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Showing results for tags 'static'.
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Hello guys, So ive been trying to test the difference between using a collision object or a collision source in pyro sims. I still cant grasp the difference between each other and when should I use one or the other. What do you think? pyro.mp4
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Hi guys it's been a while since I was on here due to work but I'm digging into Houdini again. I have a simple scene.. a ball.. I scattered some points on it.. then used those points in the new rbd material fracture tool. It seems to work.. the points fracture the ball.. giving me smaller pieces in the impact area.. and the rest is bigger chunks. However I can't for life of me get those bigger pieces to remain static! Is there any sensible way to do this? So far all the pieces fly away. Ideally I want to use this tool because I like the interior detail and edge random features it has. Can anyone help here ? It's probably really simple but I have been trying all day. I'm not great with wrangles either :/ Ta Anthony
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Hello everyone! I am working on a project where I create points in Houdini to spawn blueprints in Unreal Engine 4. This works fine so far. But now I got a couple of blueprints that contain static meshes. When loading my HDA in UE4 i get error messages like: PIE: Warning: AttachTo: '/Game/_GameAssets/Maps/NeutralLighting/Neutral_Lighting_Scene_01.Neutral_Lighting_Scene_01:PersistentLevel.ext_map_generator_3.HoudiniInstancedActorComponent_44' is not static , cannot attach '/Game/_GameAssets/Maps/NeutralLighting/Neutral_Lighting_Scene_01.Neutral_Lighting_Scene_01:PersistentLevel.Wall_Lamp_258.DefaultSceneRoot' which is static to it. Aborting. I made a OBJ-level HDA for the generator. Create geometry in one Geometry node, spawnpoints for instanced blueprints in a separate one and spawnpoints for static blueprints in a separate one as well. So: 3 geometry node to keep everything separated. I also added a detail attribute "unreal_split_instances" to the static BP points, but this doesn't work. So how can I spawn blueprints that are static along with instanced ones? Thanks for you help in advance! Best, Ron
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I have a dynamic volume that I want to render with redshift. It is not a pyro sim but when rendering the density changes as a function of time, so by about frame 100 it has dissapeared. I want it to stay the same. I cant find an attribute in the redshift volume shader related to time. Can anybody help me? I basically want the render to be the same on frame 1 as it is on frame 500. The volume is generated via a point cloud that is rasterized. THanks!
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Hello, I have a simple simulation task, where a static object and fluid object simulate. Emit Particle Fluid from a box to the sphere, I wanted to have a thin line of liquid so I made a static object bigger and box smaller, this way it goes as a narrow water tube, but the particles go too far from the static object, how to fix it? Where to look?
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Hey guys, I have an alembic character with his eyes "spinning" - besides of this the character is static BUT it loses the eyes animation as soon as I make it a FEM. I like to have the static object being simulated but i really need the animated one to be embed. Here's some gifs to explain it better. I'd like to have the spinning on the second one. The scene file is attached, just in case Thanks, Alvaro FEM Animated.rar
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Hi all, new Indie user here, so be gentle! im trying to do a grain sim, and i have a complex animated collision object. i decided to cache out the collision volume to speed up sim times, as it spend a large proportion of the time "calculating SDF" i followed instructions i found online, and in the static object DOP i set the file mode to "write" and specified the filename as "collision.$f04.simdata" i then set the grain radius very high for a fast result, and ran through the sim. it saved out a series of .simdata files (22 meg each approx.) i then set the file mode to "read" so far so good. however, when i sim again, it -still- spends a similar amount of time "calculating SDF" and doesnt seem any faster.. what did i miss? many thanks for any advice, Robin.
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I currently have a chain that i'm simulating using bullet and I would like to constrain the top of the chain so I can move this around and the chain will follow. I managed to get this working with the help of a scene that Pavel Pehlivanov posted on here (I can't find it now), but i'm getting strange results.. I've attached a hip to illustrate what I mean. Cheers anim_constraint_02.hip
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- constraint
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