
Atomic Perception
Enivob
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VFX Artist
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Recent Forum Posts
Apply materials to fracture sim and export via alembic July 3, 2025, 8:56 a.m.
One way is to pre-group your geometry before fracturing. After the fracture, unpack the geometry and convert the groups into a primitive string attribute you can use to drive the hierarchy field on the output ROP.
This will provide you with a single object in Blender for each part you want to define.
if(inprimgroup(0,"inside",@primnum)==1){s@part_name = "inside";} if(inprimgroup(0,"case",@primnum)==1){s@part_name = "case";} if(inprimgroup(0,"back",@primnum)==1){s@part_name = "back";} if(inprimgroup(0,"screen",@primnum)==1){s@part_name = "screen";}
Need particles to stick to collider object until it moves June 26, 2025, 9:21 a.m.
One thing I notice is that your Vellum colliders are moving pretty fast. Try increasing the substeps on the dust particle popsolver. min=3 max=5. This will give more time to the particle system to collide with the fast moving vellum. Also, dust doesn't need and gravity. Turn that off, and try adding a popdrag at 0.8. It slows the particles a little.
Help with Realistic Fluid-to-Geometry Morph in Houdini June 24, 2025, 11:12 a.m.
Maybe something like this might get you started.
https://forums.odforce.net/topic/28271-flip-morph-custom-forces/?do=findComment&comment=160894 [forums.odforce.net]
https://forums.odforce.net/topic/28271-flip-morph-custom-forces/?do=findComment&comment=160894 [forums.odforce.net]