thornley_j

thornley_j

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Recent Forum Posts

Packed RBD attribute workflow 2014年12月8日5:24

Hi Kaushik,

Thanks for taking the time to reply and put that example together, unfortunately that approach doesn't solve the problem. The velocities doen't take the rotation in the bullet transform into account.

I think I will be able to get something working though, my problems are exacerbated by the fact that I've got multiple instances of the same packed fragment so I can't used the unpacked id to iterate through the pieces. I'm also emitting the fragments frame-by-frame so I don't have consistent topology to be able to compute velocity after unpacking.

Anyway, thanks again!
Joe

Packed RBD attribute workflow 2014年12月4日13:02

Hi,

I've been having issues with packed RBD and their attributes, I have a bit of a hacky workflow that's working but I feel like I'm missing something.

Basically I have 10 different fragment geo's being copied as a packed primitive onto parent points and emitted into an RBD sim using sopsolver, everything is working but post-sim I want to pass through attributes, birth frame, parentId, and so on. I also want to get correct velocity, including rotation, on the fragments. This is so that I can create particle and fluid emitters for secondary sims.

So the only mechanism I've found to do this is the dopimport node, it'll extract the correct velocites when in mode “Fetch Unpacked Geometry from DOP network”. However I don't get the attributes passing through. To do that I'm doing a “Fetch packed geometry from DOP network” in a separate stream and using the DOP Object Name Attribute in a forEach to pass the attributes back to the unpacked geo.

That's working fine but using the dopimport means that I'm having to run the sim twice, once each for packed and unpacked. It seems like the packed geometry stream should have everything it needs to do the attribute promotion per-fragment and velocity calculate from the bullet transform.

Long winded, but the question is, is there a SOP out there that I've missed that'll do this?

Thanks!

Joe

Subdivision Artefacts 2011年6月3日10:42

I'm getting artefacts with subdivision of poly objects that are further away from the origin in object space. The scene attached has two rops which show a comparison of two grids one transformed at object level the other at sop level.

It looks like odd dicing/coving so I've been trying all sorts of rendering properties and settings but no joy.

Also in the scene is an object showing that there's also a difference in SOPs between doing the subdivide (here set to Mantra-compatible) before and after a transform away from the origin.

We're only talking a few thousand units so its not likely to be a precision thing is it?

tested in houdini 11.0.535 and 11.0.701

any ideas welcome!

cheers
Joe