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making copy sop instances dynamic


anthonymcgrath

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hi chaps

 

really simple one here but i cant seem to get it to work.  dropped down a sphere, isooffset, then copy sop and duplicated a heap of smaller spheres.

now i want to make those dynamic but i cant seem to get it to work - tried the RBD shelf button then the RBD point object... which nearly blew up my pc :/

simple scene attached to save yer all the button clicks ;)

balls.hip

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well i found a way around it as such - using the RBD point object but instead of pointing the source geo to itself (as i stupidly did initially ...thus creating a gazillion copies of balls on each point!) i just pointed it to a sphere and it seems to have worked.  However i dont have the lovely random colours i had in my first balls.hip test above :/

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9 hours ago, paulh said:

I think an RBD Packed Object would ideal. From the shelf - Rigid Bodies ->RBD Fractured Object.

 

 

Yep did this initially but it just bounced away as one object. I couldn't figure out how to separate them. I used a connectivity node and got groups of balls but beyond that got stuck.

The rbd point object effectively let me instance one ball onto the scatter points so I think it's done the same job heh :)

 

I wonder if this is faster for hou vs the 1st method?

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2 hours ago, paulh said:

Oh yes, it looks like the RBD Point object button sets up Packed objects now too, so ya it's the same thing. Your color information should still trickle down...it can be a bit trickier to access though.

Cool well I'll have a play anyways and see what happens. It is a really cool shelf tool. If I don't get the colour it's not a deal breaker tbh but would be nice to suss out!

So is this packed primitives faster then for houdini? How is it faster with rigid bodies?  Is the idea that all of them are the same dynamic values so hou can calculate them all quicker?

Is it me or does everyone else have a folder choc full of scene files with all manner of experiments lol!  It's like a slowly growing cookbook of goodies ready to use haha!

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