Hey guys ,
i am a bit annoyed - cause i tried the whole day to get
it work and i dont got it.
i have a scene here i reduced a bit to show the Problem.
2 packed prims and an glue Network - everything works fine when the
glue is bypassed - but when i use it in the DOP everything goes mystic…
the one object stops moving and it seems that it partially override strength
value on the other objects glue Network…
is it a bug or a Feature ?
in the end the goal is to have one object falling and cracking a very Little
bit when it hits the ground(other object) and then remove parts of the
ground objects glue Network so that both falling even further…
multiple packed primitives and glue networks
6984 3 2- -heavy-
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Janko Kissel
Maya & Houdini Smoke and Demolition VFX-Artist
http://vimeo.com/heavyatvimeo [vimeo.com]
https://www.youtube.com/user/masterheavyone/videos [youtube.com]
Maya & Houdini Smoke and Demolition VFX-Artist
http://vimeo.com/heavyatvimeo [vimeo.com]
https://www.youtube.com/user/masterheavyone/videos [youtube.com]
- cwhite
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The constraint network uses the ‘name’ point attribute to identify which packed primitive to attach the constraint to (see the Attributes section of http://www.sidefx.com/docs/houdini13.0/nodes/dop/constraintnetwork). [sidefx.com]
Between the two RBD Packed Objects you have some duplicate names for packed primitives (i.e. ‘piece0’ to ‘piece149’), which causes some glue bonds to be attached to pieces from the wrong object. An easy fix is to change the ‘Name Prefix’ parameter on one of the Voronoi Fracture nodes so that each packed primitive in the simulation has a unique name.
Between the two RBD Packed Objects you have some duplicate names for packed primitives (i.e. ‘piece0’ to ‘piece149’), which causes some glue bonds to be attached to pieces from the wrong object. An easy fix is to change the ‘Name Prefix’ parameter on one of the Voronoi Fracture nodes so that each packed primitive in the simulation has a unique name.
- -heavy-
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Hey CWhite =]
sorry for my delay - thx for your answer that was a great help - seems to be a good practice not to use the Piece names Houdini automaticly creates…
but ist a bit confusing when it uses the name attribute to create
the Network and it fetches the correct pieces but in the same time it is not correctly referenced back to the dop Network.
what i mean is that when i look in the glueNetwork SOP it looks correct.
so that means it takes the right names and correct path to the data to
create the piece connections. But when it sends the data back to the
DOP Sim Houdini forget everything about the data path and takes only
the names and creates this errorish behavior ?!
:shock:
sorry for my delay - thx for your answer that was a great help - seems to be a good practice not to use the Piece names Houdini automaticly creates…
but ist a bit confusing when it uses the name attribute to create
the Network and it fetches the correct pieces but in the same time it is not correctly referenced back to the dop Network.
what i mean is that when i look in the glueNetwork SOP it looks correct.
so that means it takes the right names and correct path to the data to
create the piece connections. But when it sends the data back to the
DOP Sim Houdini forget everything about the data path and takes only
the names and creates this errorish behavior ?!
:shock:
Janko Kissel
Maya & Houdini Smoke and Demolition VFX-Artist
http://vimeo.com/heavyatvimeo [vimeo.com]
https://www.youtube.com/user/masterheavyone/videos [youtube.com]
Maya & Houdini Smoke and Demolition VFX-Artist
http://vimeo.com/heavyatvimeo [vimeo.com]
https://www.youtube.com/user/masterheavyone/videos [youtube.com]
- Abilene_Harper
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cwhite
The constraint network uses the 'name' point attribute to identify which packed primitive to attach the constraint to (see the Attributes section of http://www.sidefx.com/docs/houdini13.0/nodes/dop/constraintnetwork).
Between the two RBD Packed Objects you have some duplicate names for packed primitives (i.e. 'piece0' to 'piece149'), which causes some glue bonds to be attached to pieces from the wrong object. An easy fix is to change the 'Name Prefix' parameter on one of the Voronoi Fracture nodes so that each packed primitive in the simulation has a unique name.
You saved me - thank you so much!!
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