pitapan 0 Posted January 14, 2016 Hello I am trying to make a voronoi fractured object into grain soft body. I split the object with voronoi fracure, and use for loop to create grains for each piece. On the dop level all looks great - all voronoi pieces are separate and bounce around the way I wished. The problem is when simulated mesh is read back and fed into point deform sop. The original mesh is not acting as separate objects. Is there an easy to correct this? Also, is there a way to create a glue constrain for grain sims? voronoi soft body.hiplc Share this post Link to post Share on other sites
pitapan 0 Posted January 14, 2016 (edited) Progress: I made class attribite for each piece with connectivity. The point deform is now inside for each subnet. Incoming rest lattice and deformed lattice (driven by grain sim) are stripped down to piece corresponding to loops run. Inside loop deform works good but the for each subnet fails to cook giving invalid source error. Any ideas? voronoi soft body2.hiplc Edited January 14, 2016 by pitapan Share this post Link to post Share on other sites
esteban_diacono 0 Posted January 20, 2017 Hello. I'm trying the same thing. Did you ever manage to pull this off? Thanks! Share this post Link to post Share on other sites
Gavin 17 Posted January 20, 2017 A simple tweak cleared this one up. The groups being used for the foreach are point groups not primitive group. I dropped in a connectivity node and made a primitive attribute to iterate over instead and it works fine. voronoi soft body3.hiplc 2 Share this post Link to post Share on other sites
esteban_diacono 0 Posted January 22, 2017 Thanks for the great file! I'm still having trouble making my mesh deform correctly, but the file is fantastic for learning! Thanks again. Share this post Link to post Share on other sites
anthonymcgrath 71 Posted January 30, 2017 Check out farmfield on vimeo he's also on here too. He did a scene some time ago with a hip file that does pretty much the same kind of trick. Very clever! Share this post Link to post Share on other sites
esteban_diacono 0 Posted March 1, 2017 Hello again. Using Gavin's file I was able to create the effect I was after, but I'm curious about one thing: As soon as I change the number of points in the Scatter node, the For Each starts behaving in a very strange way, mismatching the pieces, and obviously, affecting and messing up the whole thing. Is there a relationship between the number of pieces and other parameter that I'm missing? Thanks! Share this post Link to post Share on other sites
Farmfield 325 Posted March 1, 2017 On 1/30/2017 at 7:57 PM, anthonymcgrath said: Check out farmfield on vimeo he's also on here too. He did a scene some time ago with a hip file that does pretty much the same kind of trick. Very clever! I think I might have Houdini-induced Alzheimer's, I really don't remember how I set that up. (this one) But I'll take a look at the setup posted here and see what I can make of it. I spent a shitload of time working with grains recently, so hopefully I'll have at least a clue what the hell I'm doing. 1 Share this post Link to post Share on other sites