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Found 5 results

  1. Hey all! I'm pretty stuck in a rut trying to think my way through what I want to accomplish with a brick tool I've been working on. Currently I can feed in a box, tube, or an L-shaped box that I've modeled and I can get well stacked bricks around the perimeter. What I'm stuck on is then taking this and adding in holes for windows/doors/etc. Similar to what is seen here: https://letshoudini.wordpress.com/2016/06/19/031-procedural-modeling-for-destruction/ What I want to be able to do is copy a pre-fractured brick to the points, like the simple box I have now in the attached hip file, with rotations to help vary the layout a bit. Thus, should I boolean out holes from the mesh after generating bricks? Maybe taking into account where windows are (will be) and then not placing brick points there? (then I would have to have half bricks to copy). Not sure the booleans would behave as I want to be able to instance high detail geo to the pieces after simulation. The solution in the link looks to be a boolean as the simulation then only runs with simple bricks clustered to add some interest to their breakup (https://letshoudini.wordpress.com/2016/09/18/037-earthquake-building-collapse-rd-01/). I don't think I'm seeing this problem clearly right now and would really appreciate some nudges in a direction to help grease the logic wheels! Hartman- BuildingForDestruction.hiplc
  2. A little building colapse

    Looking at the rest of the work here, I'm almost embarrassed to share. But here it is. I guess I should be proud this is from an actual production. "10.0" a made for TV disaster film set in LA. Flat, render, and comp. No details, sorry, it's kinda old and from long ago. No special sauce and it didn't take too long. The part that took the longest, actually, was rebuilding the model from the original asset, which was unusable. But thanks to Houdini's procedural tools (and eye-balling it) I cranked it out pretty quick.
  3. Hi, Im creating a façade of a building, the lower part of the building can have indents. on these indents another model needs to be placed. Also on the corner, a corner model needs to be placed. to specify the placement I simply use points with a copysop. These points vary from position on the Z-axis to randomize the indents and corners. I have made an example for just a representation of how it could look. The method used can be ignored. I have tried to solve this issues by creating a pointVOP and setting the distance by using a constant. This didn't work. I have no idea what I'm doing . Another approach to solve it is to detect if a point has a neighbour by selecting it with a box. Again. I have no idea what i'm doing. I hope I'm clear enough. I hope someone can help me thanks in advance Model detection.hipnc
  4. how do I pin rigid bodies to wires?

    I can see the other way, pinning a wire to a rigid body (like a pendulum effect or a wrecking ball), but I want to do the opposite. I want to sim the flexible steel beams as wires inside the building and then have the rigid part (the awnings, glass, and frames) break from the forces from being attached to the wires. See attached hip file with a wire outline of a building being shaken in an earthquake. I want to glue/pin the pieces of window geo to the wires and then have internal glue in the window pieces such that they burst from forces. I have a gluenetwork kinda working, but the rigid bodies want nothing to do with the wire part of the sim using the connectAdjacentPieces SOP. Any hints on what I'm doing wrong? wireBuilding_03.hip
  5. BUILDING DEMOLITION

    These are my Building Demolition simulation WIPs. Planned to do simulate More buildings to create similar effects from the movie "2012" Demolition Building01 V01 without smoke and debris https://vimeo.com/74058822
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