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Recent Forum Posts
Floating RBD in space Dec. 25, 2024, 7:55 p.m.
Hello,
I dug deep in the rabbit hole and I got stuck in the rbd realm
I'm trying to create this effect of floating chunks of concrete, so it looks like the
ground is being torn by some sort of force from above, stuff you see a lot in anime (Dragon Ball Z, Saint Seiya etc) I added dust and fine debris streams falling from the floating shattered pieces, and it looked exactly how i imagined it, It got tricky when I sub fractured the main floating chunks, glued them so they start breaking down and floating and when I ran the sim, with the same previous setup in dops, the chunks stayed still(looks they became heavy because of the new small pieces glued to them) so when I add extra force to lift them, the small pieces flies up the air so fast while the big pieces barley starts to float slowly, I'm trying to make all the pieces equally float in space regardless of their size, I spent a lot of time tweaking density and glue strength to find the right balance but with no results.
Any directions or suggestions, Ideas or thoughts on how to refine this sim will be much appreciated
Merry Christmas
Thank you
I dug deep in the rabbit hole and I got stuck in the rbd realm
I'm trying to create this effect of floating chunks of concrete, so it looks like the
ground is being torn by some sort of force from above, stuff you see a lot in anime (Dragon Ball Z, Saint Seiya etc) I added dust and fine debris streams falling from the floating shattered pieces, and it looked exactly how i imagined it, It got tricky when I sub fractured the main floating chunks, glued them so they start breaking down and floating and when I ran the sim, with the same previous setup in dops, the chunks stayed still(looks they became heavy because of the new small pieces glued to them) so when I add extra force to lift them, the small pieces flies up the air so fast while the big pieces barley starts to float slowly, I'm trying to make all the pieces equally float in space regardless of their size, I spent a lot of time tweaking density and glue strength to find the right balance but with no results.
Any directions or suggestions, Ideas or thoughts on how to refine this sim will be much appreciated
Merry Christmas
Thank you
MPM uv's issue with Mpm container boundaries Dec. 3, 2024, midnight
Hi,
Any one has an idea why uv's break whenever the mpm container boundaries are set to delete ? there's no issue when it's set to Open or closed but I'm trying to get rid of unnecessary points in a sim so the Delete option is ideal but it keep breaking uvs.
Any help or guidance will be much appreciated thank you
Any one has an idea why uv's break whenever the mpm container boundaries are set to delete ? there's no issue when it's set to Open or closed but I'm trying to get rid of unnecessary points in a sim so the Delete option is ideal but it keep breaking uvs.
Any help or guidance will be much appreciated thank you
Replacing vellum proxy instances with high res mesh June 4, 2024, 6:31 a.m.
Hello,
A beginner's question here
I have this basic vellum sim setup with low res balls being instanced from points scattered on a disc mesh,
Everything is working fine, my only problem is that I don't know how to replace the the low res balls with the high res version using point deform(I can correctly use that on simulated meshes that are not instanced)
I included a demo file that has the basic sim
Any guidance or help will be much appreciated
Thank you
A beginner's question here
I have this basic vellum sim setup with low res balls being instanced from points scattered on a disc mesh,
Everything is working fine, my only problem is that I don't know how to replace the the low res balls with the high res version using point deform(I can correctly use that on simulated meshes that are not instanced)
I included a demo file that has the basic sim
Any guidance or help will be much appreciated
Thank you