Cloth force from other object's normals
6458 15 3- peteski
- Member
- 518 posts
- Joined: Dec. 2013
- Offline
Hi All,
Just wondering if it's possible to apply a force to this cloth based on the normals of the sphere object behind it? I cant seem to find a force that might work based on the mesh shape.
Also the object won't always be sphere shaped so I can't use a basic force to achieve the same results.
Any ideas?
Thanks,
Pete
Just wondering if it's possible to apply a force to this cloth based on the normals of the sphere object behind it? I cant seem to find a force that might work based on the mesh shape.
Also the object won't always be sphere shaped so I can't use a basic force to achieve the same results.
Any ideas?
Thanks,
Pete
- Enivob
- Member
- 2629 posts
- Joined: June 2008
- Offline
- peteski
- Member
- 518 posts
- Joined: Dec. 2013
- Offline
- blackpixel
- Member
- 182 posts
- Joined: April 2009
- Online
I think a sop solver is the way to go and gives you the most flexibility. You just need to transfer the force ( or normals ) from the sphere to the cloth. You can also do some fancy pressure / underpressure imitation if you have a closed cloth object and use it's own normals as force.
Edited by blackpixel - Oct. 23, 2016 07:12:24
- peteski
- Member
- 518 posts
- Joined: Dec. 2013
- Offline
- Esteban Diacono
- Member
- 4 posts
- Joined: May 2015
- Offline
- jsmack
- Member
- 8043 posts
- Joined: Sept. 2011
- Offline
- unlime
- Member
- 23 posts
- Joined: Feb. 2014
- Offline
- tamte
- Member
- 8833 posts
- Joined: July 2007
- Online
in a lot of H16 and 16.5 builds, the v@force and v@fexternal attributes are not working with Cloth
to test it make sure you have the latest version
to test it make sure you have the latest version
https://www.sidefx.com/changelog/?version=16.5.425&show_versions=on
Houdini 16.5.425 Restored backward compatibility of the finite element solver for simulations that are set up with the point attributes “external” and “force”.
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- unlime
- Member
- 23 posts
- Joined: Feb. 2014
- Offline
- jsmack
- Member
- 8043 posts
- Joined: Sept. 2011
- Offline
tamte
in a lot of H16 and 16.5 builds, the v@force and v@fexternal attributes are not working with Cloth
to test it make sure you have the latest versionhttps://www.sidefx.com/changelog/?version=16.5.425&show_versions=on
Houdini 16.5.425 Restored backward compatibility of the finite element solver for simulations that are set up with the point attributes “external” and “force”.
If ‘force’ is the old name for backwards compatibility, what is the new name? It's not published anywhere. The documents still state force and fexternal are the attribute names used for imparting force-per-point, although they do recommend using targetP instead of force/fexternal. Maybe they dropped support by accident. Personally I find framing things in terms of targetP unintuitive, and goes against the spirit of simulation. If you define the system in terms of differential equations, then targetP itself must be solved, and that's the solver's job, not the artist's.
- anon_user_37409885
- Member
- 4189 posts
- Joined: June 2012
- Offline
- tamte
- Member
- 8833 posts
- Joined: July 2007
- Online
fuosjsmack
and goes against the spirit of simulation.
That's exact purpose though, so you can affect the simulation with animation.
the point is to have both types of control, not to always use targetP instead of force, both have their specific use cases
otherwise good luck affecting cloth without custom forces
jsmackI didn't realize that the journal entry really sounds like force for FEM is deprecated, I hope it's just a bad wording choice, force is so crucial to do anything
If ‘force’ is the old name for backwards compatibility, what is the new name?
Edited by tamte - April 4, 2018 13:26:11
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- jsmack
- Member
- 8043 posts
- Joined: Sept. 2011
- Offline
fuosjsmack
and goes against the spirit of simulation.
That's exact purpose though, so you can affect the simulation with animation.
For controlling simulations using animation, of course it makes sense to use targetP, in this situation it is ‘known.’ I am referring to scenes where you don't really have a target position, you merely want to impart forces, such as pressure or gravity, without having them cancel each other out when the target stiffness is increased.
- anon_user_37409885
- Member
- 4189 posts
- Joined: June 2012
- Offline
- tamte
- Member
- 8833 posts
- Joined: July 2007
- Online
fuosjust create ‘force’ vector point attribute using any POP force nodes or custom ones
So is there anyway in dops to do some force vector calculations to make this happen?
as you see at the beginning of this post, ‘force’ attribute (or even the old one ‘fexternal’) used to work fine, but then was broken around H16-16.5, and the support for ‘force’ have been restored in recent builds
(the discussion here was that the wording in journals sounds like it was restored for backward compatibility and not as fixing the bug so it just sounds strange, but no matter what it should work now once more)
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
-
- Quick Links