caskal Posted November 15, 2017 Share Posted November 15, 2017 (edited) Hey magicians, Been fighting with this pile setup for a couple of days, I need to make a candy pile, I'm using grains but when I replace the geo there are some artifacts like the geo is inside the particle and leaves weird holes, anyone knows how this can be fixed? It need to be the more realistic way possible @f1480187 would love to hear your thoughts sensei Thanks pile3.hip Edited November 16, 2017 by caskal Quote Link to comment Share on other sites More sharing options...
Atom Posted November 15, 2017 Share Posted November 15, 2017 The holes/gaps are caused because you are copying a sphere to points after the simulation then scaling the sphere into an ellipse/pill shape. A better approach is to shape your geometry first then submit that geometry for true collision testing. Then you will get a gap-free pile. ap_M&M_drop_into_jar.hiplc 1 Quote Link to comment Share on other sites More sharing options...
caskal Posted November 15, 2017 Author Share Posted November 15, 2017 5 hours ago, Atom said: The holes/gaps are caused because you are copying a sphere to points after the simulation then scaling the sphere into an ellipse/pill shape. A better approach is to shape your geometry first then submit that geometry for true collision testing. Then you will get a gap-free pile. ap_M&M_drop_into_jar.hiplc You saved my day!, this is exactly what I was trying to achieve, thanks a lot @Atom Quote Link to comment Share on other sites More sharing options...
caskal Posted November 15, 2017 Author Share Posted November 15, 2017 (edited) Played a bit with @Atom setup, main issue was houdini getting slower at high frames so I made a proxy to collide (pile at the end will be static thankfully) P.S: How can I stop emiting geo at certain frame? I tried $FF < 200 at rbdpackedobject creation frame with no luck, maybe in the sop solver? P.S 2: I'll export this to cinema 4d to render, how can I export to texture each candy in say 5 colors with a logo on it? adding a uv texture sop? Cheers! Edited November 15, 2017 by caskal Quote Link to comment Share on other sites More sharing options...
Noobini Posted November 16, 2017 Share Posted November 16, 2017 my little hack... 1 Quote Link to comment Share on other sites More sharing options...
Sepu Posted November 16, 2017 Share Posted November 16, 2017 (edited) add an enabled solver $SF<=200 About exporting to C4D, you can export UVs and do the shading in C4D. But not 100% sure how C4D will handle it. I know that they added color vertex in 19 so you could look into that as well. Edited November 16, 2017 by Sepu 1 Quote Link to comment Share on other sites More sharing options...
Noobini Posted November 16, 2017 Share Posted November 16, 2017 (edited) 20 minutes ago, Sepu said: add an enabled solver $SF<=200 About exporting to C4D, you can export UVs and do the shading in C4D. But not 100% sure how C4D will handle it. I know that they added color vertex in 19 so you could look into that as well. could you explain this please, doesn't this stop EVERYTHING ? ie. a falling piece stops dead in midair ? Edit: must be me...after reset sim...all is fine Edited November 16, 2017 by Noobini Quote Link to comment Share on other sites More sharing options...
Sepu Posted November 16, 2017 Share Posted November 16, 2017 Quote can I stop emiting geo at certain frame? that is what he wants, stop emitting at a certain frame. 1 Quote Link to comment Share on other sites More sharing options...
caskal Posted November 16, 2017 Author Share Posted November 16, 2017 Thanks everybody for the help! didnt know that enable solver sop! Cheers! Quote Link to comment Share on other sites More sharing options...
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