kinetic Posted February 13, 2013 Share Posted February 13, 2013 Hello fellow Houdini users, I come seeking advice on the best way to approach the topic. What I'd like to create is a dent system based on collisions. To keep things simplified, say I have spheres falling and contacting a grid. What would be some approaches in getting subtle deformations that hold form on the grid? Should I concentrate on going the Cloth route? Magnet SOP route? Sop Solver? My grid (as it relates to my scene) will be the exterior of a plane, so as I mentioned I'm looking for an effective way to create controlled subtle dents on the surface on impact. Thanks! Quote Link to comment Share on other sites More sharing options...
Netvudu Posted February 13, 2013 Share Posted February 13, 2013 The most controllable way in my opinion would be "attribute-transferring" (new verb) a custom parameter from the "colliders" to the plane, and then use a VOP SOP to deform based on that parameter. You can use a ramp to define the intensity or shape or whatever you want to. As for holding the "deformed" shape, simply use a Solver SOP. 1 Quote Link to comment Share on other sites More sharing options...
kinetic Posted February 13, 2013 Author Share Posted February 13, 2013 Thanks Netvudu, I'll try to put a scene together using what you've mentioned and upload it here for critique and eval. Quote Link to comment Share on other sites More sharing options...
kinetic Posted February 13, 2013 Author Share Posted February 13, 2013 (edited) Netvudu, If you have time, could you put together an example of your concept for me to explore? I know some basics in VOPs, but still a newb on most things in it. I'll still try to put something together relatively soon. I'm just knee deep in rigging at the moment. Edited February 13, 2013 by kjmitch Quote Link to comment Share on other sites More sharing options...
fayal Posted February 14, 2013 Share Posted February 14, 2013 hi, you can see the foot print system (SOP) http://www.sidefx.com/index.php?option=com_content&task=view&id=2159&Itemid=255 or this file impact_deformation.hipnc Quote Link to comment Share on other sites More sharing options...
kinetic Posted February 14, 2013 Author Share Posted February 14, 2013 Thanks fayal, I was going to check that out today and hopefully intergrate it with the system I have set up. I'll post the results. Quote Link to comment Share on other sites More sharing options...
Netvudu Posted February 14, 2013 Share Posted February 14, 2013 Sorry Kevin, I don´t have any spare time today. Tomorrow I MIGHT be able to churn out something.... Quote Link to comment Share on other sites More sharing options...
kinetic Posted February 15, 2013 Author Share Posted February 15, 2013 (edited) No worries Javier, I haven't had a chance to re-visit this issue as of yet. Whenever you get time is fine. Interested in the technique you mentioned. Working on some engine exhaust at the moment. Trying to get fast moving (burst like) smoke. Edited February 15, 2013 by kjmitch Quote Link to comment Share on other sites More sharing options...
gui Posted February 15, 2013 Share Posted February 15, 2013 in the help docs, there is an example of integrating sop solver with pop solver. I think you will find it in the sop examples. The example consists in an emitter shooting particles against a torus, and when torus is hit by a particle, the sop solver internally creates a metaball in the collision position, and the metaball deforms the geo with a magnet sop... Quote Link to comment Share on other sites More sharing options...
kinetic Posted February 18, 2013 Author Share Posted February 18, 2013 Hello gui, I've been trying that method and haven't been able to fully integrate it into my scene. I'll continue to play around with it though. Quote Link to comment Share on other sites More sharing options...
kinetic Posted February 21, 2013 Author Share Posted February 21, 2013 Javier, I'm attaching the scene file I started working on. I'm very interested in seeing the technique you described. I was unable to attach the obj of the p40 warhawk model, so I just roughed a few boxes within scale. Thanks for the help! deformGeo_inVOPs_help_v02.hip Quote Link to comment Share on other sites More sharing options...
fayal Posted February 21, 2013 Share Posted February 21, 2013 may be this can help Quote Link to comment Share on other sites More sharing options...
kinetic Posted February 21, 2013 Author Share Posted February 21, 2013 Thanks! I'll check this out as well. Been looking at multiple ways to get this done. Quote Link to comment Share on other sites More sharing options...
Netvudu Posted February 21, 2013 Share Posted February 21, 2013 Here you go. I commented everywhere inside the file. Hope it helps you to dig a bit into VOPs. deformGeo_inVOPs_help_COMMENTED.hipnc Quote Link to comment Share on other sites More sharing options...
kinetic Posted February 21, 2013 Author Share Posted February 21, 2013 Thanks Javier, I really appreciate it. I'll post the results of the final scene as well. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.