Hi everyone,
Working on a hi-res wet sand simulation that's giving me a bit of trouble with stiffness. The effect I'm going for is Moonsand ( the toy ). I've really dialed up the settings ( 1500 iterations at .04 particle separation ) though the rigidity and stiffness still isn't there. The sand is falling flat and not holding it's form so well.
I'll include the file if any one wants to take a look.
Any help welcomed.
Thanks,
-Tighe
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Technical Discussion » Hi Resolution Sand Problem with Stiffness ( wet sand )
- trzanko
- 24 posts
- Online
Houdini Indie and Apprentice » Not all points calculating in Point Wrangle (Local Prim Surface Area Calculation)
- trzanko
- 24 posts
- Online
I was unaware you could do that with a measure SOP, don't know how to yet either(haven't looked into that node). It works already so at this point I might as well compare/contrast it with the measure SOP. I'll reply with my findings. Thanks for the tip Tomas.
Houdini Indie and Apprentice » Not all points calculating in Point Wrangle (Local Prim Surface Area Calculation)
- trzanko
- 24 posts
- Online
solved the problem, I didn't need to get length from the nested foreach loop. That part works but now I'm trying to take all these points and fit them into the range between 0 and 1. I'm trying this but its not working.
fit(primArea,min(primArea),max(primArea),0.0,1.0)
fit(primArea,min(primArea),max(primArea),0.0,1.0)
Edited by trzanko - June 19, 2016 12:42:11
Houdini Indie and Apprentice » Not all points calculating in Point Wrangle (Local Prim Surface Area Calculation)
- trzanko
- 24 posts
- Online
Hi everyone, I'm working on an algorithm that calculates the surface area of nearby primitives and assigns the value to the point. The only thing that doesn't seem to be working is that the point wrangle isn't calculating all the points. Any thoughts or ideas greatly appreciated. Attached a scene file as well but here's the code:
float weight = 1.0;
float primArea = 0.0;
foreach(int j; pointprims(0, @ptnum)){
vector a;
int i = 0;
foreach(int pts; primpoints(0, @primnum)){
a = length(pts);
i++;
}
float A = abs(distance(a,a));
float B = abs(distance(a,a));
float C = abs(distance(a,a));
float s = (A + B + C)/2;
primArea += sqrt(s * (s - A) * (s - B) * (s - C)); //Heron's Formula
}
f@area += weight * primArea;
float weight = 1.0;
float primArea = 0.0;
foreach(int j; pointprims(0, @ptnum)){
vector a;
int i = 0;
foreach(int pts; primpoints(0, @primnum)){
a = length(pts);
i++;
}
float A = abs(distance(a,a));
float B = abs(distance(a,a));
float C = abs(distance(a,a));
float s = (A + B + C)/2;
primArea += sqrt(s * (s - A) * (s - B) * (s - C)); //Heron's Formula
}
f@area += weight * primArea;
Edited by trzanko - June 16, 2016 19:11:09
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