Navneet Arora Posted July 9, 2015 Share Posted July 9, 2015 Hey people, I am not able to figure out how do i assign random shapes to my particles as instance and then have it in rigid body sim. I have certain objects from maya which i want to multiply and use as rbd. Similar to what we do as shape collision in TP. I have tried using rbdpointobject but i want it to be driven by pops. Any help would be appreciated. 1 Quote Link to comment Share on other sites More sharing options...
Diego A Grimaldi Posted July 9, 2015 Share Posted July 9, 2015 I don't know how TP works, but your best bet would be using the awesome Packed Primitives instead of pops. Packed prims would be easier setup, better collision and not coding involved to get correct collision, rotation and whatnot... This lesson could get you started Quote Link to comment Share on other sites More sharing options...
Navneet Arora Posted July 10, 2015 Author Share Posted July 10, 2015 Thanks for the reply , Diego but i was wondering how to drive those particles using particle simulation?. Quote Link to comment Share on other sites More sharing options...
Diego A Grimaldi Posted July 10, 2015 Share Posted July 10, 2015 Well what you are saying it's confusing..."assign random shapes to my particles as instance and then have it in rigid body sim". Do you want to solve your problem with POPs or RBDs? If you want it all in POPs it's gonna be a little more setup(mostly with vex or popvops) which you won't need with packed prims... Quote Link to comment Share on other sites More sharing options...
Navneet Arora Posted July 11, 2015 Author Share Posted July 11, 2015 Yea actually i want particles to have random shapes and then use it as rbd? So shall i cache the pop sim first and then use as rbd? Quote Link to comment Share on other sites More sharing options...
Solitude Posted July 11, 2015 Share Posted July 11, 2015 Just so people are awarey, in thinking particles, particles and rbds aren't separate, shape is just a property of the particle, and if you have the shapecollision node (solver) they will collide as rigid bodies. In Houdini the two are typically separate, however using packed prims and a multi solver you can use pop nodes with bullet. Check out this video at the end. They hook up particle forces with bullet. Quote Link to comment Share on other sites More sharing options...
Navneet Arora Posted July 11, 2015 Author Share Posted July 11, 2015 Thanks solitude , i guess then that is the only way out to use a multi solver and forces Quote Link to comment Share on other sites More sharing options...
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