Daniel Huiting
dhuiting
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Can't get glue constraints to work Oct. 25, 2024, 11:35 a.m.
Thank you so much for the explanation! That's very interesting about order of precedence for attributes. It makes sense now!
Also, I love what you did in the wrangle for the guide sim where the letters gallop and spin around. Very fun!
I appreciate all your help. Thank you!
Also, I love what you did in the wrangle for the guide sim where the letters gallop and spin around. Very fun!
I appreciate all your help. Thank you!
Can't get glue constraints to work Oct. 24, 2024, 11:29 a.m.
Thank you! This is very helpful and I appreciate it. I will check out some more RBD tutorials.
I'm a little confused about how the guiding sim works. I actually like the way the guiding sim moves better than the main sim. (I don't like the angular rotation when the ball hits the letters in the main sim, but in the guiding sim the letters just bounce down and back up and there is a nice springyness to them as they settle back into their original positions. So maybe I just use that one.) Are these 2 different SIMs, or does the guiding sim on the right somehow guide the sim on the left?
Also,
1. how do I get my color attributes back onto the ball for rendering? I tried blasting out the ball post-sim, then using a copy to points to copy the render ball (with the colors) onto the point info from the primitive ball, but it doesn't move correctly, and also I lost my colors after the merge node, so I need to get them back.
and
2. I want to bevel the letters for render but want to do this post sim so it doesn't slow down the sim. How do I break out the separate geo after the sim for post processing? (I tried a blast node, since the ball is 0, but when I blast out the ball, the Cd attributes on the letters (which are based on prims) get all blurred and messed up.)
I'm a little confused about how the guiding sim works. I actually like the way the guiding sim moves better than the main sim. (I don't like the angular rotation when the ball hits the letters in the main sim, but in the guiding sim the letters just bounce down and back up and there is a nice springyness to them as they settle back into their original positions. So maybe I just use that one.) Are these 2 different SIMs, or does the guiding sim on the right somehow guide the sim on the left?
Also,
1. how do I get my color attributes back onto the ball for rendering? I tried blasting out the ball post-sim, then using a copy to points to copy the render ball (with the colors) onto the point info from the primitive ball, but it doesn't move correctly, and also I lost my colors after the merge node, so I need to get them back.
and
2. I want to bevel the letters for render but want to do this post sim so it doesn't slow down the sim. How do I break out the separate geo after the sim for post processing? (I tried a blast node, since the ball is 0, but when I blast out the ball, the Cd attributes on the letters (which are based on prims) get all blurred and messed up.)
Can't get glue constraints to work Oct. 23, 2024, 12:52 p.m.
I am trying to have a ball fall on some letters, and when the ball hits the letters, they move down a little and then snap back in place. I want letters that aren't impacted to stay static. I set the glue amount super low and still the letters don't move. What am I doing wrong here? Attached is a screenshot and the project file.