, or RBD? Thanks in advance
  5. Hello, I'm trying to convert a bunch of RBD objects in my case a bunch of cubes of a dancing person that has shattered to the ground into particles. I've tried using a for loop SOP and using a fuse node to get a single point and then using a copy SOP but the rotation is off and isn't identical. My plan is to the have the dancer reform using POPs afterwards. While i'm at it I might as well. My dancer is converted into points with a volume to points SOP but as it;s deforming the points are recreated each frame. My solution and its a pretty shit one was to use a point deform of the point converted dancer and apply the deformation there. Problem is obviously that the cubes no longer stay apart and depending on how radical the dancer is the more the cubes intersect. Is there anyway I can still keep them apart but not create new points for each frame so that when they are converted to RBD they don;t flip out?
  6. I thought this would be relatively easy but I've spent all day trying to figure it out and failed. I have a cable that I need to swing under an animated object. The cable is attached at both ends so it is the loop that is swinging. I tried this with a wire solver and it worked fine. The problem is that the cable is supposed to be almost solid in it's rigidity and no matter how high I turned up the stretch and bend values I couldn't achieve this with the wire solver. The cable only needs to swing from side to side so I thought an RDB object with a hinge constraint might do the job instead but as I quickly found you can't attach a hinge constraint to a moving object. Is there a way to do this?
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