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Found 3 results

  1. Worms

    Hi, I'm trying to recreate this very cool tyflow setup in Houdini. In the description he explain's how he is using dynamic PhysX rigidbodies and using attraction forces to move them, looks really cool. I've had a go with some success using the crowd system in Houdini with RBDs and a pop attract. Hip files here worms_03_GC.hip worms_05_GC.hip worms03.avi worms05.avi The idea works but I can't get a nice behaviour using the pop attract, has anyone got any ideas what might work better with the particle forces? Thanks worms_05_GC.hip
  2. Hi everyone, I am sharing this simplified version of a project of mine cause I have an issue that is really baffling me. It's a hair simmulation, just one hair which I am manipulating its pscale through SOP solvers to create some worm like movement, It works completely fine as long as I keep the system with 1 substep, but if I increase the number of substeps it goes ballistic! I have other solvers that really polish the movement of the worm they all work fine, as long as I don't increase the number of substep to more than one. Is like the SOP solver multiplies its effect per substep. I have no idea what could be causing this, worse I don't understand the why and that really bugs me. Any help would be really appreciated. Best, Nicolas. Edit: I believe its the internal collision being multiplied, or calculated in each substep in the SOP solver, but no so such how to address this yet. Edit 2 : to clarify when the behaviour is acceptable. VellumSubstep.hiplc
  3. Tried to get mud surface effect with some reaction to the geometry without heavy simulations. iskalvlup_heightfields_mud_worms.hip
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