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Showing results for tags 'wires'.
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Hey everyone, I'm trying to create a sim with a circle that's emitting particles from which I create curve trails that are then given string vellum constraints. Up until I add the vellum solver node everything works fine but once the display is set to the solver my geo is no longer visible. I'm not really sure why this is - I'm wondering if it could be to do with the constant stream of particles and there being no real ‘start’ and ‘end’ to the wires? I'm still pretty new to Houdini so there's probably a smarter way of building this, I've attached my file if you've got the time to have a look. Any help would be appreciated. Cheers Vellum_POP_Test_01.hipnc
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Hello, I am quite new to Houdini and I've been struggling the last days to get an RBD sim to interact with Vellum Hair wires. The vellum Hairs detect the RBD, but not the other way around. I would love the RBD object to lay on the wires once on the floor, but now the rbd just pushes the wires aside. Also there's some flickering at the hair roots, if any suggestions here very much welcome. Thanks! vellum rbd interact.hiplc
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Hey magicians, I'm trying to attach vellum wires to an rbd but i'm having some issues, I can't get proper feedback on rotation and stuff, tried searching on the internet and seems more complicated than I thought. Attached is an example, any ideas or tutorials will be super helpful. Thanks! wGrZ5uUdX4.mp4
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During the last 3 weeks, a did some Rnd and published my results on vimeo . Some people asked me to share my files here, so here we are i hope it will help!
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Hi forum. I am trying to export simulated curves from Houdini into Maya using Alembics so they drive the XGen anim curves. I have exported curves from Xgen into Houdini and connected them to the 16.5 Hair System and simulated them. The problem is the Alembics from Houdini are exporting all the curves as shape nodes under one curve, instead of exporting each curve separately. XGen's Anim nodes wont read these. Does anyone know how to export curves from Houdini into Maya with Alembics without them packing?
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Hi everybody, At the moment I have a hard time with creating wires dynamically during simulation. (I want to create slime strings between objects). At first i tried to do everything with the wire solver, but this didn't work since it was importing the wires every frame over and over again. After watching this tutorial of Entagma (http://www.entagma.com/connect-the-yarns-with-the-pbd-solver/) I tried it with grains. The difference with my setup is that i start without any geometry in the scene. So it doesn't evaluate the geometry wrangle. Am i right? Do you know if there is a way to force it to evaluate the geometry wrangle? The thing is that if I source geometry it works as it should, but that's something that i do not want. There should be a way to do this, right? But i definitely don't have enough knowledge about the Dop networks and how this all works under the hood. So if you have a tip to understand better how to handle all the geometry in the dops, that would be nice as well! If somebody could point me in the right direction that would be great! Thanks in advance!
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Hi everybody, Wanted to share the latest experiment and say that Houdini is absolutely a fun piece of software to work with. Nothing in this project is final yet. Cheers.
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Hi! This is what I did: I made a cool sim with wires and constraints, it works all fine but I decided that I wanted those colored polylines that are drawn by the sim for the constraints. So I created another geo node and object merged the "Visualization" geo from the Constraints Network, It worked! but with a little problem, If I scrub through the animation timeline sometimes I get the "static" state of the constraints, this can be solved If I just scrub a little more near the frame that has the problem, sadly it happens again in another frame (randomly) I guess that my trick is a little dirty and Houdini doesn't like it. Is there anyway I can import this visualization geo as seen inside the DOP Network? Here is my file, It's a little messy (weird experimentation) so sorry for that. Just Press Play and you should see the problem. DynamicWireConstraints_personal.hipnc Houdini 16.5 NC
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Hello Houdini Masters! I'm pretty new to dynamics in Houdini, so I'm quite sure this might be an easy question for you guys, but I can't get it right. I'm trying to remove Constrained Points over time from an sbdpinconstraint that affects a wire object. On the wire geometry I have a group of points called "pin_points". I remove points from that group over time on SOP-Level before the geometry goes into a dopnet. On the sbdpinconstraint in the dop network I put the group name into the "constrained Points" slot. The constraints are created correctly at the creation Frame, but it ignores the altered point group over time. So I tried to follow theses steps on the sbdpinconstraint, and changed it to "set always" for the point group slot. http://www.sidefx.com/docs/houdini/dyno/constraints#how-to-change-the-points-that-are-constrained-with-the-pin-constraint-during-simulation Still no luck. What am I missing? Really stuck here ... any help would be really appreciated! Thank you! Cheers WireRemoveConstraints_01.hipnc
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Wanted to share a fun technique for emitting curves with stringy behavior using pop grains. It's fast and stable so you can simulate many strands interacting together. Using the explicit constraints feature of popGrains, primitives that constrain the points are made on the fly during each timestep in a sop solver. Hope this is fun and/or useful to some of you Link to render and hip file: Vimeo Link -Nema emittingStrands.hipnc
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Hey, How do you attach wires to a surface? Quite obvious, there is the attach wire to surface node. However, you have to choose the points on the wire to constrain. I have over 1000 curves, so that method would never work. I see in the manual this: "The Wire Solver will constrain certain points if it finds a point attribute called pintoanimation or gluetoanimation on the Geometry subdata. This can be used to release point constraints on a per-point basis." Is that what i need? if so, how exactly can I get it to work? How can I create a group that contains the root points of the curve. Thanks
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Hello!! Ron here from Toronto Canada. I've been a member for a little while now, so I figure its time to introduce myself and join in the fun. This video is my first post using Houdini from Side Effects Software. https://vimeo.com/201060695 I come from an after effects background, so I threw in a few extras for free. Lol. Example AE video: https://www.youtube.com/watch?v=xwfOYSZ5eTA Cheers! Software: VFX: Houdini 15.5 IMAGE: Photoshop CC 2017 AUDIO: Adobe Audition CC 2017 VIDEO: After Effects CC 2017 VFX Influences: Abstract Wire Effect https://www.youtube.com/watch?v=7vea3Mu3tsc Ripple solver http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops PROCEDURALS 03 https://vimeo.com/150124407 Music: https://soundcloud.com/urvmusic/nu-luv-sequence http://www.flare4.com https://twitter.com/flare4com https://ca.linkedin.com/in/flare4 https://www.youtube.com/user/RonenTokayer https://www.facebook.com/ron.tokayer
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Hi there, I'm trying to connect a wire object to a sail. So far so good. Unfortunately the wire is stretching and stretching. Redusing density or mass isn't helping, also the linear spring constraint isn't doing anything usefull. Actually a pretty high value lets the wire behave crazy. What would be the way to prevent that dudes from stretching?
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Hi, I am an experienced Software Engineer with a good eye for Visual Effects. I have over more than 10 years of experience in developing advanced software systems for simulation and animation companies. In addition, I've invested that last 5 years exploring and educating myself all about Visual Effects. Below is my demo reel. Please check https://www.linkedin.com/in/khaledabdelhay for more details on my technical/artistic skillset.
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Hi, I’ve been approximating a hair simulation using wires (placed manually as NURBs curves), the idea is that I would constrain them to imported alembic skinned animated geometry and then export the result back to Maya. However, I’m having issues constraining the wires to the geometry. I’ve tried using an sbdconstraint and wireglueconstraint, but neither of these have any effect. The ideal solution would be the ability to simply constrain the roots of the wires to the closest point on the surface at bind time and then stick there regardless of where the alembic geometry ends up, as extracting the proper xforms for the head movement is another issue I’ve ran into so far. Any advice is helpful, Thanks, Sophie
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Hi ! I'm trying to simulate wires scattered on surface. there is a simple dopnetwork in the attached file. Whatever wire parameters i set these wires do not want to deform according to default gravity force. it reacts on gravity only when i set very large amount of force. I think that it's not a good idea to override gravity with some unnatural value, but i can not find correct physical parameters for wires in order to force them to act correctly with normal gravity value any kind of help will be appreciated/ wires.hip
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Hi everyone, Im working on a project where I will need to build a lot of wires which will stretch and eventually snap, like pulling steel cables apart or tearing tendons. I am attempting to do this with the fracturing parameters in the wire object but it does not work. Does anybody have an example of being able to break a wire using the wire fracture? Or is it easier for me to just use the pre-cut wire and animate a glue constraint? Any help at all would be great. Thanks! breaking_wire_RND.hip
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I have a bunch of wires I'd like to place a sleeve around where they bunch up together (so it essentially looks like one big wire). ----\ / ------ ---- ============== ------ ----/ \ ------ ...if that makes any sense? I have the wire geometry which is just a polywire from a curve, and I'm guessing you object merge them into another piece of geometry to use as the basis of building the sleeve, but am a bit lost as to how I would selectively isolate parts of the wire(s) and how to generate the sleeve itself. Any help or tips would be greatly appreciated. One way I've managed to get something really ugly, but I suppose passable is by; but this requires me to go in and delete the geometry I don't need, and isn't procedural in nature. Also, I'm thinking it's not very efficient but what do I know..
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Hi, I'm trying to create a wire that is being pulled through a slit. But I'm unable to set the collisions properly so that the wire is able to go through it. I've checked the wire with and also the collision guide geo. I have really no clue what I'm doing wrong here. WireThroughSlit.hipnc