catchyid Posted October 2, 2016 Share Posted October 2, 2016 Hi, In a SOP network, I use Voronoi Fracture node to break a mesh, the node creates "name" primitive attribute to indicate pieces (e.g. piece01, ..., piece0N). In a DOP network, I create RBD Fractured Object to create the corresponding pieces. My question: I want to select some pieces in a SOP context (or use any SOP nodes to proceduraly select some pieces) and then automatically set these pieces to "passive" in the RBD Fractured DOP? I know I can use "Activate Value" DOP to set some pieces to passive, but I am not sure how do the mapping from SOP pieces to DOP pieces? For example, If I apply Voronoi Fracture on a wall, and I want the pieces at the base and corners of the wall to be passive, then I won't know which pieces numbers I should use in "Activate Value" DOP since pieces names are created automatically by Voronoi Fracture SOP? I can think of one solution: just rename pieces in SOP to match my selection criteria and then use these names in DOP, BUT I am wondering if this is the right approach here? Is there a better way to select them directly in DOP Context? or Is there a better way to map this info from SOP to DOP? Thanks, Quote Link to comment Share on other sites More sharing options...
Juraj Posted October 2, 2016 Share Posted October 2, 2016 Hi, for this kind of thing you can use i@active attribute. Bullet solver will recognize it. To set i@active values: you can set values by Group SOP and bounding object / volume, or you can select packed primitives (fractured pieces) in viewport and blast them, then copy values from Blast node into next attribute wrangle node and set the attribute there. Quote Link to comment Share on other sites More sharing options...
catchyid Posted October 2, 2016 Author Share Posted October 2, 2016 Thanks for your reply Unfortunately it did not work and I am not what went wrong? -is "active" a point attribute or primitive attribute? I've created an integer attribute "active" and set its class to "point" but did not work, so I changed the class to "primitive" and it did not work either? -I am thinking, since each piece is made of may primitives/points, what is going to happen if some points of the same piece are set to active (i.e. has a value of 1) and others are set to 0? Thanks Quote Link to comment Share on other sites More sharing options...
Juraj Posted October 2, 2016 Share Posted October 2, 2016 Hi, check attached file. I recommend you watching bullet masterclass. It seems like you used older workflow - without packed objects. Learn how to use packed objects, it gives you more speed and control. jt_activate_rbd.hipnc 3 Quote Link to comment Share on other sites More sharing options...
catchyid Posted October 3, 2016 Author Share Posted October 3, 2016 Thaaaaaaaaaaaanks The Tutorial you pointed out is like a Rosetta stone The pipeline shown in this tutorial is way better than what I was doing... Once more, thanks Quote Link to comment Share on other sites More sharing options...
catchyid Posted October 3, 2016 Author Share Posted October 3, 2016 just opened your attached houdini file, and it shows exactly what I am looking for, thanks a lot, really appreciate it Quote Link to comment Share on other sites More sharing options...
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