dennisvolkerts 7 Posted December 15, 2014 Hi, I just was testing some wood splintering and clustering. Can anyone tell me why im getting this little slomo effect like the movie "Immortals"? Looks cool but not what i want fps is 25, standard gravity 9.81 seems to be fine. dopnet subframe standard: 1. bullet subframes standard: 10 / 10 interations All i did was some -fracturing based on clusters and -added some cone constraint between the clusters. thnx Share this post Link to post Share on other sites
Georgie 25 Posted December 15, 2014 I've no idea but it looks awesome =D Can we have the file please ? Share this post Link to post Share on other sites
dennisvolkerts 7 Posted December 16, 2014 sure! Here you go woodSplintering_005-ForUpload.hip Share this post Link to post Share on other sites
loopyllama 22 Posted December 17, 2014 Packed primitives have point attribute "active" of type integer which controls the active state. You are creating this point attribute as type float. Change /obj/test_fractureCluster_prePostScale/active_attr from type float to type integer to fix your mentioned side effect. You should also log a bug with your scene because Houdini should be able to handle an implicit cast from float to int and warn the user of the incorrect data type/loss of precision rather than have this strange slow-motion effect in this particular case. 1 Share this post Link to post Share on other sites
dennisvolkerts 7 Posted December 17, 2014 Packed primitives have point attribute "active" of type integer which controls the active state. You are creating this point attribute as type float. Change /obj/test_fractureCluster_prePostScale/active_attr from type float to type integer to fix your mentioned side effect. You should also log a bug with your scene because Houdini should be able to handle an implicit cast from float to int and warn the user of the incorrect data type/loss of precision rather than have this strange slow-motion effect in this particular case. Thnx!!! that did the trick!!! does anyone also know a way to keep every fracture hold like a glue before a hit? The cone tiwst constraint seems to hold it but doesnt keep its shape But if i use a glue (even at a strength of 0.001) in conjunction with a cone it losses its bend factor (is over ruled by the glue On or Off) and my ball with a very high density doesnt even go through my object but bounces back Share this post Link to post Share on other sites