karanjaura Posted October 14, 2020 Share Posted October 14, 2020 Hi Guys, I am doing some RnD on Tree Sim but running into issues in wire solver which has multiple wire objects and wire glue constraints, everything is fine up till 2 levels i.e bigBranches and subBranches but the moment I bring in twigs and subTwigs the constraints go crazy. Can't figure it out what is causing this problem, can anyone help me out in this regard ? Attaching a simplified hip file and curves bgeo for the same. Would really appreciate if you guys can have a look at it. Best Karan treeCurves.bgeo.sc treeWireSim_ODFORCE.hipnc Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 14, 2020 Share Posted October 14, 2020 (edited) if you predefined in wrangle i@gluetoanimation = 1; or different attributes that wire solver recognize ... with different groups your splines and assign orient attribute I think it gonna be smooth ..I can't open you scene Slowww and we need someone who know this ..I just Have FUn Hope it Helps! wire.hipnc Edited October 14, 2020 by Librarian 1 Quote Link to comment Share on other sites More sharing options...
karanjaura Posted October 15, 2020 Author Share Posted October 15, 2020 4 hours ago, Librarian said: if you predefined in wrangle i@gluetoanimation = 1; or different attributes that wire solver recognize ... with different groups your splines and assign orient attribute I think it gonna be smooth If you see my hip file I have used points groups and in wire solver then called in those groups in the wire glue constraint,I haven't defined any attrb in sops but still everything is smooth till sub branch level, but beyond that it starts complaining. 4 hours ago, Librarian said: I can't open you scene Slowww Really ? not sure why its slow,I can run the full sim here within few seconds. Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 15, 2020 Share Posted October 15, 2020 Not sure why @karanjaura hm ..gonna try tomorrow Quote Link to comment Share on other sites More sharing options...
Deviner Posted October 15, 2020 Share Posted October 15, 2020 Hi @karanjaura, Your scene is pretty much realtime for me, don't listen to that guy, he just spams with answers not bothering with the correctness of those. You need to sort the points properly which is hard to do with the old wire tool. You have to consider using the vellum tool instead, it's the modern approach. This page will help you along the way https://www.tokeru.com/cgwiki/index.php?title=HoudiniVellum Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 15, 2020 Share Posted October 15, 2020 @karanjaura Maybe You didn't see Lovely example in Houdini Bandingtree with wire solver ( lovely use of attributes) ...investigate if not @Deviner Peace Love and Happiness hope that you are OK ..sending Love to You and Polabrnjaj Ga Panjatinka . Quote Link to comment Share on other sites More sharing options...
karanjaura Posted October 15, 2020 Author Share Posted October 15, 2020 8 hours ago, Deviner said: You need to sort the points properly which is hard to do with the old wire tool. You have to consider using the vellum tool instead, it's the modern approach. This page will help you along the way https://www.tokeru.com/cgwiki/index.php?title=HoudiniVellum @Deviner I was hoping there must be some way to do this in wire solver , seems like I need to do this RnD in vellum now. Quote Link to comment Share on other sites More sharing options...
karanjaura Posted October 15, 2020 Author Share Posted October 15, 2020 1 hour ago, Librarian said: Maybe You didn't see Lovely example in Houdini Bandingtree with wire solver ( lovely use of attributes) ...investigate if not @Librarian This looks cool, where can I see this example ? Quote Link to comment Share on other sites More sharing options...
Librarian Posted October 15, 2020 Share Posted October 15, 2020 @karanjaura Help Show examples File in build examples in HOUDINI http://127.0.0.1:xxxxxx/nodes/dop/wiresolver.html Quote Link to comment Share on other sites More sharing options...
shirak Posted June 3 Share Posted June 3 Old topic, but I found a solution. Instead of using pointgroups, write point numbers at Constraint node. I created a string pointlist attribute in the SOP and linked it. It seems like the way to create string attributes could be more organized. Do you have any good solutions for how to make trees? treeWireSim_ODFORCE_kai.hipnc Quote Link to comment Share on other sites More sharing options...
tamagochy Posted June 3 Share Posted June 3 If you want use wire solver I have tutorial s about it. But probably its time to switch to vellum. If I found time I maybe revise my tutorials with vellum staff. Quote Link to comment Share on other sites More sharing options...
shirak Posted June 5 Share Posted June 5 @tamagochy I tried to use vellum and bullet a few time.But It seems like wire solvers seem more stable. I'd like to try out the wire solver some more and might buy your tutorial. I found a clearer way to create a constraint and put it in hip. I am actually referring to this site.https://andreasbabo93.wixsite.com/sbabovfx/wire-solver treeWireSim_ODFORCE_kai2.hipnc Quote Link to comment Share on other sites More sharing options...
tamagochy Posted June 5 Share Posted June 5 Idea is create string attribute on root branch points with all points to constrain with and use it inside solver Quote Link to comment Share on other sites More sharing options...
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