[Sidefx-houdini-list] DOPs

rafal baq8 at op.pl
Fri Mar 31 13:56:04 EST 2006


thanks for info everyone

r|m

Sean Lewkiw wrote:
> I'd have to agree with Ben.
> What DOPs really needs is more documentation, (the usual refrain).  
> One other problem we came up against was how to break things up, Ben 
> put together a clever cookie based DA that worked well, but it's still 
> a huge pain.  He also came up with a stamping based way to loop 
> through all your primitive groups and perform operations on them, (so, 
> for example, you can orient all of your geo along an axis so that the 
> SDFs can be created nicely, or to replace your high-res geo with 
> bounding boxes).
>
> Some things do need to be a lot easier, like telling DOPs when to 
> release something into a sim.  It's possible now, but again, not 
> easy.  There also needs to be some way to pre-flight geo to make sure 
> it is not going to freak out when it gets released into a sim.
>
> Having said all that, it does provide really nice, realistic, and 
> relatively fast results once everything is set up.
> Sean
>
>
>
> Ben Schrijvers wrote:
>> Hi Rafal,
>>
>> Yes a one click solution would be very wrong. What if you have 500+ 
>> objects, do you really want to do 500+ clicks?
>> DOP's have been set up to be input independant so you can set up a 
>> sim network without knowing exactly how the final input objects look.
>> So a setup that works with 3 objects will work with 300 as well, you 
>> just change the input. This is in line with the rest of Houdini.
>> Because of that you only need to do the setup one time and just reuse 
>> the same network later to do other sims.
>> I must admit that in the learning process over the past months I've 
>> gebuild my DOP networks a couple of times. But once you know what 
>> you're doing that's no problem.
>> Actually the biggest part of the setup was done in SOP's. Creating 
>> primitive groups and finding ways to process each group as a single.. 
>> chunk of geometry.
>> Setting attributes that where used in DOP's to trigger something or 
>> set initial parameters.
>> We didn't do a lot with constrains... yet. They do seems a bit 
>> strange but I can't compare with other 3D apps.
>>
>> Check out Xmen3 when it comes out. There's some large scale 
>> destruction that we used DOP's RBD for.
>> We were not planning to do a lot but as people saw the result we were 
>> overloaded with work.
>>
>> cheers,
>> benS
>>
>> rafal wrote:
>>> Hi people.
>>>
>>>    I would like to hear your opinion about new dynamics in Houdini. 
>>> I have much more experience with other 3d app but really would like 
>>> to do some cool stuff with DOPs but... After few days of playing 
>>> with it I get enough. Maybe it's just me but in my opinion it takes 
>>> too much time to set all these stuff to work correct. In example in 
>>> other 3D app I just select geo and set it as rigidBody active or 
>>> passive or just can apply gravity to geo and it follows down. Is 
>>> this approach (just one click and make it rigid) wrong?
>>>
>>>    Also rigidBodyConstraints are strange to me. What U people think 
>>> about DOPs comparing it to another dynamics engines/solutions in 
>>> other apps?
>>> Have U more advanced Houdini users plan to use it in any movies?
>>>
>>>
>>> r|m
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