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Found 276 results

  1. hey chaps, been a while since i was on here but i've been keeping myself busy! i'm having a little problem with my setup... i've got a tree (modelled in speedtree) and i've brought it into houdini. I've done a pre transform fracture to get 'splintery' pieces. I've set it up so a ball hits it (its a dragon in my scene but its quite heavy geo so dont want to include it!). now overall it 'works' ...as in the ball fractures the tree on impact. But its just lacking that splintery 'connected bendy' feel... eg if you load the sim and play it you'll see the lower half just kinda crumbles away... It would be nice for that to bend in the direction of the impact as if the tree itself is bendy - right now it feels like crumbling chunks of brick that all break apart - it would be nice to get some kind of bendyness in any branches that stay together? another thing is the pieces seem to lack some sort of 'inherit velocity' from the impact. I've followed a heap of tuts online but i just cant figure anything out - is anyone able to take a look at my scene (attached) and see if anything is possible? ta! ant scene included below - tree alembic also included.... i will shower you in MAOAMS sweetys if you can help me with this scene because i'm really lost tree_destruction.zip
  2. orientation not matching

    Hi guys. I have a simple sim with a tube which I steal the points from and want to instance another model onto those points. for some reason the orientation is not lining up. What am I overlooking here? shot_Coinery-Coinery_mod_Modeling_v0008_nocomment_jra_.hiplc
  3. I'm currently doing a flip tank sim with a boat as an RBD object and getting it to float. I have the floating part working, however the boat fills up with water through its hull. The odd thing is that inside mesh there are no particles. Particles collide with the outside of the boat mesh and the inside, but its as if the flip fluid particles go through the mesh. I have tried alternate collision methods under the rbd object collisions tab, but still cant work out how to stop the particles going through the mesh! Does anyone have any ideas of how to stop this?
  4. Hi there! I am trying to make a simple example of RBD, so I duplicate the Pighead using copy to points and I want to see them crashing with the objects, but they are all stick together and I don't know how to make them to collision individually. Any clue? I hope you understand what I'm trying to do, I have attached my scene. thank you all! test.hipnc
  5. POP force masking

    Hi everyone, I created few cubes and made each as a packed geometry. Now in Dop network, I am using rigid body solver for simulation, but as a force, I am using POP Force to drive them. But I need to select some cubes (packed objects) using bounding box and make them affected with POP FORCE. I used to do it with pop group, when using particles, but with rbd packed objects, it's not working. Please suggest a solution.
  6. I made some simulations with RBD and had some problem with density of objects. so, first at all, I just made this simple scene and can't understand how does this sim goes. At Gif, Left ball has 1 density, and Right one has 10000000 density. but look, It looks very same with each ball :S What should I add for this ?? I made house scene so I wanted to set up density of TV has high level, and some pictures on table has low level. but It seems very same like that scene. Help me ! Sorry for my poor English and Thanks for read
  7. I'm trying to imitate the motion of rocks falling on dirt. Since the RBD Solver seems to give me more accurate and realistic looking results over the Bullet Solver, I decided to go with that method using RBD Fractured Object. When I first had my scene setup with Bullet, I was able to use a little VEX in the SOP Solve to artificially reduce velocities as rocks fell below a certain Y value. It seems like that setup isn't compatible with my RBD setup, so I was wondering what would I need to do to get it working? In addition, how can I write an expression that would tell the solver to reduce the velocities of the objects by half and double their weight each time they impact the ground? Any tips would be greatly appreciated. Thank you! RBDTest_001.hiplc
  8. Hi ! I am working on RBD in Houdini 16.5.268 and I render it with redshift 2.5.56 I have some problems during the rendering : we see the edges of the fractures ! I tried a lot of things without managing to get rid of it. It works fine in mantra, no artefact. My geo has UVs, Normals and rest position. Do you have any idea of how to correct that please ? Scene is attached and some pics of the results. PS : I also had other problems while rendering rbd in redshift. In some scenes, applying two different materials with different displacement values on inside and outside groups of an object results with a gap between inside and outside faces. In other scenes, the displacement of inside surfaces flicked. It seemed that it was moving along time, I didn't find out why. I read the redshift documentation and watched several tutorials but maybe I don't work the correct way with displacement in redshift, could someone help me ? Thank you very much ! Have a good day ! no tessellation no displacement tessellation no displacement no tessellation displacement tessellation displacement mantra displacement material MAT_prob_v01.hipnc
  9. scaling RBD sim problem

    Hey guys! Hoping you can help me out with this. Trying to get this RBD sim to time properly, tried even scaling the scene in the HIP file for the DOP network to have best avail information. Density should be pretty accurate for steel as well. The sim feels like its going in slow motion / in space / another planet- gravity feels very low even though its definitely the correct -9.8m/s^2. Should I just speed it up post- cache? Or is there some option I'm not looking at. Pretty new to Houdini, so let me know what y'all think / any other suggestions? Thanks!! F150_body_metal_v01.abc preview_cache_v01.mov 180505_hardConstraintTest_v07_metal_only_slide.hiplc
  10. Hi All, I am playing around with Houdini trying to destroy a big monument (Arch of Triumph) with Bullet. The model is made of some 170 000 bricks modeled individually, not to mention the cracks I made that add some thousands of mid-size debris, and all of that maintained with more than 2 millions constraints. After some expensive tests, it appears, of course, that it cannot be simulated one shot on my computer, as it breaks the 64Gb RAM I have available to me as soon I start to delete too many constraints and things start to collide in every directions. So I have split the work into several simulations, in « cascade », to divide and conquer : I start with the lower part of the monument, then I use the cached sim as an animated static object in the next simulation and so on. Again, after some tests, I have that : the first sim is going well, but the second sim crashes after 16 frames, breaching the 64Gb of RAM. BUT : when I trigger the first simulation, then close Houdini (RAM usage is cleared, I can see it on the ressources monitor of WIndows), open Houdini again and run the second sim, everything is fine. So, because I am a lazy man that wants to automatize things at the maximum, I would like to be able to trigger the whole at once, without manually restarting Houdini and taking over the jobs where it stopped : how could I flush the memory completely from the « out » context, where I have my Fetch and Batch nodes (pointing to the various ROP Geometry after each of my successive DOP networks), and where I would like to flush the memory between each Batch and the next Fetch ? By the way, is this behavior of Houdini « normal », or is it some memory leaks (intrinsic to the software and the way it was coded) ? Thanks for your help ! PS : this topic has been very discussed in many places on the forum, but after having read several threads, I didn’t find any satisfaying answer...
  11. SOP Solver Issue

    I'm having a strange issue. For some reason in my SOP solver, the geo will only show pieces rather than the whole thing. I would love any ideas or input thank you, everyone!
  12. How could I make this dynamic ?

    Hi ! I'm a beginner of Houdini and I have no idea how could I make this... If Box on top is moving front, back, left or right, Tube and sphere has to be moved too. but the Tube has to move like wire(or something like a rope) and so sphere attached at end of the wire. Like this image, bulb attached to rope and rope attached behind of celling. I did some ways to make it, used pin constraint and spring constraint but I don't know how could I attach those objects. If you help me, I will be my big big pleasure ! Thank you for read and sorry for my poor English. Have a good weekends !! bullet-bulb-industry-ceiling-pendant-with-black-cord_1427692337841.webp
  13. Hello! I would like some advice on RBD simulation. (I've been trying to figure it out by myself for hours but it doesn't work... please help..!) Thank you in advance!! :> Scene I'm willing to make : Starting from frame85, Object falling and at the same time breaking apart due to the character. Problem : the object only shatters in the air and wouldn't come down. (the broken pieces come down though) (Hipfile attached below) portfolio_v02_vol01.hipnc
  14. Particle collision Physics with RBD

    I'm trying to get good physical interaction between a baked RBD geo and a particle system and the particles seem like they are either all stuck or all slide with nothing in between? I'm bringing in the RBD as a static object collider, with deforming geometry turn on, and set the collisions to Use Surface Collisions (the green guide one). The particles collide but for the most part they stick really harshly even when friction is turned down all the way. If I go onto the pop solver and in the collision behaviour tab, set the response to slide.. they slide but then it looks like its on ice and the friction controls are disabled. Any ideas how to get a good setup? I'm trying to make something like rock debris on a cracking ground surface. so there should be some tumble and roll but eventually come to a stop, maybe a slight bit of bounce but not really too "bouncy" either.
  15. Hello, today I am facing very difficult problem, maybe you could help me in this struggle. Scenario looks like this: I received animated tree exported from SpeedTree as an alembic file. Now in Houdini it looks like wind is moving leaves which is perfect. The problem is I would like to collide with the leaves with RBD objects which are bouncing around my scene. I would like to keep my “wind” animation on a tree but make the tree responsive to any objects that may collide with it and make it so the leaves would bend on collision. Is it possible ? If so what would be the way to achieve such effect. Have a nice day and thank you for your input in advance. P.
  16. Glue Constraint Gravity

    I have been spending some time creating and destroying a building in Houdini but am currently hung up on a constraints problem. In my hip file I have my procedural building, I fracture it, and send the pieces to be constrained together. I haven't meticulously created the constraints yet, I just wanted to get everything in and working first. When I run the rbd sim a ball crashes through the building and blows the middle part of the building away but the top part of the building just sits there floating in the air. Not exactly sure what I'm doing wrong here, if anyone can point me in the right direction I would greatly appreciate it! The hip file has a top level control node to cache everything for you to quickly test skyscraper_destruction.hipnc
  17. How to attach the rbd to wire?

    Hi guys! I had a misunderstanding about relationship of rbd - wire objects. I'm trying to attach rbd to the wire by hard constraint and this gives the result of a one-way rbd effect on the wire. Maybe if we need attach the wire to wall or to electric poles this is will work but what if there is a situation where we need mutual influence on each other, for example Christmas lights, rope ladder or necklace. What constraints we need to use for this? I found the example https://vimeo.com/31314814 but I did not understand how it can be used for several objects. I prepared the simple scene where one sphere should be hang on the wire. How can we do it? Thank you! rbd-wire_constraint.hipnc
  18. Explosion Rbd with pyro clustering

    Hi, i'm working on an explosion scene with pyro that existing from pop trails. but when i simulating my pyro, the area of sim is going bigger so much and killing me. i think there is a way like on that video is there any way to make multi containers like clustering my rbd explosion as like that for speed up sim? i attached the hip file that i found on web and learning from it. Rbd_Explosion_With_Smoke.hip
  19. Hello , just wondering if it is possible for pieces in an rbd sim to reassemble according to the positions specified in the sop level i have a simple fractured sphere (about 60 pieces) , and looking to reposition each piece based on the exploded view outside of dops i have managed to get an almost correct animation by using an Sblend after caching out the sim , but obviously no collsion between pieces would be present. I was thinking of trying to create an attribute with the positions of the exploded view and rerouting it back into dops. does anyone have an idea of how to tackle this, much apprieciated for your help
  20. rbd sim lost uvs

    hey all! I'm importing an obj with uvs into houdini, shatter it and sim a rbd bullet dynamic. I've noticed that after the assemble node created by the shelf tool uvs are gone. now I'm trying to cache out an alembic but once imported outside of houdini I can 't get uvs back...any idea why? cheers
  21. pop speed limit keep affecting the sim

    Hey I'm applying a pop speed limit to some rigid bodies to clamp the explosion force to some min/max at the explosion time everything looks okay, but I can't turn off the min speed limit, looks like once a piece is clamped by that limit it will be clamped forever, even if I turn off the node or switch to a null...almost like that rbd is marked as "never go below that limit", so I end up having pieces travelling for no reason... am I correct? is there any workaround? cheers!
  22. Hi everyone! Just a quick question out of interest. Speaking very generally, fluids usually take longer to compute/sim/render than other types of sim(e.g. rdb). Just wondering why from a technical point of view? Is it anything to do with equations used to compute it? or i guess more particles stuff in the scene? I've just seen how vague and ridiculous this question might sound but any info on this would be really interesting! Thanks in advance!
  23. randomize mass on RBDs

    hey! I have a fractured object I'm trying to blow up, one thing I noticed is all pieces have a mass of 1, how can I calculate a proper mass based on the size of the bounding box or at least randomize it? cheers!
  24. 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
  25. 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
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