One mistake, you CAN use animation of attribute adjust to drive RBD. You just need to to toggle on the ovverride Attributes in Properties tab in RBD bullet Solver and make sure the animated attribute like "active' is there.
03:25 doesn't update because @active is not a float, it needs to be implicitly specified to be integer... I was stuck there forever, learn from my mistakes....
Thanks alot for this info Rohan.. so good to know... if i may, is there any benefit to not plugging in the proxy.. cos it works fine when only the High-res is plugged, but doesn't work when i plug in the proxy
Hi. I am only tarting with Houdini and I was struggling with animating fracturing so thanks a lot. Is there a similar way to animate/activate the displacement/mountain/attribute noise?
hii i am shubh i want to know how to emmit debries and smoke after fracturing geo i tryid but it is emmiting and dabries smoke from all polygons but i want to emmit from damaged area.
I think creating the attribute with the attribute adjust float doesn't work because you are applying it to the hi-res geometry. The RBD bullet solver only simulates on the proxy geometry, where it also stores the attributes. Try adjusting the attributes there.
I shall try that. I also think one of the reasons it doesn't read animated attributes is because sops can't read per frame changes for simulations. But i will try the proxy approach.
Just use the pop wrangle technique and bring it in using the point function. And then feed that into the active. The technique remains the same. You can generate any attribute and just feed it into the active attribute in the end in the pop wrangle.
Always a life saver man thanks !
One mistake, you CAN use animation of attribute adjust to drive RBD. You just need to to toggle on the ovverride Attributes in Properties tab in RBD bullet Solver and make sure the animated attribute like "active' is there.
Thanks. I’ll make another video to correct that.
Nice video! Thanks!!
I don't know how it works, but changing the float to integer with Attributecast works okay.
03:25 doesn't update because @active is not a float, it needs to be implicitly specified to be integer... I was stuck there forever, learn from my mistakes....
Thanks alot for this info Rohan.. so good to know... if i may, is there any benefit to not plugging in the proxy.. cos it works fine when only the High-res is plugged, but doesn't work when i plug in the proxy
please do realistic car dents next :)
Hi. I am only tarting with Houdini and I was struggling with animating fracturing so thanks a lot. Is there a similar way to animate/activate the displacement/mountain/attribute noise?
can i do similar activation with vellum solver ???
hii i am shubh i want to know how to emmit debries and smoke after fracturing geo i tryid but it is emmiting and dabries smoke from all polygons but i want to emmit from damaged area.
Gracias Maestro.
I think creating the attribute with the attribute adjust float doesn't work because you are applying it to the hi-res geometry. The RBD bullet solver only simulates on the proxy geometry, where it also stores the attributes. Try adjusting the attributes there.
I shall try that. I also think one of the reasons it doesn't read animated attributes is because sops can't read per frame changes for simulations. But i will try the proxy approach.
well thats great but what if i need to use attribute like pyrospread or colortransfer attribute from any other object to drive active attribute .
Just use the pop wrangle technique and bring it in using the point function. And then feed that into the active. The technique remains the same. You can generate any attribute and just feed it into the active attribute in the end in the pop wrangle.
@@rohandalvi got it but if you dont mind could you please explain how to do it in vops,rather than using vex.
@@fawwaadkhan you just need to replace the word "active" in the float move. That's it. Replace that with the name of the other attribute you generate.