Martin Widö
mawi
About Me
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VFX Artist
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Film/TV
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Sweden
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Houdini Engine
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Recent Forum Posts
RBD Bullet Solver: How to group broken pieces? 2024年12月18日9:29
merlincg46
Hello,
I have a fractured RBD Bullet sim with glue constraints and my goal is to source the pieces that are broken/not connected for pyro emission source. This [www.sidefx.com] works for deleting the pieces but I just want to group the pieces or assign an attribute. I have been trying this for ages but just keep failing.
In the constraints tab of the bullet solver I have used their the vex snippet to delete broken constraints:if (@group_broken) removeprim(0, @primnum, 1);
Then I am attempting to set an emit attribute to the points that do not have constraints using a popwrangle inside the RBD bullet solver that uses the ConstraintGeometry object's data:addattrib(0, "point", "emit", 0); int pt = nametopoint(1, s@name); if (pt == -1) { setpointattrib(0, "emit", @ptnum, 1, "set"); } else { setpointattrib(0, "emit", @ptnum, 0, "set"); }
But when I examine the output there is no emit attribute in the geometry spreadsheet.
I am sort of new to Houdini so I'm aware there's probably a better way to do this anyway so if anyone can spot what I've done wrong or could give me a simpler solution to achieve my goal it would be much appreciated.
This is often done as a post step to the simulation.
The newest buildt-in node is the debris source SOP. I think the RBD connected faces SOP got a example file on how to set this up with breaking constraints if you need that.
Air Strike 2024年10月6日16:35
Do the retime on the first as a reference for the tempo you want. Then you don’t need to simulate hours to find out.
If possible I would try to split them. At least work with the emission part separately and then if needed run all emitters in same container at the end.
If possible I would try to split them. At least work with the emission part separately and then if needed run all emitters in same container at the end.
Air Strike 2024年10月5日17:38
I think the explosions needs much more initial "punch".
Do a retime test remaping the first 30-40 frames of the fireballs into 3-5 frames.
Do a retime test remaping the first 30-40 frames of the fireballs into 3-5 frames.