Skrelle Posted July 24, 2013 Share Posted July 24, 2013 I have a scene where half a head crumbles away from the rest, I am following the Digital-Tutors tutorial and creating my own version with some variations. My problem is that I have fracture pieces falling and they stop mid-air/ don't make it to the ground plane. Here are two screenshots of the culprit pieces at two different stages in the simulation: http://imgur.com/a/BiuE8 Apologies for the imgur link, I couldn't resize them for some reason and they were too big in the post. I was wondering if anyone knew the cause for this or a solution? Thank you. Quote Link to comment Share on other sites More sharing options...
substep Posted July 24, 2013 Share Posted July 24, 2013 I've had similar problems with glue nets when they're locked, and other objects are added or removed from the dopnet. Since the glue pieces SOP uses the piece attribute dopobjectid, and that easily changes depending on what you do in dops. Maybe try unlocking the glue pieces sop, and letting it re-cook...? Quote Link to comment Share on other sites More sharing options...
gpapaioa Posted July 24, 2013 Share Posted July 24, 2013 Hello, had the same problems too. In my case, I noticed that the AttribTransfer node, colors some primitives partially, so they didn't got deleted (using the Delete node and some color based expression ($CR)). What I did was to promote the Cd attribute from point to primitive and then delete the primitives. See if this works. Quote Link to comment Share on other sites More sharing options...
Skrelle Posted July 25, 2013 Author Share Posted July 25, 2013 Thank you for the suggestions, I will give them a go and see if I can fix it, will let you know as soon as I've been able to try. Quote Link to comment Share on other sites More sharing options...
pbarua Posted July 28, 2013 Share Posted July 28, 2013 Hello, had the same problems too. In my case, I noticed that the AttribTransfer node, colors some primitives partially, so they didn't got deleted (using the Delete node and some color based expression ($CR)). What I did was to promote the Cd attribute from point to primitive and then delete the primitives. See if this works. It's good idea to lock Cd using CHOPs to make sure that pieces always have Cd attribute to be active. Quote Link to comment Share on other sites More sharing options...
Skrelle Posted August 9, 2013 Author Share Posted August 9, 2013 Hi, sorry for the late reply, I have had a busy couple of weeks and finally can get back to this tutorial. Unfortunately i'm relatively new to houdini so I am not sure how to go about the suggestions being made, what AttributeTransfer node is it im looking to edit as there are a couple in use? The pieces are still getting stuck even without the glue network in use, so they are getting stuck within the normal RBD sim. Any more help is greatly appreciated. Quote Link to comment Share on other sites More sharing options...
Demno Posted November 27, 2013 Share Posted November 27, 2013 I know I'm late to the party but I had the same problem with the tutorial just now so I figured I'd add my two cents in case someone else does in the future. My pieces were stopping midair because the Active Value node was deactivating them. It did this because I was reading in the wrong file for the attribute transfer leading up to the OUT_ACTIVE_POINT. I was reading the original head which meant as soon as a piece fell far enough from the original mesh, it would deactivate. Some still got through which made it harder to debug. As soon as I read in the passive mesh and set the distance threshold of the Attribtransfer node, it all started working 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.