Workaround to MOPS+ Node

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Hi. I am following a tutorial where the instructor uses MOPS Shape FallOff to apply a gradient to a rope:



Then he uses a mops fetch attribute.


I need to find a workaround since Mops inside solver is only available having Mops +

I did this following a YT video:



Is this the right way to replace the Mops option and bring the mops shape falloff information in the solver space?

I am asking cause the sim is extremely slow and wanted to make sure the fundamentals are correct before leaving it cooking.

Thank you
Edited by zooropa - Oct. 15, 2024 06:19:35

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mops2.jpg (34.3 KB)
mops3.jpg (60.1 KB)
mops1.jpg (41.8 KB)

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Please post a File
Conservation of Momentum
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DynamicRope_V2.hiplc (895.7 KB)

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This Tutorial from Patreon. If so its a case, you have Paid, Just send request to Him to Help you .Best solution
https://www.youtube.com/watch?v=R4BHGJEJc_A [www.youtube.com]
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maybe you get the same effect with a sopsolver inside the vellumsolver
with attribute transfer or a distance from geometry

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vellum-sopsolver.png (317.8 KB)

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MOPs+ Fetch Attribute is just a convenience tool that pulls attributes from SOP geometry into DOPs. You can do this yourself either with a Geometry Wrangle (this is the fastest way) or with a SOP Solver DOP as w_maro suggested.

All you really need to do is use a bit of VEX to grab the attribute you want from the SOP geometry and apply it to the DOP geometry. Something like this:

float falloff = point(1, "mops_falloff", @ptnum);
@mops_falloff = falloff;

Then make sure your inputs are configured on the Geometry Wrangle so that Input 2 (index 1) is the SOP geometry you want to update from.

I wrote a little more about this in detail on my blog a few months ago: DOPs are not SOPs [www.toadstorm.com]
MOPs (Motion Operators for Houdini): http://www.motionoperators.com [www.motionoperators.com]
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toadstorm
MOPs+ Fetch Attribute is just a convenience tool that pulls attributes from SOP geometry into DOPs. You can do this yourself either with a Geometry Wrangle (this is the fastest way) or with a SOP Solver DOP as w_maro suggested.

All you really need to do is use a bit of VEX to grab the attribute you want from the SOP geometry and apply it to the DOP geometry. Something like this:

float falloff = point(1, "mops_falloff", @ptnum);
@mops_falloff = falloff;

Then make sure your inputs are configured on the Geometry Wrangle so that Input 2 (index 1) is the SOP geometry you want to update from.

I wrote a little more about this in detail on my blog a few months ago: DOPs are not SOPs [www.toadstorm.com]

Thank you so much for taking your time. I believe it works now.
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