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Found 67 results

  1. Hi everyone, Currently i'm running into an issue where my constraints aren't breaking. I spend a while on figuring out why it doesn't work and I still don't have a clue what i'm doing wrong. My setup at the moment is that I have one curve with 3 constraints 1 hard constraint to keep the wire in place. 1 spring constraint that is pulling the wire down (This is a placeholder for collisions later on. It's just there to apply a force for testing). 1 spring constraint without a strength to measure the angle between the tip and a point somewhere on the curve The thing is, when i put them all in one constraint network and break them based on the angle, nothing happens and i couldn't figure out why. But when i put the spring constraint that is pulling the curve, into another network the breaking works! Is there anybody who can explain why this is happening? Why wouldn't it break with all the constraints in 1 network? Is it because i pinned one of the points of that constraint to a wold position instead of a point on the simulation geometry? That's the only thing i can think if that is different than the other constraints. Thanks! break_constraint.hipnc
  2. Simple RBD hanging

    Hey everyone ! I'm miserably failing at making a simple dynamic set up : / I'm trying to hang a RBD object at the end of a rope. I can't get it to work with wire solver and bullet. I've only managed to attach the rbd at then end of the rope, but the attached rbd isn't affecting the rope. And with vellum it works, but I don't want a soft body object. I tried with vellum, thinking I could stiffen the softbody until it looks like a rigid object, but vellum bugs with I reach high stiffness value ! And anyway, I don't know how to replace that softbody by my final object : / If someone could help me back on the correct track, that would be great attched is a hip file with my 2 failing attempts.6ril_RBD-hang++.hipnc
  3. Vellum Hair Break

    I've managed to get the vellum hairs breaking quite nicely - but I wonder what the breakthreshold is compared against in order to determine that it has been reached. Any ideas?
  4. Hi, I like to do this... Create wires (kind of stems) attach the geo to the last point of curves (bloom) and during wire DOP collide the curves (wires) also with the blooms... How to do this? Sees to me like kind of cycles for counting this..? What should be the data flow? Thanks. B.
  5. Hi, can't make work the "Wire Visualization" node in H17? Did anyone experience this? Bretislav
  6. Hi, can't make work the "Wire Visualization" node in H17? Did anyone experience this? Bretislav
  7. Ball(clew) of wire

    Hello, there is a task to make a similar ball of wire (the wire fills a limited volume, keeping in turns), ideally animated (show how it roll up) What i want to get: I achieve this result (far from optimal, using popinteract with popnet): As I understand it is necessary to move towards the simulation of the rope.
  8. Wire Solver for ropes

    Hello everyone. I was going to try Wire Solver for some tests similar to the ones that Ben Watts recently posted: https://www.instagram.com/p/Br1uOBqH8wm/ He said that he used Wire Solver for this and the result is amazing. So I started with a simple test: just a line with around 100 subdivisions which should fall to the floor. I used Wire Solver for that but can't get any remotely good results. The rope is self-intersecting and behaving strange. I used the shelf tool to create the setup and changed only the Elasticity parameters in the Material settings for the Wire Object. Set the Angular Spring Constraint to 0 and Damping to 0.001 and ticked on the Self Collide setting as they recommend in the Houdini help for wires or rope. I tried increasing the Substeps in the Wire Solver and in the DOP Network itself without any luck. The rope is still self intersecting. I also watched the M04 | Next Steps | Procedural Animation | Wire Solvers masterclass. But found nothing new ther. And of course I read help of the Houdini where they suggest increasing Substeps to get better results if there are self-intersections. Any help is greatly appreciated. Are there any resources to lean how to achieve the results similar to what Ben has in his test? Or any good tutorials on using Wire Solver for simulating ropes. I can't seem to find anything in Google.
  9. vellum hair break [SOLVED]

    Hi, exploring vellum i'm trying to break an hair geo by enabling the "break threshold" option in the "vellum constraint" SOP. I must be missing something on the constraint workflow of vellum because it has no effect at all on the sim :'( I'd be curious to know if any of you managed it ! Thanks vellum_hair_break.hipnc
  10. wire solver

    Hello, I have an issue with the wire solve, I have a point that is moving so I group that point, then I applied pin to wire pin to constraint, and or pinto animation, after that the first point goes directly to the center of my scene, does anybody know how Can I solve that ?
  11. Hi there, I am currently doing RnD on an effect that I am trying to achieve that involves cutting a long strip of geo (think of it as a strip of plastic) using another object (blade) I have approached this head-on while learning Houdini and I have learned tremendously just by making mistakes and troubleshooting on the go - I have learned so much and this is the best part of learning Houdini in my opinion. At the moment I have tweaked a basic Houdini wire solver and used a Wire Capture to drive geo using that wire deformation. My question : I would like to know how I can go about cutting this Geo driven by the Wire using another object? The hip file with my tests is attached. Some tips I have found so far is that 1) You cannot fracture a wire instead, use a ConvertLine node (This warps my geo) I would greatly appreciate any help and pointers! Thanks wire_constraint_example_v02.hipnc
  12. Wire solver - rotational constraint

    Hey guys ! This problem has been bugging me for some time now, so here I am ! So I've got a wire that needs to have one end keep its position and the other end to follow a geometry's animation. I specify the face and/or the point to follow. I have the "keep position" figured out, and half of the other figured. I currently have the "following" end correctly follow the geometry, but only in position. I need the wire to follow the orientation of the face of the moving geometry. I managed to do it following one of Houdini's example scene, but it's not applicable in my case. Or I could not figure out how to apply it to my case, so this test is provided with the scene below. See this for a quick glance at the problem. Thanks ! wire_rot_constraint.hip
  13. DOP Wire solver - differents width

    Hi ! First post here, I'm starting Houdini since a few weeks only... I'm wondering how to set different width (for repulsion) for each wire I've created. I've tried to create a random point attribute to drive the width into the wire object but it doesn't seems to work, I feel missing something. Help needed Thanks RANDOM_WIRES_0.1.hip
  14. Hey magicians, Been getting crazy with wire solvers. I think the issue is because I get the points changing over time and the constraints go crazy. I've been reading that I need to create a id attribute with $PT to hold the value, tried that with no luck. Animation works fine until the number changes Any tip will be super helpful, thanks in advance.
  15. Get, set, length of wire via VEX

    Trying to simulate a field of grass with wind. Using wires for each blade of grass. Problem is they elongate slightly when bending. How would you get, set the length of an individual wire via VEX?
  16. Wire tension

    Hello, I have been playing around with the wire solver for a while. But I still have a problem with the wire tension: I have two parts of a wire and a constraint. When I break the constraint the wire should snap back, like an elastic band with a lot of tension. @restlength has no effect and other workarounds don't give me a nice result... no snapping How would you do that? Is there any attribute?
  17. grab wire sim

    Hi all, I need grab wire sim rope in some frame. Wire constraints point to point, so position of the constraint points should be the same with rope's one in that frame. I try to use sop solver to import geometry, isolate needed points and then use position dop to update position of the constraint obj but its doesn't work. I need to do it inside DOP, because manual animation its a hell with sim objects. So I need to dynamically change position of the constraint obj, or create wire constraint, based on sim points of the rope in some frame inside DOP. Is it possible?
  18. Is it possible to use at point group from sop level, to constraint points in a dop (wire sim) with the "SBD Pin Constraint", instead of manually typing in all the points, that has to be "Constrained Points"?
  19. Wire capture weigth

    Hi all. I've a difficult wires with big and intersection elements. I can't to set working preferences and think that wires capture weigth should be controled by spline attrib but how can I set it? Sorry for English I'm from cold Russia.
  20. How to attach the rbd to wire?

    Hi guys! I had a misunderstanding about relationship of rbd - wire objects. I'm trying to attach rbd to the wire by hard constraint and this gives the result of a one-way rbd effect on the wire. Maybe if we need attach the wire to wall or to electric poles this is will work but what if there is a situation where we need mutual influence on each other, for example Christmas lights, rope ladder or necklace. What constraints we need to use for this? I found the example https://vimeo.com/31314814 but I did not understand how it can be used for several objects. I prepared the simple scene where one sphere should be hang on the wire. How can we do it? Thank you! rbd-wire_constraint.hipnc
  21. Wire constrained to two objects

    Hi! Having some problem here with wires eheh. I'm struggling for some time now to achieve something that first seemed so simple, but i'm really lost now! I'm animating an old style phone, with a cable quite rigid, and i just want to constrain one end to the phone (animated) and the other end to the base (fixed). I have it half working, but i can't figure out how to keep the cable semi-rigid... It just "break" were the wire points are constrained. And want the cable to "leave" the base nearly rigid, then deform, and be rigid again when joining the phone... Keeping the base and phone's orientations... (hope it makes sense, sorry for my english) I've search a lot, read and downloaded examples from tokeru wiki, tested all the constraints, but i must be missing something important... It works perfectly with gluetoanimation when one end is contrained and the other is free, but as soon as i try to make the base's end to be also constrained, it doesn't works... Does anyone have some kind of directions? (You can see in the attached video that the base is "breaking" while the other end seems good...) tel_cable.mp4
  22. Hi! Ok here is the thing, I understand almost everything about the file BUT there is a thing that is driving me crazy and is happening in the "SOP Solver" inside the DOP Network, there is a merging sop using the constraints from the previous frame and adding new ones that are created by the distance between the points of the wires, the weird thing is that there is no accumulation of constraints happening, what I expected from this merging is that the constraints number will increase over time but for some reason they are deleted and recalculated in the next frame. So I tried a few thing with the file and found that if I "by pass" the wrangle node that animates the "pin" constraints things go as I expected (constraints accumulate over time and the for that reason the sim slowdown) WHY!! Even if didn't bypass the node and only change the range in the fit operation calculated in the wrangle from (... 1,0) to (... 0,0) making it "0" all the time killing the animation the sim work as before and deletes the constraints (no accumulation) but if I delete the whole fit operation and replace it with a value of "0" directly the expected accumulation goes on (you can check this if you run the sim being inside the SOP Solver). So maybe someone can help me to understand why this is happening, I think the Accumulation of Constraints prims is the correct behavior (at least is what I expected) but the sim runs smoothly if the constraints dissapear so... WHY Here is the example File (I modified it a little bit: Geo name and a red sticky next to the node you want to bypass) HOUDINI NC 16.5 Wire_constraint_network_v02_modified.hipnc
  23. Wire Solver Wind

    Hello all, does anyone have any tips on applying nice looking ambient wind to wire objects? I have several wires constrained together in a way that is working well, but I'm having a hard time getting any good looking wind to give them ambient movement. I've tried the wind force several times, but can't seem to figure out how to get good results from it. Thanks!
  24. Saliva Effect with wire solver

    Hi, I am trying to create some kind of saliva effect from a creature's roar when it opens its mouth, something like this. I researched for quite a bit and understood that this can be done with the wire solver. However, I'm getting stuck at getting the constraints to work!! I created a line and made it wire object. Then, I use glue-wire-to-animation from the shelf tab to constrain the line to my model. I want to constrain the 2 end points of the line to the animated object. I can see the constrain but it is not moving with the animation. I'm not sure what I did wrong and how to fix this. I don't really understand constraint network since it's my first time working with it. Can someone please help? How do I constrain my wire object to an animated object? I also thought of scattering points of my model and use the add node to first create the saliva. But what I don't understand is then how do I define so that the points on attach from top to bottom rather than left to right. Any advice on this? Here is a reference video. What I would like to achieve is something very similar to this at 0.09s. https://www.markinglevfx.com/projects/6477328. Here's another one but the description was too brief that I still don't understand how does it go from wire to pop for dynamic and meshing. Thanks, Eunice
  25. Hi, ODfellows! This is my first post. I'm glad to in the company of experts. I'm hoping some kind soul can help stop my accelerating hair-loss. So... I'm trying to tie a basic shoelace style knot. I've made groups for the ends of my wire to make "aglets" (the bits on the end of shoelaces), but I'm having trouble guiding them around. Am I missing something obvious? Thanks! Slideshow Blob
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