derjcmp Posted October 3, 2016 Share Posted October 3, 2016 Good evening everyone! I'm trying to attatch my pop grains to a deforming geometry. I've tried seeing everything related to pop particles on the forums but nothing worked. Thanks for those who help ! Quote Link to comment Share on other sites More sharing options...
ikoon Posted October 4, 2016 Share Posted October 4, 2016 Hello. Do you want the POPs to "stick and stay" on the deforming geometry surface? I am unfortunately no guru, so my attached solution is not maybe ideal. But it is working for me. Further about the collisions, I recommend you also this ... https://vimeo.com/182074285 ... at the beginning, Jeff talks about the Deforming Object shelf tool and more about the volume collisions and static solvers and troubleshooting. attach pops - v0.hiplc Quote Link to comment Share on other sites More sharing options...
derjcmp Posted October 4, 2016 Author Share Posted October 4, 2016 That wasnt the type of effect I was looking for, however it showed me a good technique I didnt know! The type of effect Im after tho is like having a Derfoming geometry with the grains all over the surface on frame 1 and moving with with the geo until the end. I tried sticking them in a static position and then interpolating it with the deformed geo after the simulation, but that didnt make any sense in my head nor in houdini. I thought It had to be an easier way, perhaps through a multisolver and some vex, idk. Thank you. Quote Link to comment Share on other sites More sharing options...
ikoon Posted October 4, 2016 Share Posted October 4, 2016 Hello João, I see. I think that this may also help you:http://lab.ikoon.cz/post/148412813139/inspired-by-the-sop-examples I made that file from the help example file (SpikyDeformingTorus.otl) and I use the Attribute Interpolate. However, it is not a DOP, but SOP solution:https://www.sidefx.com/docs/houdini/nodes/sop/attribinterpolate That example file is well documented and it may also help you Quote Link to comment Share on other sites More sharing options...
derjcmp Posted October 5, 2016 Author Share Posted October 5, 2016 I was looking for a dop solution :/ I've tried your method but didnt give me the results I was after. I'm going for an effect like this: The fallof part I can easily do, however sticking the grains to the geo is really hard Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted January 24, 2017 Share Posted January 24, 2017 Did you suss this out J ? It's something I want to do too.. fill an object with grains and have them deform with my alembic mesh. Just thinking on my feet.. essentially they are all connected via a glue network of connected lines.. it may be easier to deform that as such and hopefully the grains will go for the ride till you choose to break them? Quote Link to comment Share on other sites More sharing options...
derjcmp Posted January 25, 2017 Author Share Posted January 25, 2017 I didn't manage to pull this off I tried like 10 different approaches and all of them didn't work as I wanted. I could stick them as scattered points and add a copySOP to make them grain like then doing a RBD sim, but I couldn't get that particle to particle interaction without heavy compute time... I asked it on /r/houdini and some pretty cleaver solutions came through, will give it a try when I have more time! Quote Link to comment Share on other sites More sharing options...
mestela Posted January 25, 2017 Share Posted January 25, 2017 go lazy; point deform the grain source, switch it on the sim frame? grain_dancer.hipnc 1 Quote Link to comment Share on other sites More sharing options...
mestela Posted January 25, 2017 Share Posted January 25, 2017 Doh, immediately after I posted realised how to make it be fully dynamic rather than switch, if you need that level of detail. Here I've ramped the targetstiffness from 0 at the feet to 1 near his waist, then turn it off completely after frame 41. grain_dancer_v02.hipnc 4 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted January 25, 2017 Share Posted January 25, 2017 holy potatoes @mestela that is exactly what i was after thankyou!!! the second trick is perfect! big fan of your work btw - recently watched the sidefx seminar you did - learnt a ton thankyou! Quote Link to comment Share on other sites More sharing options...
derjcmp Posted January 25, 2017 Author Share Posted January 25, 2017 1 hour ago, mestela said: Doh, immediately after I posted realised how to make it be fully dynamic rather than switch, if you need that level of detail. Here I've ramped the targetstiffness from 0 at the feet to 1 near his waist, then turn it off completely after frame 41. grain_dancer_v02.hipnc Went through the file, pretty cleaver! I guess I still have a long way to go inside houdini. Thanks matt! 2 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted January 25, 2017 Share Posted January 25, 2017 just rebuilt that scene myself now thanks @mestela works a treat wasn't working till i realised in the second wrangle there was a ramp thingy at the bottom - was scratching my head for a bit hehe! Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted January 25, 2017 Share Posted January 25, 2017 10 minutes ago, derjcmp said: Went through the file, pretty cleaver! I guess I still have a long way to go inside houdini. Thanks matt! its insane - there must be 50 ways to do every trick in houdini its scary. There was a bit of wrangle in there that just made me go 'huh' i'm not adverse to it at all but i have no idea whats happening with each bit really and i cant help but think 'is there a sop solution to this for my noobness to get my head around' lol Quote Link to comment Share on other sites More sharing options...
derjcmp Posted January 25, 2017 Author Share Posted January 25, 2017 (edited) I went through and added some AA noise, did a fit range and mult it by the stifeness, Im getting exelent results! Also did another wrangle so it would colapse if @targetstifness was < 0.3 . I guess I'll be playing with this all night! Edited January 25, 2017 by derjcmp 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted January 25, 2017 Share Posted January 25, 2017 jeez i've no idea what you just said but it sounds cool lol! Quote Link to comment Share on other sites More sharing options...
derjcmp Posted January 25, 2017 Author Share Posted January 25, 2017 1 minute ago, anthonymcgrath said: jeez i've no idea what you just said but it sounds cool lol! Instead of having ramped the targetstiffness from 0 at the feet to 1 near his waist I did a noise. So some parts start to crumble as the others just follow the geometry 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted January 25, 2017 Share Posted January 25, 2017 (edited) 7 minutes ago, derjcmp said: Instead of having ramped the targetstiffness from 0 at the feet to 1 near his waist I did a noise. So some parts start to crumble as the others just follow the geometry ooooooooooooooooo that sounds smutty!! cant wait to see that here's my current progress... sorry about the crap gif quality - fairly new to it... so basically i have a ragdoll crowd group i setup... then exported that out as alembic... then pulled it into this setup @mestela did for us and twiddled the values so the stiffness goes once they're knocked outwards there's prob smarter ways but its working for me and look! look! I did a gif! screen2gif rocks :D Edited January 25, 2017 by anthonymcgrath 2 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.