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Found 253 results

  1. Inside DOP cluster grid source

    Hi Friends, I need your help!! I'm playing with DOP, trying to understand it and feel comfortable working with data.. I come across one issue that I have trouble with.. Is there a way to create cluster grid inside dop? The problem is that I need to timeshift whole range to get initial data for clusters.. Here is the hip file, you can take a look.. I would appreciate some extra feedback about the way I approached with this setup.. I'm I doing something wrong? Thank you!! Regards, M in_dop_clustering_help.hipnc
  2. Hi folks, I am following Steven Knipping's tutorial Rigids II and have some behaviour here which I do not understand and can't solve somehow... You'll see the issue in the attached gif (some of the cluster in the upper part of the hole) I have basically the same settings as in his videos, but it seems that somehow the constraints are going to stick together after they are broken. At least they should break because of the metaball force (which I am using) and the corresponding huge hole inside the building and everything should collapse and not stay like in the gif. First I thought the "Overwrite with SOP" parameter on the constraint network would be the issue (which I then changed to $SF==1), but it didn't help. I am using H16.5.323. Thanks for any ideas and suggestions Cheers Dominik
  3. Emit RBD objects

    Hey guys ! I recently followed the "Houdini 15+ Particles to Bullet" tutorials from Andrew (https://vimeo.com/179143928) and then the "Emit Bullet from Particles" tutorials from Tim van Helsdingen (https://vimeo.com/179639085) but I've got a weird issue that I can't figured out. I strictly followed what they show on their videos, but, when I'm checking my RBD sim, I have duplicate geometries on my point (as you can see on my screenshot). Also, the bullet solver warn me by this message : Something has changed in the RBD between H15 and H16 ? Am I missing something ? Thanks in advance guys, Gael. PS : Here's my file, but it's normally, as we can have in Tim's video. emit_rbd.hip
  4. Hello ! I tried to make fracture for game engine but I stumble into several problems : Most of the time the object I need to fracture is lowpoly, when I try to make them hollow I encounter several problem. Usuing booleans with sphere I get ugly topology (ngons, floating triangles) is there a way to polyreduce it without breaking outer shell and existing UVs ? Anyone tried to shatter using booleans like the video ? Thanks
  5. Hello everyone, I am currently having some trouble exporting my RBD simulations from Houdini to Maya, rendering with Arnold. Namely with UVs and motion blur. Although I have uv and v attributes, none of them transfer correctly, uvs are lost and motion blur looks streaky in some frames. I recall having no problem with voronoi fractures but this time I am using booleans to generate the fractured pieces. I have tried using both .ass files and alembics with no luck. I am curious to hear about your workflows. Thanks in advanced. David.
  6. Hey all, I'm banging my head against my desk trying to figure this out....I'm attempting at creating a spaghetti-like simulation where noodles start out on a plate, and then the plate is flipped and throws the spaghetti off the plate. I'm generating some noodle-esque lines using pops and grains but I cannot for the life of me figure out how to get them to not intersect. Am I missing something? I was also hoping to add meatballs to this at some point as well which would be sitting on top of the noodles and then get thrown off the plate as well....would this be accomplished with adding a multi solver to my pop network that combines the popsolver with a bulletsolver? I've heard grains and RBD objects don't play super well together so I'm not sure which is the best approach for something of that nature. Thanks for your time!spaghetti_RD.hipspaghetti_RD.hip
  7. Grain RBD Active/Deactive

    Morning all, I've got a basic Grain RBD setup of a box filled with grains I would like to settle and then stop movement until a collider is introduced. I 've used a pop wrangle to deactivate the grains below a velocity threshold but would like them to be reactivated once the collider is in close proximity. I thought a simple SOP Solver with an attribute transfer would do the job but, although the spreadsheet says their active value = 0 - they are clearly still active and the SOP Solver appears to be overriding the POP Wrangle completely. Any suggestions on either why this doesn't work or a better alternative. Thanks basicGrainRBD.hip
  8. FEM - Can one use with glue?

    Hi guys, I've setup an Organic Mass FEM, with an active RBD producing the deformation. The RBD while deforming the FEM, pushes it out. I would like to have the base of FEM stuck to the ground. Is it possible to use something like Glue, if so, How? Any other ideas are totally welcome.. Thanks in advance Arun
  9. Hey Everyone! So the issue is... I am using Voronoi to fracture an object. The inside and outside faces are in two groups named 'inside' and 'outside'. I'm using the 'assemble' node to pack the primitives however, doing this, it looses the 'inside' and 'outside' groups which I need to use later on. Is there a way to use the assemble node and keep the groups? Any advice is massively appreciated! Thanks All!
  10. Hey, I'm trying to create a Sail and Mast rig so I can smash it up with cannon balls. I've got a cloth sim constrained to the pieces of a RBD fractured object making up the woodwork for the mast. I can get the cannon balls to collide with the sail and mast and get the sail to tear right, but the canvas won't pull on the RBDs like it should; they just stay still like they're static objects. Everything's set to mutually affect so I'm not sure what's up. The woodwork is also set up with Fracture Params so it will break but that doesn't work either... Thanks in advance, J JunkSail017.hipnc
  11. Hello Magicians out there. I am following up the Johnny Farmfield's tutorial Houdini - RBD to FLIP Johnny's set-up works fine with nodes but when I try to change the geometry to others, The sopsolver in the RBD_SIM make things won't work. When I bypass sopsolver, the rigid body sim works fine but Johnny's vex code @active = (@P.y < 1.25 + (@Frame/150)) ? 1 : 0; if(@P.y < 0.1){ removepoint(geoself(), @ptnum); } Is unavailable. could anyone tell me what is wrong with my nodes? Thank you in advance! rbd_to_flip.hiplc
  12. Hi guys I make some scene with using RBD fractured objects. That is screenshot of simple scene and I have some problem with this. As you see, I made the desk and chair and make those each glue constraint in their node too(with different constraint name and type. Not in screenshot but I made each's constraint networks and glueconrel node. I connected each nodes just like when I made it by shelf tools, but It didn't work. (I saw tutorial about constrain and made this scene differently with when I make it by shelf tools.) and I could find why it didn't work. At that screenshot, when I put Chair node into merge node on top first input, Chair's glue constraint is work. and when I put Desk node into merge node on top, first input. Desk's glue constraint is work. It doesn't matter constrainnework's Sop path or glueconrel's Data name. How could I fix this that merged objects follow each's constraintnetworks and glueconrel ??? Thank you for read and sorry for my poor Englis. T_T Thank you ! (I changed options in the merge node like Affector relationship and relationship, but It didin't work :S)
  13. RBD Fractured Obj with FLIP?

    Hello! I'm doing R&D for a project that will involve and egg breaking, releasing the yolk/white. Right now I'm just trying to get the principles down. I am currently just testing fluid inside an egg (making sure it stays inside when it's supposed to and falls with the egg in gravity) and am having issues with the fluid disappearing or leaking from the egg. I am used to using rbd packed objects for destruction so I started out my workflow with the egg as an rbd packed object, but saw some examples on here that suggested using an rbd fractured object so I have tried that as well. When I use the egg as a packed object, the fluid seems to just slowly disappear over time, and when I use a rbd fractured object the fluid sticks to the eggshell on the second frame and then flies out. I know the eggshell is thin geo for being a collision object (it is accurate to a chicken egg), but even when I thickened the geo I still had fluid disappearing. Any advice regarding using fluid inside rbd objects would be appreciated! egg.zip
  14. Hey guys, I am really stuck with this one. I was told it is impossible to change the scale of a piece inside of DOPS while it's simulating with the bullet solver. I have achieved something similar where the piece goes into dops, gets out of dops, gets transformed in the scale, and then goes back into the same DOPS sim in a loop. So it creates overtime shrinking. But now I need this to happen inside of DOPS. I´m pretty sure it´s possible. Does anyone have a clue.
  15. Rope Simulation

    Hi! Everyone, i made a little RnD the lasts week on the Rope Simulation. Enjoy
  16. Hi all, i hope you are wall well. I have a quick question regarding exporting of transform data from my rbd object. I need to use the transforms in Maya. So i have tried to export the rbd as an fbx, however i still do not get the individual transforms for each peace in my rbd sim. So as an example imagine a sphere attached with cubes. I would want to export the cubes and each other their transforms from Houdini to Maya. any one have any solutions? Thank you
  17. Hello, I recently went through Steven Knipping's tutorial on Rigid Bodies (Volume 2). And now I have a nice scene with a building blowing up. The simulation runs off low-res geometry and then Knipping uses instancing to replace these parts with high-res geometry that has detailing in the break-areas. The low-res geometry has about 500K points as packed disk primitives so it runs pretty fast in the editor. Also, it gets ported to Redshift in a reasonable amount of time (~10 seconds). However, when I switch to the high-res geometry, as you might guess, the 10 seconds turn into around 4 minutes, with a crash rate of about 30% due to memory. When I unpacked it I think it was 40M points, which I can understand are slow to write/read in the Houdini-Redshift bridge, but is there no way to make Redshift use the instancing and packed disk primitives? My theory kind of is that RS unpacks all of that and that's why it takes forever, because when I unpack it beforehand, it works somewhat faster - at least for the low-res. The high-res just crashes. I probably don't understand how Redshift works, and have wrong expectations. It would be nice if someone could give me an explanation. Attached you'll find an archive with the scene with one frame (Frame 18) of the simulation included as well as the folder for the saved instances of low- and high-res geometry. Thanks a lot for your help, Martin (Here's the pic of the low-res geometry, the high-res is basically every piece bricked down into ~80 times more polygons.) Martin_RBDdestr_RSproblem_archive.zip

    Hello, I AM DYSLEXIC - a very nice student project I worked on back in 2015 just got published, I did FX for it, all in Houdini, then handed over caches to lighting and rendering guys (rendered in Mental Ray in Maya). I really like visual style and it was really interesting to do some effects for this style of animation. Enjoy Short breakdown: 00:48 - paper (cloth) sim, a proxy collision geo of hero character was animated and used for interactions 03:22 - RBD simulation advected by hand-drawn guide curves and underlying FLIP simulation, some VDB meshes for hill filling, procedurally generated pages between books with fake dynamics (even though they got totally lost in the renders)
  19. Connect Adjacent Points?

    Hello! I am following this guide series on youtube by following along in Houdini as the demo goes by (unfortunately I'm only fluent in English) but there is one part that I think has changed between versions that I can't quite figure out. What he does, and I am trying to do, is he scatters points over the geometry and connects adjacent points using the connect adjacent pieces node. This is being done to create connections for a hard constraint, and it should be creating those connections along the voronoi fracture lines since points scattered there have the least amount of space between them. He also jumps into the connect adjacent pieces node and changes some things that are not in the current version. His results look like this: his adjacent points also seems to remove any other scattered points, as there are 500,000 scattered points in his scene at this point, but this still is while the display flag is on the connect adjacent pieces node, so I assume it is not showing points outside the search radius My results look like this: it appears that the connect adjacent pieces node removes unused points, and when I feed these connections into a hard constraint they do not work Here is the video for reference (link) , the part I'm having trouble with is around 2min in Clarification: I am trying to create hard constraints along voronoi fracture edges (that will break after certain parameters are met) and I'm having trouble defining the connections for the constraints. What I am currently trying is scattering points and using connect adjacent points (as seen in the video) I feel like I'm missing something since there is a version difference. I want to create constraints between points within a search radius, and not have the points outside the radius still showing. I also cannot seem to get the connections from using adjacent points to work as a hard constraint (but when I use pieces from points it works as a constraint). Is there any advice for this? Thank you.
  20. I created a simple scene, use voronoifracture break box, sphere have animation. I want use the sphere collision box in dop. but when the box sizey set to 1, collision is valid, when the box siyzey set to 5 or 10,collision is invalid. I don't kown what the problem is. bullet.hipnc
  21. Constraint RBD to Cloth (or Grains)

    Hello guys, How can I attach a rigid body object to a piece of cloth? I'm a bit lost on this. I tried cloth and also pbd with no success, now I have no idea on what i should try. There's a file attached (using grains). It's a starting point if anyone can give it a try. Cheers - Alvaro rbd.to.grains.v1a.hiplc
  22. Hi, I'm trying to achieve a particular effect which I though would be relatively simple (see attached image.) I have a shot I'm working on where I have a mechanical heart and I want a bullet to go straight through it without losing impact, shattering the heart as it goes. I have pre-fractured the heart geometry with voronoi and used glue to anchor it in place. I then did a simple RBD sim as you normally would when fracturing objects. However, when I used a sphere as a placeholder bullet with initial velocity, it just bounces off the heart. Even when I increase the mass of the 'bullet' it still bounces off. My question is, how would you approach this? I'm completely lost. Cheers!
  23. Loop Particles for Geo Instances

    Hi everyone Wonder in knowing, I am trying to get a kind of loop particles systems, means that when they collide with an object, will recover back their original position and re-simulate creating a loop. Main constraint here is that ptnum must to be constant, cannot die. After this it would allow to set different conditions as reboot when leaves frustrum or after a certain initial age, etc. My only issue is that I arrive at update (in the wrong way for being honest) the velocities to re-do the sim cycle, just that goes in the worng direction, exist a way to make them restart with their initial velocities, attached a HIP file of example. Thanks LoopParticlesTEST.hip
  24. Sand Simulation

    Hi! I'm a student at NAD in Montreal and I'm trying to learn Houdini. I have a project in which I need to simulate sand on top of a falling rocks RBD simulation, which is on top of a FEM sim. (The FEM is the deforming ground) So I cached every collision objects with the CollisionSource node (with 4 substeps to match de grain solver). Now, if I simulate the sand, it explode on random frames. (see flipbook here: password: sandsim This is my second attempt and it still explode (at fist I used 10 substeps) Does somebody have any ideas on what could be the issue? Thanks MountainGrowth_47.hipnc
  25. Glass rbd based on baked sim

    I've got a problem. I do rbd simulation of big and complicated building. For optimization I excluded glasses from this. After that I want to do second rbd sim for glasses based on baked sim of building. For that I need to constrain glasses to frames. And here I get a big problem: - glue network doesnt help because it cant work with streching, it use only impacts - hard, spring constraints works crazy P.S. I attached simple scene with example, we have baked rbd frames sim and need to constraint glasses to it. Thanks for help. frames_glass_v001_test.hip