Re: Exploding fractured mesh

2016-11-08 Thread Olivier Jeannel
I would advice to use the current version of Houdini. They do enhance it
each time, it would be a shame not to use the last one.

Other than that, the expressions are really mental. You can speak to every
bit of what is in your scene.
Of course, you don't "have to", but try considering this as part of the
learning curve. And you don't have to start by this.
I don't think I will ever completly master Houdini. But that's precisely
what i find exciting. Your progresses will be endless. And that's a big
difference with our dead xsi.

Le 8 nov. 2016 11:15, "Gerbrand Nel"  a écrit :

> Rohan Dalvi made a few tutorials worth buying.
> The floating island one is probably the most fun and comprehensive
> course you could take.
> He approaches it from an artist point of view, rather than coding and
> scripting stuff.
> He also has a few free vids on vimeo.
> Peter Quint is another guy who tends to stay away from too much coding,
> and he has some very useful tutorials!
>
> One thing about sidefx, they change the software all the time.
> This makes for great cutting-edge software, but really painful to learn
> if you use old tutorials.
> My advice is to use the version of houdini that was used in the
> tutorial, until you get the hang of it.
> Oh and the "vop sop" is now the "attribute vop" :)(this is basically
> an ice tree)
> Good luck, and ask if you get stuck!
> I hate seeing fellow softies forced into maya-bondage
>
> G
>
>
>
>
>
> On 2016/11/08 11:41 AM, Morten Bartholdy wrote:
> > Thanks for the advice Gerbrand, it is much appreciated. I have no love
> for Maya and if anything, that might help me get over the steep part of the
> learning curve with Houdini, knowing greener grass fields lay ahead.
> >
> > I guess it is time to give it some attention.
> >
> > BTW did you learn these expressions from tutorials?
> >
> >
> > Cheers
> > Morten
> >
> >
> >
> >
> >> Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel <
> nagv...@gmail.com>:
> >>
> >>
> >> I just want to jump in regarding the scripting and expressions in
> houdini.
> >> I also hate scripts and expressions.. I want to make pictures with
> >> pictures, not pictures with words.
> >> In Houdini so far I've learned about 10 expressions and scripts.
> >> The are short things like:
> >> fit01() and rand($PT)
> >> I call them spells, cause it takes the "maya" out of it, and you need
> >> spells to make magic.
> >> These 10 spells gets used every day for almost everything I do in
> >> houdini, but most of the time I'm connecting nodes like its xmas.
> >> You also can avoid vex wrangling completely by using vops instead. (Vops
> >> are almost exactly like ice trees)
> >> Whenever I do a tutorial involving wrangle nodes, I either do it in
> >> vops, or cut my losses and look for another tutorial.
> >>
> >> I think its fair to say that I use houdini in a very non-td kind of way.
> >> That being said, I'm creating things I couldn't after 10 years in soft,
> >> and going home at 5pm almost every day.
> >> Walking past my friends who chose Maya, knowing they'll be at their
> >> desks for another 2 hours at least, is the hardest part.
> >>
> >> The point I'm trying to make is: There are a few scripts you'll have to
> >> learn, but its not so bad, and well worth it!
> >> G
> >> On 2016/11/04 10:44 AM, Morten Bartholdy wrote:
> >>> Thanks for all the good suggestions. I am actually using IFX+Momentum4
> too which didn't quite manage, as it quickly gets slow with many polygon
> islands, and very unstable after ground impact. So I was looking for
> something simpler without collisions between fractured pieces where I could
> just make them start flying off the surface.
> >>>
> >>> Imagine a person covered with a thin shell of metal, which fractures,
> then pieces start flying away locally and eventually all remaining pieces
> drop and tumble to the floor.
> >>>
> >>> The first part could be done without collisions, then the later action
> need simulation with collisions. they are separate cuts so I have some
> freedom here, regarding methods.
> >>>
> >>> I found Gustavos Motion Tools bullet implementation faster and more
> stable than Momentums (!) but need to check with the full amount of
> geometry. The trouble is the shell is not very thick, so the solvers have a
> hard time handling intercollisions between fractured pieces.
> >>>
> >>> I would say I am inclined to give Houdini a try after the descriptions
> here after all, but likely not for this job.
> >>>
> >>>
> >>>
> >>>
>  Den 3. november 2016 klokken 17:12 skrev Simon Reeves <
> si...@simonreeves.com>:
> 
> 
>  I did lots of fracturing and deforming (rather than simulated) on a
> job a
>  year or so ago in xsi with momentum ice etc. Though I was fairly
> happy with
>  the system I had (based on a vimeo video from eric mootz by the way!
> About
>  controlling pieces in ICE) really it was pretty buggy and slow, had
> to be
>  really delicate with xsi to avoid crashes.
> 
>

Re: Exploding fractured mesh

2016-11-08 Thread Morten Bartholdy
Thanks Simon. It looks like a good repository, but I have to say it makes my 
head hurt straight away.
Back to XSI for now.

Morten



> Den 8. november 2016 klokken 10:54 skrev Simon Reeves :
> 
> 
> Completely agree APART from the spells obviously.
> 
> I have been using vops all the time and now am starting to think I should
> learn some more basic vex code for wrangles. When I have seen more
> experienced working I see how they could be really useful. On the other
> hand vop networks (the ones like ICE, people say vopsop as thats the old
> name) are very clear whats going if someone else was to pick it up.?
> 
> To have the option is the best bit!
> 
> Morten as I said I looking to do some more vex, I found this, looks handy,
> Im sure there are many others, the docs are quite good too
> https://sites.google.com/site/fujitarium/Houdini/sop/wrangle
> 
> On Tue, 8 Nov 2016 at 09:41 Morten Bartholdy  wrote:
> 
> > Thanks for the advice Gerbrand, it is much appreciated. I have no love for
> > Maya and if anything, that might help me get over the steep part of the
> > learning curve with Houdini, knowing greener grass fields lay ahead.
> >
> > I guess it is time to give it some attention.
> >
> > BTW did you learn these expressions from tutorials?
> >
> >
> > Cheers
> > Morten
> >
> >
> >
> >
> > > Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel  > >:
> > >
> > >
> > > I just want to jump in regarding the scripting and expressions in
> > houdini.
> > > I also hate scripts and expressions.. I want to make pictures with
> > > pictures, not pictures with words.
> > > In Houdini so far I've learned about 10 expressions and scripts.
> > > The are short things like:
> > > fit01() and rand($PT)
> > > I call them spells, cause it takes the "maya" out of it, and you need
> > > spells to make magic.
> > > These 10 spells gets used every day for almost everything I do in
> > > houdini, but most of the time I'm connecting nodes like its xmas.
> > > You also can avoid vex wrangling completely by using vops instead. (Vops
> > > are almost exactly like ice trees)
> > > Whenever I do a tutorial involving wrangle nodes, I either do it in
> > > vops, or cut my losses and look for another tutorial.
> > >
> > > I think its fair to say that I use houdini in a very non-td kind of way.
> > > That being said, I'm creating things I couldn't after 10 years in soft,
> > > and going home at 5pm almost every day.
> > > Walking past my friends who chose Maya, knowing they'll be at their
> > > desks for another 2 hours at least, is the hardest part.
> > >
> > > The point I'm trying to make is: There are a few scripts you'll have to
> > > learn, but its not so bad, and well worth it!
> > > G
> > > On 2016/11/04 10:44 AM, Morten Bartholdy wrote:
> > > > Thanks for all the good suggestions. I am actually using IFX+Momentum4
> > too which didn't quite manage, as it quickly gets slow with many polygon
> > islands, and very unstable after ground impact. So I was looking for
> > something simpler without collisions between fractured pieces where I could
> > just make them start flying off the surface.
> > > >
> > > > Imagine a person covered with a thin shell of metal, which fractures,
> > then pieces start flying away locally and eventually all remaining pieces
> > drop and tumble to the floor.
> > > >
> > > > The first part could be done without collisions, then the later action
> > need simulation with collisions. they are separate cuts so I have some
> > freedom here, regarding methods.
> > > >
> > > > I found Gustavos Motion Tools bullet implementation faster and more
> > stable than Momentums (!) but need to check with the full amount of
> > geometry. The trouble is the shell is not very thick, so the solvers have a
> > hard time handling intercollisions between fractured pieces.
> > > >
> > > > I would say I am inclined to give Houdini a try after the descriptions
> > here after all, but likely not for this job.
> > > >
> > > >
> > > >
> > > >
> > > >> Den 3. november 2016 klokken 17:12 skrev Simon Reeves <
> > si...@simonreeves.com>:
> > > >>
> > > >>
> > > >> I did lots of fracturing and deforming (rather than simulated) on a
> > job a
> > > >> year or so ago in xsi with momentum ice etc. Though I was fairly
> > happy with
> > > >> the system I had (based on a vimeo video from eric mootz by the way!
> > About
> > > >> controlling pieces in ICE) really it was pretty buggy and slow, had
> > to be
> > > >> really delicate with xsi to avoid crashes.
> > > >>
> > > >> After having used Houdini for a couple of months my life would have
> > been
> > > >> s much easier in there for that job.
> > > >> I really haven't found the learning curve as steep as I thought (read
> > > >> about).
> > > >> I've used it most of 2016 now, I haven't touched xsi other than
> > modelling
> > > >> (TODO: learn something not-dead for modelling)
> > > >>
> > > >> You can forget about those concerns about having to rely on
> > expressions! If
> > > >

Re: Exploding fractured mesh

2016-11-08 Thread Gerbrand Nel
Rohan Dalvi made a few tutorials worth buying.
The floating island one is probably the most fun and comprehensive 
course you could take.
He approaches it from an artist point of view, rather than coding and 
scripting stuff.
He also has a few free vids on vimeo.
Peter Quint is another guy who tends to stay away from too much coding, 
and he has some very useful tutorials!

One thing about sidefx, they change the software all the time.
This makes for great cutting-edge software, but really painful to learn 
if you use old tutorials.
My advice is to use the version of houdini that was used in the 
tutorial, until you get the hang of it.
Oh and the "vop sop" is now the "attribute vop" :)(this is basically 
an ice tree)
Good luck, and ask if you get stuck!
I hate seeing fellow softies forced into maya-bondage

G





On 2016/11/08 11:41 AM, Morten Bartholdy wrote:
> Thanks for the advice Gerbrand, it is much appreciated. I have no love for 
> Maya and if anything, that might help me get over the steep part of the 
> learning curve with Houdini, knowing greener grass fields lay ahead.
>
> I guess it is time to give it some attention.
>
> BTW did you learn these expressions from tutorials?
>
>
> Cheers
> Morten
>
>
>
>
>> Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel :
>>
>>
>> I just want to jump in regarding the scripting and expressions in houdini.
>> I also hate scripts and expressions.. I want to make pictures with
>> pictures, not pictures with words.
>> In Houdini so far I've learned about 10 expressions and scripts.
>> The are short things like:
>> fit01() and rand($PT)
>> I call them spells, cause it takes the "maya" out of it, and you need
>> spells to make magic.
>> These 10 spells gets used every day for almost everything I do in
>> houdini, but most of the time I'm connecting nodes like its xmas.
>> You also can avoid vex wrangling completely by using vops instead. (Vops
>> are almost exactly like ice trees)
>> Whenever I do a tutorial involving wrangle nodes, I either do it in
>> vops, or cut my losses and look for another tutorial.
>>
>> I think its fair to say that I use houdini in a very non-td kind of way.
>> That being said, I'm creating things I couldn't after 10 years in soft,
>> and going home at 5pm almost every day.
>> Walking past my friends who chose Maya, knowing they'll be at their
>> desks for another 2 hours at least, is the hardest part.
>>
>> The point I'm trying to make is: There are a few scripts you'll have to
>> learn, but its not so bad, and well worth it!
>> G
>> On 2016/11/04 10:44 AM, Morten Bartholdy wrote:
>>> Thanks for all the good suggestions. I am actually using IFX+Momentum4 too 
>>> which didn't quite manage, as it quickly gets slow with many polygon 
>>> islands, and very unstable after ground impact. So I was looking for 
>>> something simpler without collisions between fractured pieces where I could 
>>> just make them start flying off the surface.
>>>
>>> Imagine a person covered with a thin shell of metal, which fractures, then 
>>> pieces start flying away locally and eventually all remaining pieces drop 
>>> and tumble to the floor.
>>>
>>> The first part could be done without collisions, then the later action need 
>>> simulation with collisions. they are separate cuts so I have some freedom 
>>> here, regarding methods.
>>>
>>> I found Gustavos Motion Tools bullet implementation faster and more stable 
>>> than Momentums (!) but need to check with the full amount of geometry. The 
>>> trouble is the shell is not very thick, so the solvers have a hard time 
>>> handling intercollisions between fractured pieces.
>>>
>>> I would say I am inclined to give Houdini a try after the descriptions here 
>>> after all, but likely not for this job.
>>>
>>>
>>>
>>>
 Den 3. november 2016 klokken 17:12 skrev Simon Reeves 
 :


 I did lots of fracturing and deforming (rather than simulated) on a job a
 year or so ago in xsi with momentum ice etc. Though I was fairly happy with
 the system I had (based on a vimeo video from eric mootz by the way! About
 controlling pieces in ICE) really it was pretty buggy and slow, had to be
 really delicate with xsi to avoid crashes.

 After having used Houdini for a couple of months my life would have been
 s much easier in there for that job.
 I really haven't found the learning curve as steep as I thought (read
 about).
 I've used it most of 2016 now, I haven't touched xsi other than modelling
 (TODO: learn something not-dead for modelling)

 You can forget about those concerns about having to rely on expressions! If
 you dont want to have to use expressions all the time avoid Maya not
 Houdini :)


 On Thu, 3 Nov 2016 at 15:55 Morten Bartholdy  wrote:

 It was long ago and I know Houdini has progressed immensely, but from what
 I hear you still have to use expressions a lot, and I am much more a
 connect no

Re: Exploding fractured mesh

2016-11-08 Thread Simon Reeves
Completely agree APART from the spells obviously.

I have been using vops all the time and now am starting to think I should
learn some more basic vex code for wrangles. When I have seen more
experienced working I see how they could be really useful. On the other
hand vop networks (the ones like ICE, people say vopsop as thats the old
name) are very clear whats going if someone else was to pick it up.?

To have the option is the best bit!

Morten as I said I looking to do some more vex, I found this, looks handy,
Im sure there are many others, the docs are quite good too
https://sites.google.com/site/fujitarium/Houdini/sop/wrangle

On Tue, 8 Nov 2016 at 09:41 Morten Bartholdy  wrote:

> Thanks for the advice Gerbrand, it is much appreciated. I have no love for
> Maya and if anything, that might help me get over the steep part of the
> learning curve with Houdini, knowing greener grass fields lay ahead.
>
> I guess it is time to give it some attention.
>
> BTW did you learn these expressions from tutorials?
>
>
> Cheers
> Morten
>
>
>
>
> > Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel  >:
> >
> >
> > I just want to jump in regarding the scripting and expressions in
> houdini.
> > I also hate scripts and expressions.. I want to make pictures with
> > pictures, not pictures with words.
> > In Houdini so far I've learned about 10 expressions and scripts.
> > The are short things like:
> > fit01() and rand($PT)
> > I call them spells, cause it takes the "maya" out of it, and you need
> > spells to make magic.
> > These 10 spells gets used every day for almost everything I do in
> > houdini, but most of the time I'm connecting nodes like its xmas.
> > You also can avoid vex wrangling completely by using vops instead. (Vops
> > are almost exactly like ice trees)
> > Whenever I do a tutorial involving wrangle nodes, I either do it in
> > vops, or cut my losses and look for another tutorial.
> >
> > I think its fair to say that I use houdini in a very non-td kind of way.
> > That being said, I'm creating things I couldn't after 10 years in soft,
> > and going home at 5pm almost every day.
> > Walking past my friends who chose Maya, knowing they'll be at their
> > desks for another 2 hours at least, is the hardest part.
> >
> > The point I'm trying to make is: There are a few scripts you'll have to
> > learn, but its not so bad, and well worth it!
> > G
> > On 2016/11/04 10:44 AM, Morten Bartholdy wrote:
> > > Thanks for all the good suggestions. I am actually using IFX+Momentum4
> too which didn't quite manage, as it quickly gets slow with many polygon
> islands, and very unstable after ground impact. So I was looking for
> something simpler without collisions between fractured pieces where I could
> just make them start flying off the surface.
> > >
> > > Imagine a person covered with a thin shell of metal, which fractures,
> then pieces start flying away locally and eventually all remaining pieces
> drop and tumble to the floor.
> > >
> > > The first part could be done without collisions, then the later action
> need simulation with collisions. they are separate cuts so I have some
> freedom here, regarding methods.
> > >
> > > I found Gustavos Motion Tools bullet implementation faster and more
> stable than Momentums (!) but need to check with the full amount of
> geometry. The trouble is the shell is not very thick, so the solvers have a
> hard time handling intercollisions between fractured pieces.
> > >
> > > I would say I am inclined to give Houdini a try after the descriptions
> here after all, but likely not for this job.
> > >
> > >
> > >
> > >
> > >> Den 3. november 2016 klokken 17:12 skrev Simon Reeves <
> si...@simonreeves.com>:
> > >>
> > >>
> > >> I did lots of fracturing and deforming (rather than simulated) on a
> job a
> > >> year or so ago in xsi with momentum ice etc. Though I was fairly
> happy with
> > >> the system I had (based on a vimeo video from eric mootz by the way!
> About
> > >> controlling pieces in ICE) really it was pretty buggy and slow, had
> to be
> > >> really delicate with xsi to avoid crashes.
> > >>
> > >> After having used Houdini for a couple of months my life would have
> been
> > >> s much easier in there for that job.
> > >> I really haven't found the learning curve as steep as I thought (read
> > >> about).
> > >> I've used it most of 2016 now, I haven't touched xsi other than
> modelling
> > >> (TODO: learn something not-dead for modelling)
> > >>
> > >> You can forget about those concerns about having to rely on
> expressions! If
> > >> you dont want to have to use expressions all the time avoid Maya not
> > >> Houdini :)
> > >>
> > >>
> > >> On Thu, 3 Nov 2016 at 15:55 Morten Bartholdy 
> wrote:
> > >>
> > >> It was long ago and I know Houdini has progressed immensely, but from
> what
> > >> I hear you still have to use expressions a lot, and I am much more a
> > >> connect nodes and click buttons guy. It is awesome what can be done
> with
> > >> Ho

Re: Exploding fractured mesh

2016-11-08 Thread Morten Bartholdy
Thanks for the advice Gerbrand, it is much appreciated. I have no love for Maya 
and if anything, that might help me get over the steep part of the learning 
curve with Houdini, knowing greener grass fields lay ahead.

I guess it is time to give it some attention.

BTW did you learn these expressions from tutorials?


Cheers
Morten




> Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel :
> 
> 
> I just want to jump in regarding the scripting and expressions in houdini.
> I also hate scripts and expressions.. I want to make pictures with 
> pictures, not pictures with words.
> In Houdini so far I've learned about 10 expressions and scripts.
> The are short things like:
> fit01() and rand($PT)
> I call them spells, cause it takes the "maya" out of it, and you need 
> spells to make magic.
> These 10 spells gets used every day for almost everything I do in 
> houdini, but most of the time I'm connecting nodes like its xmas.
> You also can avoid vex wrangling completely by using vops instead. (Vops 
> are almost exactly like ice trees)
> Whenever I do a tutorial involving wrangle nodes, I either do it in 
> vops, or cut my losses and look for another tutorial.
> 
> I think its fair to say that I use houdini in a very non-td kind of way.
> That being said, I'm creating things I couldn't after 10 years in soft, 
> and going home at 5pm almost every day.
> Walking past my friends who chose Maya, knowing they'll be at their 
> desks for another 2 hours at least, is the hardest part.
> 
> The point I'm trying to make is: There are a few scripts you'll have to 
> learn, but its not so bad, and well worth it!
> G
> On 2016/11/04 10:44 AM, Morten Bartholdy wrote:
> > Thanks for all the good suggestions. I am actually using IFX+Momentum4 too 
> > which didn't quite manage, as it quickly gets slow with many polygon 
> > islands, and very unstable after ground impact. So I was looking for 
> > something simpler without collisions between fractured pieces where I could 
> > just make them start flying off the surface.
> >
> > Imagine a person covered with a thin shell of metal, which fractures, then 
> > pieces start flying away locally and eventually all remaining pieces drop 
> > and tumble to the floor.
> >
> > The first part could be done without collisions, then the later action need 
> > simulation with collisions. they are separate cuts so I have some freedom 
> > here, regarding methods.
> >
> > I found Gustavos Motion Tools bullet implementation faster and more stable 
> > than Momentums (!) but need to check with the full amount of geometry. The 
> > trouble is the shell is not very thick, so the solvers have a hard time 
> > handling intercollisions between fractured pieces.
> >
> > I would say I am inclined to give Houdini a try after the descriptions here 
> > after all, but likely not for this job.
> >
> >
> >
> >
> >> Den 3. november 2016 klokken 17:12 skrev Simon Reeves 
> >> :
> >>
> >>
> >> I did lots of fracturing and deforming (rather than simulated) on a job a
> >> year or so ago in xsi with momentum ice etc. Though I was fairly happy with
> >> the system I had (based on a vimeo video from eric mootz by the way! About
> >> controlling pieces in ICE) really it was pretty buggy and slow, had to be
> >> really delicate with xsi to avoid crashes.
> >>
> >> After having used Houdini for a couple of months my life would have been
> >> s much easier in there for that job.
> >> I really haven't found the learning curve as steep as I thought (read
> >> about).
> >> I've used it most of 2016 now, I haven't touched xsi other than modelling
> >> (TODO: learn something not-dead for modelling)
> >>
> >> You can forget about those concerns about having to rely on expressions! If
> >> you dont want to have to use expressions all the time avoid Maya not
> >> Houdini :)
> >>
> >>
> >> On Thu, 3 Nov 2016 at 15:55 Morten Bartholdy  wrote:
> >>
> >> It was long ago and I know Houdini has progressed immensely, but from what
> >> I hear you still have to use expressions a lot, and I am much more a
> >> connect nodes and click buttons guy. It is awesome what can be done with
> >> Houdini, but it is just not very userfriendly that you have to remember or
> >> keep a repository of expressions to get things done.
> >>
> >> I wish it they would make an effort to get everything working with their
> >> nodes so it would just be a matter of connecting them right - how hard
> >> would that be, since the functionality is there..?
> >>
> >> //Morten
> >>
> >>
> >>
> >>
> >>> Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
> >> cgc...@gmail.com>:
> >>>
> >>> "To get anything working"
> >>>
> >>> That's simply not true. Yes you can use some expressions here and there,
> >>> and some of it is the houdini way. Once you learn expression they make
> >> your
> >>> life easier. I personally use Evernote to write them down, eventually you
> >>> will learn them.
> >>>
> >>> The setup you described can be done with no e

Re: Exploding fractured mesh

2016-11-07 Thread Gerbrand Nel
I just want to jump in regarding the scripting and expressions in houdini.
I also hate scripts and expressions.. I want to make pictures with 
pictures, not pictures with words.
In Houdini so far I've learned about 10 expressions and scripts.
The are short things like:
fit01() and rand($PT)
I call them spells, cause it takes the "maya" out of it, and you need 
spells to make magic.
These 10 spells gets used every day for almost everything I do in 
houdini, but most of the time I'm connecting nodes like its xmas.
You also can avoid vex wrangling completely by using vops instead. (Vops 
are almost exactly like ice trees)
Whenever I do a tutorial involving wrangle nodes, I either do it in 
vops, or cut my losses and look for another tutorial.

I think its fair to say that I use houdini in a very non-td kind of way.
That being said, I'm creating things I couldn't after 10 years in soft, 
and going home at 5pm almost every day.
Walking past my friends who chose Maya, knowing they'll be at their 
desks for another 2 hours at least, is the hardest part.

The point I'm trying to make is: There are a few scripts you'll have to 
learn, but its not so bad, and well worth it!
G
On 2016/11/04 10:44 AM, Morten Bartholdy wrote:
> Thanks for all the good suggestions. I am actually using IFX+Momentum4 too 
> which didn't quite manage, as it quickly gets slow with many polygon islands, 
> and very unstable after ground impact. So I was looking for something simpler 
> without collisions between fractured pieces where I could just make them 
> start flying off the surface.
>
> Imagine a person covered with a thin shell of metal, which fractures, then 
> pieces start flying away locally and eventually all remaining pieces drop and 
> tumble to the floor.
>
> The first part could be done without collisions, then the later action need 
> simulation with collisions. they are separate cuts so I have some freedom 
> here, regarding methods.
>
> I found Gustavos Motion Tools bullet implementation faster and more stable 
> than Momentums (!) but need to check with the full amount of geometry. The 
> trouble is the shell is not very thick, so the solvers have a hard time 
> handling intercollisions between fractured pieces.
>
> I would say I am inclined to give Houdini a try after the descriptions here 
> after all, but likely not for this job.
>
>
>
>
>> Den 3. november 2016 klokken 17:12 skrev Simon Reeves 
>> :
>>
>>
>> I did lots of fracturing and deforming (rather than simulated) on a job a
>> year or so ago in xsi with momentum ice etc. Though I was fairly happy with
>> the system I had (based on a vimeo video from eric mootz by the way! About
>> controlling pieces in ICE) really it was pretty buggy and slow, had to be
>> really delicate with xsi to avoid crashes.
>>
>> After having used Houdini for a couple of months my life would have been
>> s much easier in there for that job.
>> I really haven't found the learning curve as steep as I thought (read
>> about).
>> I've used it most of 2016 now, I haven't touched xsi other than modelling
>> (TODO: learn something not-dead for modelling)
>>
>> You can forget about those concerns about having to rely on expressions! If
>> you dont want to have to use expressions all the time avoid Maya not
>> Houdini :)
>>
>>
>> On Thu, 3 Nov 2016 at 15:55 Morten Bartholdy  wrote:
>>
>> It was long ago and I know Houdini has progressed immensely, but from what
>> I hear you still have to use expressions a lot, and I am much more a
>> connect nodes and click buttons guy. It is awesome what can be done with
>> Houdini, but it is just not very userfriendly that you have to remember or
>> keep a repository of expressions to get things done.
>>
>> I wish it they would make an effort to get everything working with their
>> nodes so it would just be a matter of connecting them right - how hard
>> would that be, since the functionality is there..?
>>
>> //Morten
>>
>>
>>
>>
>>> Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
>> cgc...@gmail.com>:
>>>
>>> "To get anything working"
>>>
>>> That's simply not true. Yes you can use some expressions here and there,
>>> and some of it is the houdini way. Once you learn expression they make
>> your
>>> life easier. I personally use Evernote to write them down, eventually you
>>> will learn them.
>>>
>>> The setup you described can be done with no expressions at all.. Up to you
>>> though ;)
>>>
>>>
>>> On 3 November 2016 at 14:43, Morten Bartholdy >> > wrote:
>>>
 Well yes, I am sure Houdini is up to the task, and almost as sure I am
>> not
 ;-)  I tried a bit of Houdini tutorial once and quickly got stuck
>> because
 you have to type in expressions here and there to get anything working,
>> and
 I am just not the syntax type.

 I actually found that Gustavo Eggert Boehs fine Motion Tools probably
>> can
 do what I want, so I will give that a spin.

 //Morten



> Den 3. november 2016 klok

Re: Exploding fractured mesh

2016-11-04 Thread Morten Bartholdy
Thanks for all the good suggestions. I am actually using IFX+Momentum4 too 
which didn't quite manage, as it quickly gets slow with many polygon islands, 
and very unstable after ground impact. So I was looking for something simpler 
without collisions between fractured pieces where I could just make them start 
flying off the surface.

Imagine a person covered with a thin shell of metal, which fractures, then 
pieces start flying away locally and eventually all remaining pieces drop and 
tumble to the floor.

The first part could be done without collisions, then the later action need 
simulation with collisions. they are separate cuts so I have some freedom here, 
regarding methods.

I found Gustavos Motion Tools bullet implementation faster and more stable than 
Momentums (!) but need to check with the full amount of geometry. The trouble 
is the shell is not very thick, so the solvers have a hard time handling 
intercollisions between fractured pieces.

I would say I am inclined to give Houdini a try after the descriptions here 
after all, but likely not for this job.




> Den 3. november 2016 klokken 17:12 skrev Simon Reeves :
> 
> 
> I did lots of fracturing and deforming (rather than simulated) on a job a
> year or so ago in xsi with momentum ice etc. Though I was fairly happy with
> the system I had (based on a vimeo video from eric mootz by the way! About
> controlling pieces in ICE) really it was pretty buggy and slow, had to be
> really delicate with xsi to avoid crashes.
> 
> After having used Houdini for a couple of months my life would have been
> s much easier in there for that job.
> I really haven't found the learning curve as steep as I thought (read
> about).
> I've used it most of 2016 now, I haven't touched xsi other than modelling
> (TODO: learn something not-dead for modelling)
> 
> You can forget about those concerns about having to rely on expressions! If
> you dont want to have to use expressions all the time avoid Maya not
> Houdini :)
> 
> 
> On Thu, 3 Nov 2016 at 15:55 Morten Bartholdy  wrote:
> 
> It was long ago and I know Houdini has progressed immensely, but from what
> I hear you still have to use expressions a lot, and I am much more a
> connect nodes and click buttons guy. It is awesome what can be done with
> Houdini, but it is just not very userfriendly that you have to remember or
> keep a repository of expressions to get things done.
> 
> I wish it they would make an effort to get everything working with their
> nodes so it would just be a matter of connecting them right - how hard
> would that be, since the functionality is there..?
> 
> //Morten
> 
> 
> 
> 
> > Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
> cgc...@gmail.com>:
> >
> >
> > "To get anything working"
> >
> > That's simply not true. Yes you can use some expressions here and there,
> > and some of it is the houdini way. Once you learn expression they make
> your
> > life easier. I personally use Evernote to write them down, eventually you
> > will learn them.
> >
> > The setup you described can be done with no expressions at all.. Up to you
> > though ;)
> >
> >
> > On 3 November 2016 at 14:43, Morten Bartholdy  > > wrote:
> >
> > > Well yes, I am sure Houdini is up to the task, and almost as sure I am
> not
> > > ;-)  I tried a bit of Houdini tutorial once and quickly got stuck
> because
> > > you have to type in expressions here and there to get anything working,
> and
> > > I am just not the syntax type.
> > >
> > > I actually found that Gustavo Eggert Boehs fine Motion Tools probably
> can
> > > do what I want, so I will give that a spin.
> > >
> > > //Morten
> > >
> > >
> > >
> > > > Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <
> > > cgc...@gmail.com >:
> > > >
> > > >
> > > > This would be very straight forward in houdini, and possibly a good
> > > > exercise to get going ;)
> > > >
> > > > On 3 November 2016 at 13:19, Morten Bartholdy  > > > wrote:
> > > >
> > > > > I am trying to put together an effect where I need to explode
> > > prefractured
> > > > > chunks of geometry from a mesh.
> > > > >
> > > > > Ideally it should be controllable so I can move a null o an object
> > > around
> > > > > and start bits flying off away from the original unfractured objects
> > > > > surface along the normals.
> > > > >
> > > > > I Have fractured the bits and used Julian Johnsons excellent Faster
> > > > > Polygon Islands operator to generate particles and lock the chunks
> to
> > > the
> > > > > particles. This setup works fine in a non simulated tree where I
> can do
> > > > > nonsimulated effects like turbulizing the position of the particles
> > > with
> > > > > emtool_turbulize_position, but I need to make it simulated, apply
> some
> > > > > forces, and use some sort of inititalizing object for the effect, so
> > > it can
> > > > > be animated to grow from one place on the geoemtry and spread out
> over
> > > the
> > > > > surface.
> > > > >
> > > > > I can't real

Re: Exploding fractured mesh

2016-11-03 Thread Fabricio Chamon
If you are keen to staying in softimage Momentum + implosiaFX should pretty
much serve all your needs. As Simon stated it will be not as stable as
houdini, but I've done some pretty decent setups with it.. some
intermediate ice skills and an understanting of the whole workflow of
momentum is needed, but for the kind of effect you described it should not
be too hard to get started... let me know if you need a hand and I can
create a quick setup here to send you.

Em quinta-feira, 3 de novembro de 2016, Cristobal Infante 
escreveu:

> Just out of curiosity, do you need the pieces to then fall or fly away?
>
> Using the normal as inital vel?
>
> Best,
> Cris
>
>
> On 3 November 2016 at 16:00, Orlando Esponda  > wrote:
>
>> Have you tried with Momentum?  Your description sounds like the perfect
>> job for it.
>>
>> El jue., nov. 3, 2016 9:55 AM, Morten Bartholdy > > escribió:
>>
>>> It was long ago and I know Houdini has progressed immensely, but from
>>> what I hear you still have to use expressions a lot, and I am much more a
>>> connect nodes and click buttons guy. It is awesome what can be done with
>>> Houdini, but it is just not very userfriendly that you have to remember or
>>> keep a repository of expressions to get things done.
>>>
>>> I wish it they would make an effort to get everything working with their
>>> nodes so it would just be a matter of connecting them right - how hard
>>> would that be, since the functionality is there..?
>>>
>>> //Morten
>>>
>>>
>>>
>>>
>>> > Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
>>> cgc...@gmail.com >:
>>> >
>>> >
>>> > "To get anything working"
>>> >
>>> > That's simply not true. Yes you can use some expressions here and
>>> there,
>>> > and some of it is the houdini way. Once you learn expression they make
>>> your
>>> > life easier. I personally use Evernote to write them down, eventually
>>> you
>>> > will learn them.
>>> >
>>> > The setup you described can be done with no expressions at all.. Up to
>>> you
>>> > though ;)
>>> >
>>> >
>>> > On 3 November 2016 at 14:43, Morten Bartholdy >> 
>>> > >> ');>> wrote:
>>> >
>>> > > Well yes, I am sure Houdini is up to the task, and almost as sure I
>>> am not
>>> > > ;-)  I tried a bit of Houdini tutorial once and quickly got stuck
>>> because
>>> > > you have to type in expressions here and there to get anything
>>> working, and
>>> > > I am just not the syntax type.
>>> > >
>>> > > I actually found that Gustavo Eggert Boehs fine Motion Tools
>>> probably can
>>> > > do what I want, so I will give that a spin.
>>> > >
>>> > > //Morten
>>> > >
>>> > >
>>> > >
>>> > > > Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <
>>> > > cgc...@gmail.com 
>>> >> ');>>:
>>> > > >
>>> > > >
>>> > > > This would be very straight forward in houdini, and possibly a good
>>> > > > exercise to get going ;)
>>> > > >
>>> > > > On 3 November 2016 at 13:19, Morten Bartholdy >> 
>>> > > >> ');>> wrote:
>>> > > >
>>> > > > > I am trying to put together an effect where I need to explode
>>> > > prefractured
>>> > > > > chunks of geometry from a mesh.
>>> > > > >
>>> > > > > Ideally it should be controllable so I can move a null o an
>>> object
>>> > > around
>>> > > > > and start bits flying off away from the original unfractured
>>> objects
>>> > > > > surface along the normals.
>>> > > > >
>>> > > > > I Have fractured the bits and used Julian Johnsons excellent
>>> Faster
>>> > > > > Polygon Islands operator to generate particles and lock the
>>> chunks to
>>> > > the
>>> > > > > particles. This setup works fine in a non simulated tree where I
>>> can do
>>> > > > > nonsimulated effects like turbulizing the position of the
>>> particles
>>> > > with
>>> > > > > emtool_turbulize_position, but I need to make it simulated,
>>> apply some
>>> > > > > forces, and use some sort of inititalizing object for the
>>> effect, so
>>> > > it can
>>> > > > > be animated to grow from one place on the geoemtry and spread
>>> out over
>>> > > the
>>> > > > > surface.
>>> > > > >
>>> > > > > I can't really figure out how to take the pointcloud generated by
>>> > > Julians
>>> > > > > emVI_Create Particles from Island Centres and explode the
>>> particles. Is
>>> > > > > there perhaps a tutorial somewhere or a different method for
>>> attaching
>>> > > > > geometry to particles and simulate them, either just straight
>>> forward
>>> > > or as
>>> > > > > Bullet RBDs?
>>> > > > >
>>> > > > > Thanks.
>>> > > > >
>>> > > > >
>>> > > > > //Morten
>>> > > > > --
>>> > > > > Softimage Mailing List.
>>> > > > > To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>> odesk.com
>>> 
>>> > > >> odesk.com
>>> 
>>> ');>
>>> > > > > with "unsubscribe" in the subject, and reply to confirm.
>>> > > > >
>>> > > > --
>>> > > > Softimage Mailing List.
>>> > > > To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>> odesk.com
>>> 
>>> > > >> odesk.com
>>> 
>>> ');>
>>> > > with "unsubscribe" in the subject, and reply to 

Re: Exploding fractured mesh

2016-11-03 Thread Cristobal Infante
Just out of curiosity, do you need the pieces to then fall or fly away?

Using the normal as inital vel?

Best,
Cris


On 3 November 2016 at 16:00, Orlando Esponda 
wrote:

> Have you tried with Momentum?  Your description sounds like the perfect
> job for it.
>
> El jue., nov. 3, 2016 9:55 AM, Morten Bartholdy 
> escribió:
>
>> It was long ago and I know Houdini has progressed immensely, but from
>> what I hear you still have to use expressions a lot, and I am much more a
>> connect nodes and click buttons guy. It is awesome what can be done with
>> Houdini, but it is just not very userfriendly that you have to remember or
>> keep a repository of expressions to get things done.
>>
>> I wish it they would make an effort to get everything working with their
>> nodes so it would just be a matter of connecting them right - how hard
>> would that be, since the functionality is there..?
>>
>> //Morten
>>
>>
>>
>>
>> > Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
>> cgc...@gmail.com>:
>> >
>> >
>> > "To get anything working"
>> >
>> > That's simply not true. Yes you can use some expressions here and there,
>> > and some of it is the houdini way. Once you learn expression they make
>> your
>> > life easier. I personally use Evernote to write them down, eventually
>> you
>> > will learn them.
>> >
>> > The setup you described can be done with no expressions at all.. Up to
>> you
>> > though ;)
>> >
>> >
>> > On 3 November 2016 at 14:43, Morten Bartholdy > > > wrote:
>> >
>> > > Well yes, I am sure Houdini is up to the task, and almost as sure I
>> am not
>> > > ;-)  I tried a bit of Houdini tutorial once and quickly got stuck
>> because
>> > > you have to type in expressions here and there to get anything
>> working, and
>> > > I am just not the syntax type.
>> > >
>> > > I actually found that Gustavo Eggert Boehs fine Motion Tools probably
>> can
>> > > do what I want, so I will give that a spin.
>> > >
>> > > //Morten
>> > >
>> > >
>> > >
>> > > > Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <
>> > > cgc...@gmail.com >:
>> > > >
>> > > >
>> > > > This would be very straight forward in houdini, and possibly a good
>> > > > exercise to get going ;)
>> > > >
>> > > > On 3 November 2016 at 13:19, Morten Bartholdy > > > > wrote:
>> > > >
>> > > > > I am trying to put together an effect where I need to explode
>> > > prefractured
>> > > > > chunks of geometry from a mesh.
>> > > > >
>> > > > > Ideally it should be controllable so I can move a null o an object
>> > > around
>> > > > > and start bits flying off away from the original unfractured
>> objects
>> > > > > surface along the normals.
>> > > > >
>> > > > > I Have fractured the bits and used Julian Johnsons excellent
>> Faster
>> > > > > Polygon Islands operator to generate particles and lock the
>> chunks to
>> > > the
>> > > > > particles. This setup works fine in a non simulated tree where I
>> can do
>> > > > > nonsimulated effects like turbulizing the position of the
>> particles
>> > > with
>> > > > > emtool_turbulize_position, but I need to make it simulated, apply
>> some
>> > > > > forces, and use some sort of inititalizing object for the effect,
>> so
>> > > it can
>> > > > > be animated to grow from one place on the geoemtry and spread out
>> over
>> > > the
>> > > > > surface.
>> > > > >
>> > > > > I can't really figure out how to take the pointcloud generated by
>> > > Julians
>> > > > > emVI_Create Particles from Island Centres and explode the
>> particles. Is
>> > > > > there perhaps a tutorial somewhere or a different method for
>> attaching
>> > > > > geometry to particles and simulate them, either just straight
>> forward
>> > > or as
>> > > > > Bullet RBDs?
>> > > > >
>> > > > > Thanks.
>> > > > >
>> > > > >
>> > > > > //Morten
>> > > > > --
>> > > > > Softimage Mailing List.
>> > > > > To unsubscribe, send a mail to softimage-requ...@listproc.aut
>> odesk.com
>> > > > ');>
>> > > > > with "unsubscribe" in the subject, and reply to confirm.
>> > > > >
>> > > > --
>> > > > Softimage Mailing List.
>> > > > To unsubscribe, send a mail to softimage-requ...@listproc.aut
>> odesk.com
>> > > > ');>
>> > > with "unsubscribe" in the subject, and reply to confirm.
>> > > --
>> > > Softimage Mailing List.
>> > > To unsubscribe, send a mail to softimage-requ...@listproc.aut
>> odesk.com
>> > > > ');>
>> > > with "unsubscribe" in the subject, and reply to confirm.
>> > >
>> > --
>> > Softimage Mailing List.
>> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
T

Re: Exploding fractured mesh

2016-11-03 Thread Orlando Esponda
"If you dont want to have to use expressions all the time avoid Maya not
Houdini :)"

ROLF!   Killer comment!

El jue., nov. 3, 2016 10:12 AM, Simon Reeves 
escribió:

> I did lots of fracturing and deforming (rather than simulated) on a job a
> year or so ago in xsi with momentum ice etc. Though I was fairly happy with
> the system I had (based on a vimeo video from eric mootz by the way! About
> controlling pieces in ICE) really it was pretty buggy and slow, had to be
> really delicate with xsi to avoid crashes.
>
> After having used Houdini for a couple of months my life would have been
> s much easier in there for that job.
> I really haven't found the learning curve as steep as I thought (read
> about).
> I've used it most of 2016 now, I haven't touched xsi other than modelling
> (TODO: learn something not-dead for modelling)
>
> You can forget about those concerns about having to rely on expressions!
> If you dont want to have to use expressions all the time avoid Maya not
> Houdini :)
>
>
> On Thu, 3 Nov 2016 at 15:55 Morten Bartholdy  wrote:
>
> It was long ago and I know Houdini has progressed immensely, but from what
> I hear you still have to use expressions a lot, and I am much more a
> connect nodes and click buttons guy. It is awesome what can be done with
> Houdini, but it is just not very userfriendly that you have to remember or
> keep a repository of expressions to get things done.
>
> I wish it they would make an effort to get everything working with their
> nodes so it would just be a matter of connecting them right - how hard
> would that be, since the functionality is there..?
>
> //Morten
>
>
>
>
> > Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
> cgc...@gmail.com>:
> >
> >
> > "To get anything working"
> >
> > That's simply not true. Yes you can use some expressions here and there,
> > and some of it is the houdini way. Once you learn expression they make
> your
> > life easier. I personally use Evernote to write them down, eventually you
> > will learn them.
> >
> > The setup you described can be done with no expressions at all.. Up to
> you
> > though ;)
> >
> >
> > On 3 November 2016 at 14:43, Morten Bartholdy  > > wrote:
> >
> > > Well yes, I am sure Houdini is up to the task, and almost as sure I am
> not
> > > ;-)  I tried a bit of Houdini tutorial once and quickly got stuck
> because
> > > you have to type in expressions here and there to get anything
> working, and
> > > I am just not the syntax type.
> > >
> > > I actually found that Gustavo Eggert Boehs fine Motion Tools probably
> can
> > > do what I want, so I will give that a spin.
> > >
> > > //Morten
> > >
> > >
> > >
> > > > Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <
> > > cgc...@gmail.com >:
> > > >
> > > >
> > > > This would be very straight forward in houdini, and possibly a good
> > > > exercise to get going ;)
> > > >
> > > > On 3 November 2016 at 13:19, Morten Bartholdy  > > > wrote:
> > > >
> > > > > I am trying to put together an effect where I need to explode
> > > prefractured
> > > > > chunks of geometry from a mesh.
> > > > >
> > > > > Ideally it should be controllable so I can move a null o an object
> > > around
> > > > > and start bits flying off away from the original unfractured
> objects
> > > > > surface along the normals.
> > > > >
> > > > > I Have fractured the bits and used Julian Johnsons excellent Faster
> > > > > Polygon Islands operator to generate particles and lock the chunks
> to
> > > the
> > > > > particles. This setup works fine in a non simulated tree where I
> can do
> > > > > nonsimulated effects like turbulizing the position of the particles
> > > with
> > > > > emtool_turbulize_position, but I need to make it simulated, apply
> some
> > > > > forces, and use some sort of inititalizing object for the effect,
> so
> > > it can
> > > > > be animated to grow from one place on the geoemtry and spread out
> over
> > > the
> > > > > surface.
> > > > >
> > > > > I can't really figure out how to take the pointcloud generated by
> > > Julians
> > > > > emVI_Create Particles from Island Centres and explode the
> particles. Is
> > > > > there perhaps a tutorial somewhere or a different method for
> attaching
> > > > > geometry to particles and simulate them, either just straight
> forward
> > > or as
> > > > > Bullet RBDs?
> > > > >
> > > > > Thanks.
> > > > >
> > > > >
> > > > > //Morten
> > > > > --
> > > > > Softimage Mailing List.
> > > > > To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com
> > >  ');>
> > > > > with "unsubscribe" in the subject, and reply to confirm.
> > > > >
> > > > --
> > > > Softimage Mailing List.
> > > > To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com
> > >  ');>
> > > with "unsubscribe" in the subject, and reply to confirm.
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > >  ');>
> > > with "unsu

Re: Exploding fractured mesh

2016-11-03 Thread Simon Reeves
I did lots of fracturing and deforming (rather than simulated) on a job a
year or so ago in xsi with momentum ice etc. Though I was fairly happy with
the system I had (based on a vimeo video from eric mootz by the way! About
controlling pieces in ICE) really it was pretty buggy and slow, had to be
really delicate with xsi to avoid crashes.

After having used Houdini for a couple of months my life would have been
s much easier in there for that job.
I really haven't found the learning curve as steep as I thought (read
about).
I've used it most of 2016 now, I haven't touched xsi other than modelling
(TODO: learn something not-dead for modelling)

You can forget about those concerns about having to rely on expressions! If
you dont want to have to use expressions all the time avoid Maya not
Houdini :)


On Thu, 3 Nov 2016 at 15:55 Morten Bartholdy  wrote:

It was long ago and I know Houdini has progressed immensely, but from what
I hear you still have to use expressions a lot, and I am much more a
connect nodes and click buttons guy. It is awesome what can be done with
Houdini, but it is just not very userfriendly that you have to remember or
keep a repository of expressions to get things done.

I wish it they would make an effort to get everything working with their
nodes so it would just be a matter of connecting them right - how hard
would that be, since the functionality is there..?

//Morten




> Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
cgc...@gmail.com>:
>
>
> "To get anything working"
>
> That's simply not true. Yes you can use some expressions here and there,
> and some of it is the houdini way. Once you learn expression they make
your
> life easier. I personally use Evernote to write them down, eventually you
> will learn them.
>
> The setup you described can be done with no expressions at all.. Up to you
> though ;)
>
>
> On 3 November 2016 at 14:43, Morten Bartholdy  > wrote:
>
> > Well yes, I am sure Houdini is up to the task, and almost as sure I am
not
> > ;-)  I tried a bit of Houdini tutorial once and quickly got stuck
because
> > you have to type in expressions here and there to get anything working,
and
> > I am just not the syntax type.
> >
> > I actually found that Gustavo Eggert Boehs fine Motion Tools probably
can
> > do what I want, so I will give that a spin.
> >
> > //Morten
> >
> >
> >
> > > Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <
> > cgc...@gmail.com >:
> > >
> > >
> > > This would be very straight forward in houdini, and possibly a good
> > > exercise to get going ;)
> > >
> > > On 3 November 2016 at 13:19, Morten Bartholdy  > > wrote:
> > >
> > > > I am trying to put together an effect where I need to explode
> > prefractured
> > > > chunks of geometry from a mesh.
> > > >
> > > > Ideally it should be controllable so I can move a null o an object
> > around
> > > > and start bits flying off away from the original unfractured objects
> > > > surface along the normals.
> > > >
> > > > I Have fractured the bits and used Julian Johnsons excellent Faster
> > > > Polygon Islands operator to generate particles and lock the chunks
to
> > the
> > > > particles. This setup works fine in a non simulated tree where I
can do
> > > > nonsimulated effects like turbulizing the position of the particles
> > with
> > > > emtool_turbulize_position, but I need to make it simulated, apply
some
> > > > forces, and use some sort of inititalizing object for the effect, so
> > it can
> > > > be animated to grow from one place on the geoemtry and spread out
over
> > the
> > > > surface.
> > > >
> > > > I can't really figure out how to take the pointcloud generated by
> > Julians
> > > > emVI_Create Particles from Island Centres and explode the
particles. Is
> > > > there perhaps a tutorial somewhere or a different method for
attaching
> > > > geometry to particles and simulate them, either just straight
forward
> > or as
> > > > Bullet RBDs?
> > > >
> > > > Thanks.
> > > >
> > > >
> > > > //Morten
> > > > --
> > > > Softimage Mailing List.
> > > > To unsubscribe, send a mail to
softimage-requ...@listproc.autodesk.com
> > 
> > > > with "unsubscribe" in the subject, and reply to confirm.
> > > >
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > 
> > with "unsubscribe" in the subject, and reply to confirm.
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > 
> > with "unsubscribe" in the subject, and reply to confirm.
> >
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
with "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
"unsubscribe" in the subject, and reply to confirm.

-- 
Simon Reeves
London, UK
*si...@simonreeves.com *
*www.simonreeves.com 

Re: Exploding fractured mesh

2016-11-03 Thread Orlando Esponda
Have you tried with Momentum?  Your description sounds like the perfect job
for it.

El jue., nov. 3, 2016 9:55 AM, Morten Bartholdy 
escribió:

> It was long ago and I know Houdini has progressed immensely, but from what
> I hear you still have to use expressions a lot, and I am much more a
> connect nodes and click buttons guy. It is awesome what can be done with
> Houdini, but it is just not very userfriendly that you have to remember or
> keep a repository of expressions to get things done.
>
> I wish it they would make an effort to get everything working with their
> nodes so it would just be a matter of connecting them right - how hard
> would that be, since the functionality is there..?
>
> //Morten
>
>
>
>
> > Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
> cgc...@gmail.com>:
> >
> >
> > "To get anything working"
> >
> > That's simply not true. Yes you can use some expressions here and there,
> > and some of it is the houdini way. Once you learn expression they make
> your
> > life easier. I personally use Evernote to write them down, eventually you
> > will learn them.
> >
> > The setup you described can be done with no expressions at all.. Up to
> you
> > though ;)
> >
> >
> > On 3 November 2016 at 14:43, Morten Bartholdy  > > wrote:
> >
> > > Well yes, I am sure Houdini is up to the task, and almost as sure I am
> not
> > > ;-)  I tried a bit of Houdini tutorial once and quickly got stuck
> because
> > > you have to type in expressions here and there to get anything
> working, and
> > > I am just not the syntax type.
> > >
> > > I actually found that Gustavo Eggert Boehs fine Motion Tools probably
> can
> > > do what I want, so I will give that a spin.
> > >
> > > //Morten
> > >
> > >
> > >
> > > > Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <
> > > cgc...@gmail.com >:
> > > >
> > > >
> > > > This would be very straight forward in houdini, and possibly a good
> > > > exercise to get going ;)
> > > >
> > > > On 3 November 2016 at 13:19, Morten Bartholdy  > > > wrote:
> > > >
> > > > > I am trying to put together an effect where I need to explode
> > > prefractured
> > > > > chunks of geometry from a mesh.
> > > > >
> > > > > Ideally it should be controllable so I can move a null o an object
> > > around
> > > > > and start bits flying off away from the original unfractured
> objects
> > > > > surface along the normals.
> > > > >
> > > > > I Have fractured the bits and used Julian Johnsons excellent Faster
> > > > > Polygon Islands operator to generate particles and lock the chunks
> to
> > > the
> > > > > particles. This setup works fine in a non simulated tree where I
> can do
> > > > > nonsimulated effects like turbulizing the position of the particles
> > > with
> > > > > emtool_turbulize_position, but I need to make it simulated, apply
> some
> > > > > forces, and use some sort of inititalizing object for the effect,
> so
> > > it can
> > > > > be animated to grow from one place on the geoemtry and spread out
> over
> > > the
> > > > > surface.
> > > > >
> > > > > I can't really figure out how to take the pointcloud generated by
> > > Julians
> > > > > emVI_Create Particles from Island Centres and explode the
> particles. Is
> > > > > there perhaps a tutorial somewhere or a different method for
> attaching
> > > > > geometry to particles and simulate them, either just straight
> forward
> > > or as
> > > > > Bullet RBDs?
> > > > >
> > > > > Thanks.
> > > > >
> > > > >
> > > > > //Morten
> > > > > --
> > > > > Softimage Mailing List.
> > > > > To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com
> > >  ');>
> > > > > with "unsubscribe" in the subject, and reply to confirm.
> > > > >
> > > > --
> > > > Softimage Mailing List.
> > > > To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com
> > >  ');>
> > > with "unsubscribe" in the subject, and reply to confirm.
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > >  ');>
> > > with "unsubscribe" in the subject, and reply to confirm.
> > >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Exploding fractured mesh

2016-11-03 Thread Morten Bartholdy
It was long ago and I know Houdini has progressed immensely, but from what I 
hear you still have to use expressions a lot, and I am much more a connect 
nodes and click buttons guy. It is awesome what can be done with Houdini, but 
it is just not very userfriendly that you have to remember or keep a repository 
of expressions to get things done.

I wish it they would make an effort to get everything working with their nodes 
so it would just be a matter of connecting them right - how hard would that be, 
since the functionality is there..?

//Morten




> Den 3. november 2016 klokken 16:39 skrev Cristobal Infante :
> 
> 
> "To get anything working"
> 
> That's simply not true. Yes you can use some expressions here and there,
> and some of it is the houdini way. Once you learn expression they make your
> life easier. I personally use Evernote to write them down, eventually you
> will learn them.
> 
> The setup you described can be done with no expressions at all.. Up to you
> though ;)
> 
> 
> On 3 November 2016 at 14:43, Morten Bartholdy  > wrote:
> 
> > Well yes, I am sure Houdini is up to the task, and almost as sure I am not
> > ;-)  I tried a bit of Houdini tutorial once and quickly got stuck because
> > you have to type in expressions here and there to get anything working, and
> > I am just not the syntax type.
> >
> > I actually found that Gustavo Eggert Boehs fine Motion Tools probably can
> > do what I want, so I will give that a spin.
> >
> > //Morten
> >
> >
> >
> > > Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <
> > cgc...@gmail.com >:
> > >
> > >
> > > This would be very straight forward in houdini, and possibly a good
> > > exercise to get going ;)
> > >
> > > On 3 November 2016 at 13:19, Morten Bartholdy  > > wrote:
> > >
> > > > I am trying to put together an effect where I need to explode
> > prefractured
> > > > chunks of geometry from a mesh.
> > > >
> > > > Ideally it should be controllable so I can move a null o an object
> > around
> > > > and start bits flying off away from the original unfractured objects
> > > > surface along the normals.
> > > >
> > > > I Have fractured the bits and used Julian Johnsons excellent Faster
> > > > Polygon Islands operator to generate particles and lock the chunks to
> > the
> > > > particles. This setup works fine in a non simulated tree where I can do
> > > > nonsimulated effects like turbulizing the position of the particles
> > with
> > > > emtool_turbulize_position, but I need to make it simulated, apply some
> > > > forces, and use some sort of inititalizing object for the effect, so
> > it can
> > > > be animated to grow from one place on the geoemtry and spread out over
> > the
> > > > surface.
> > > >
> > > > I can't really figure out how to take the pointcloud generated by
> > Julians
> > > > emVI_Create Particles from Island Centres and explode the particles. Is
> > > > there perhaps a tutorial somewhere or a different method for attaching
> > > > geometry to particles and simulate them, either just straight forward
> > or as
> > > > Bullet RBDs?
> > > >
> > > > Thanks.
> > > >
> > > >
> > > > //Morten
> > > > --
> > > > Softimage Mailing List.
> > > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > 
> > > > with "unsubscribe" in the subject, and reply to confirm.
> > > >
> > > --
> > > Softimage Mailing List.
> > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > 
> > with "unsubscribe" in the subject, and reply to confirm.
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > 
> > with "unsubscribe" in the subject, and reply to confirm.
> >
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.


Re: Exploding fractured mesh

2016-11-03 Thread Morten Bartholdy
Well yes, I am sure Houdini is up to the task, and almost as sure I am not ;-)  
I tried a bit of Houdini tutorial once and quickly got stuck because you have 
to type in expressions here and there to get anything working, and I am just 
not the syntax type.

I actually found that Gustavo Eggert Boehs fine Motion Tools probably can do 
what I want, so I will give that a spin.

//Morten



> Den 3. november 2016 klokken 14:46 skrev Cristobal Infante :
> 
> 
> This would be very straight forward in houdini, and possibly a good
> exercise to get going ;)
> 
> On 3 November 2016 at 13:19, Morten Bartholdy  wrote:
> 
> > I am trying to put together an effect where I need to explode prefractured
> > chunks of geometry from a mesh.
> >
> > Ideally it should be controllable so I can move a null o an object around
> > and start bits flying off away from the original unfractured objects
> > surface along the normals.
> >
> > I Have fractured the bits and used Julian Johnsons excellent Faster
> > Polygon Islands operator to generate particles and lock the chunks to the
> > particles. This setup works fine in a non simulated tree where I can do
> > nonsimulated effects like turbulizing the position of the particles with
> > emtool_turbulize_position, but I need to make it simulated, apply some
> > forces, and use some sort of inititalizing object for the effect, so it can
> > be animated to grow from one place on the geoemtry and spread out over the
> > surface.
> >
> > I can't really figure out how to take the pointcloud generated by Julians
> > emVI_Create Particles from Island Centres and explode the particles. Is
> > there perhaps a tutorial somewhere or a different method for attaching
> > geometry to particles and simulate them, either just straight forward or as
> > Bullet RBDs?
> >
> > Thanks.
> >
> >
> > //Morten
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> > with "unsubscribe" in the subject, and reply to confirm.
> >
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.


Re: Exploding fractured mesh

2016-11-03 Thread Cristobal Infante
This would be very straight forward in houdini, and possibly a good
exercise to get going ;)

On 3 November 2016 at 13:19, Morten Bartholdy  wrote:

> I am trying to put together an effect where I need to explode prefractured
> chunks of geometry from a mesh.
>
> Ideally it should be controllable so I can move a null o an object around
> and start bits flying off away from the original unfractured objects
> surface along the normals.
>
> I Have fractured the bits and used Julian Johnsons excellent Faster
> Polygon Islands operator to generate particles and lock the chunks to the
> particles. This setup works fine in a non simulated tree where I can do
> nonsimulated effects like turbulizing the position of the particles with
> emtool_turbulize_position, but I need to make it simulated, apply some
> forces, and use some sort of inititalizing object for the effect, so it can
> be animated to grow from one place on the geoemtry and spread out over the
> surface.
>
> I can't really figure out how to take the pointcloud generated by Julians
> emVI_Create Particles from Island Centres and explode the particles. Is
> there perhaps a tutorial somewhere or a different method for attaching
> geometry to particles and simulate them, either just straight forward or as
> Bullet RBDs?
>
> Thanks.
>
>
> //Morten
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.