KarlRichter Posted June 14, 2017 Share Posted June 14, 2017 Interesting problem. You can use a SOP solver with a multisolver node to process the mesh point attributes, you just don't want to affect the P attribute directly. Attached is a solution to your intersect problem using a VDB in a sop solver to dynamically set the targetP attribute. It changes the look of your sim a little, so it still needs tweaking. For more info on "solid object" point attributes, see here: http://www.sidefx.com/docs/houdini/nodes/dop/solidconfigureobject Note that this works well enough that you can almost get by with a single substep. Also it almost completely takes place of the internal collision calculated by the finite element solver, try turning off self collision in the attached example to see what I mean. flask.v1.Odforce.FF.VDB.hiplc 4 Quote Link to comment Share on other sites More sharing options...
Guest tar Posted June 14, 2017 Share Posted June 14, 2017 @KarlRichter whoa! super nice and looks well threaded too thanks for posting. Quote Link to comment Share on other sites More sharing options...
lamer3d Posted June 24, 2017 Share Posted June 24, 2017 On 6/9/2017 at 1:54 AM, ParticleSkull said: Guys, is there a way to get the older spheres out of the simulation, make it rigid? Let's say, by age. If the sphere is 24 frames old it becames a static/rigid object? So, whatever happened to this idea? I'm also curious if it would help to stabilize / speed up simulation. Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted June 27, 2017 Share Posted June 27, 2017 this is a cool effect - i was trying to get the copy sop to create random rotation on each spawned object but had no luck. I was using copy stamp but couldn't suss it out - each spawned character just appears in the same rotation sadly :/ Quote Link to comment Share on other sites More sharing options...
Farmfield Posted June 27, 2017 Share Posted June 27, 2017 With a copy stamp, random vector per point (per frame) would solve it. 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted June 27, 2017 Share Posted June 27, 2017 27 minutes ago, Farmfield said: With a copy stamp, random vector per point (per frame) would solve it. all i really know is something like rand($PT)*360 or something noob and incorrect like that - no idea how to set it up for a vector :/ Quote Link to comment Share on other sites More sharing options...
Farmfield Posted June 27, 2017 Share Posted June 27, 2017 I was so close doing a wrangle when I remembered - there's wheels already, no need to reinvent one. 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted June 27, 2017 Share Posted June 27, 2017 see now my first thought went to attribute randomise but all i ever hear is ppl twiddling wrangles and writing code now so my mindset seemed to gravitate that way and i was trying to do that ffs! So where would i plug this in on the copy sop? I'm guessing its before the copy sop on the input template points i reckon.. Quote Link to comment Share on other sites More sharing options...
Sepu Posted June 27, 2017 Share Posted June 27, 2017 All the attrb that you want the copy to take into account for your points need to put it before the Copy. rand color, size, orient, etc. 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted June 27, 2017 Author Share Posted June 27, 2017 (edited) hey @lamer3d , I think it wasn't a good idea. @KarlRichter's setup (thx for that, Karl!!) is pretty solid btw, a bit complex but work perfectly Edited June 27, 2017 by ParticleSkull lamer, nor marty ;) Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted June 27, 2017 Author Share Posted June 27, 2017 Hey @anthonymcgrath, are you looking for something like this? FEM.ant.v1a.hiplc 2 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted June 27, 2017 Share Posted June 27, 2017 lol exactly hehe I'll give that scene a check shortly thanks @ParticleSkull man i cant wait to dive back in houdini properly again soon! Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted June 27, 2017 Author Share Posted June 27, 2017 Yeah, and I can't wait for your next project! I guess both thing's will happen at the same time Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted June 27, 2017 Share Posted June 27, 2017 @ParticleSkull yep i'll hopefully be having a go at doing something else hehe - got a few fun things lined up! btw i couldn't get the random rotation thing working: rand($PT)*360 in the copy stamp variable tried a fit something or other - still nothing in the end this worked: rand($PT) * 33.3 * $FF now my instanced fem things are rotated on creation. It works sod it! 1 Quote Link to comment Share on other sites More sharing options...
Ebonit99 Posted January 10, 2018 Share Posted January 10, 2018 (edited) @KarlRichter ... man you can not just post that without a link to a tutorial Edited January 10, 2018 by Ebonit99 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted January 10, 2018 Author Share Posted January 10, 2018 Hahahaha, the file is awesome enough I hope this post stays here forever Quote Link to comment Share on other sites More sharing options...
Animatect Posted March 5, 2018 Share Posted March 5, 2018 Hey guys, hopefully I'm going to revive this thread , I checked @ParticleSkull's scene modified by @KarlRichter, almost all was clear to me but a couple of things on the SOPsolver, the first is; on thee first pointVOP the whole Idea as I understand it is to delete the first sphere so we can check if any of it's points are intersecting the volume, but what are we checking against for all the other spheres? What am I missing there?, my theory is that it does this for each one of the gorups or prims as if they were independent objects, but I'm fairly new to Houdini so I don't know if this is the expected behaviour. The other thing is, I copyed the VOPS to VEX, and the second VOP works great, but on the first one (the one that deletes the sphere), it does not work, it's as if the theory I gave on the previous paragraph just doesn't happen here. I'll attach the file, can anyone please tell me what I am missing? Thank you in advance. PushAgainst_02.hiplc Quote Link to comment Share on other sites More sharing options...
Ebonit99 Posted May 6, 2018 Share Posted May 6, 2018 Hi brothers . Can someone explain me please why KarlRichter's file is not working for me anymore ? 16.5.439 is my current Houdini build. I did a test with cloth and it is pretty simple and very stable. I think people who wants to do this effect should consider that. flask.v1.Odforce.cloth.hiplc Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted May 6, 2018 Author Share Posted May 6, 2018 Hey Marek, damn, it's not working here as well (on 16.5.405) About the cloth, at the end it got some interpenetrations here :/ @Animatect, sorry bro, i totally missed your post! In fact i didn't really got what karl richter have done, i just knew it was working perfectly Would like to check the file nowadays, i might understand that better, but, as Ebonit99 said, it looks like it's not working on newer versions of Houdini Quote Link to comment Share on other sites More sharing options...
Animatect Posted December 11, 2018 Share Posted December 11, 2018 @ParticleSkull Hey Alvaro, thanks for replying, yeah, It would be nice to know exactly what was going on just for knowledge sake, it's been ages since I opened that file, maybe I'll open it again to see if I get an "ahá!" moment. Quote Link to comment Share on other sites More sharing options...
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