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Showing results for tags 'vellum solver'.
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Hi guys, I'm trying to get the emitted primitives from a RBD bullet solver to interact with a piece of vellum cloth at the SOP level. I connected the results from the bullet solver to a vellum shape match node then vellum packed it. I've also vellum packed the vellum cloth setup. I merged them and vellum unpacked everything before feeding into a vellum solver. The issue I am running into is not being able to fetch the other emitted primitives from the results of the bullet solver to interact with the vellum cloth. Therefore the final result is just a single RBD primitive (cube) landing on the vellum cloth. I know I might need some kind of SOP solver setup inside the vellum solver to fetch geometries from previous frames. Not so sure how to go about it. Thanks for any guidance and assistance. RDB Emitted primitives interaction with Vellum solver.hip
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- vellum pack
- vellum solver
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Hi everyone! I've been playing with vellum and mange to run a simulation with 2 objects of different states, where the pig head is a hard solid object using vellum shape match and a squab which is a softer object using the vellum configure balloon. I simulated both low res geos using vellum pack/unpack through a single vellum solver. I know I would need to use extract transform on the low res pig head since it is suppose to emulate a hard/solid object. Whereas I would need to use point deform for the squab to transfer the vellum sim deformations from the low res geo to the high res squab geo. The part I'm trying to figure out is, how can I replace the high res pig head and squab back to their respective low res counterparts? Where should I be using the name attribute in my sim and how do I reference it back at the end? I've attached a hip file for reference. Low res to hi res Vellum Sim.hip Thanks in advance and am grateful for any help with this. Notes: I've noticed that the orient attribute is zeroed out in the vellum sim. I'm using MOPS replicate to create the instances of the pig head and squab.
- 2 replies
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- mops
- vellum shape match
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Hey all! I was hoping to get some help figuring out a way to update the stiffness value of a vellum constraint geometry across the frames of its simulation. I can write an attribute wrangle like the one pictured and it will update the starting frame and the simulation bakes from there and plays as though the values werent changing at all, much less becoming negative. I tried dropping into the vellum solver and seeing if I could figure out anything in there but nothing seemed to work. Im still pretty new to houdini so I expect it to take some time but I was hoping to eventually take whats done in these two awesome videos and merge them into a project where a genetic algorithm produces tensegrities that update their stiffness over simulated time in order to deform in ways that cause them to (hopefully) roll towards a target. Hip file of the simplest version of the problem is attached in case it helps! Thanks for reading!!! VellumConstraintsHelp.hipnc
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- vellum
- constraints
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