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Found 73 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. I'm trying to use the FEM solver for a car crash destruction and I need some pointers or tips. The effect is looking great for about 5 frames after the crash, but after about 15 frames the car returns back to it's original shape, which is not what I want. Which leads me to Question #1: How can I keep that crashed shape without simply animating the whole object's Damping Ratio? If I do animate the damping ratio to be an absurdly high value after the crash, the effect works great for the crashed area but the car loses all of its kinetic motion and the car just stops. I've tried to use the SOP Solver to set attributes on the FEM geo but this doesn't seem to be working, so Question #2: Are the FEM and SOP solvers incompatible? It's very possible that I'm not wiring these correctly, but it seems like the SOP solver is not correctly reading the FEM data, after about 8 frames the SOP solver gives me a warning saying that it fetched old data and it doesn't seem to be capable of viewing the entire animation. Also I don't seem to be able to set primitive attributes like soliddampingratio and have it work correctly in the FEM solver. Is this help page out of date with H16.5? Basically what I think I want is for the Damping Ratio or the Shape Stiffness to be drastically raised for the primitives where there is crash damage and I would like the solver to see the crashed shape as the new rest shape so it no longer returns back to its original state. Thanks in advance for any help on this. And to anyone wondering about using other solvers (cloth or wire) I've found that the FEM solver gives me the best crash results because of the volume preservation.
  3. Wood Destruction - Cone Twist

    Hello odforce! So I'm having my first go with the cone twist constraints to simulate wood breaking, I researched around and it seems they are the best way to achieve the "bend before break" effect seen in wood. So I've got a pretty decent setup so far, the planks are connected w/the cone twist constraint, the posts have a regular glue, and there's an overall glue to keep everything together. The only issue is this Y-axis bendiness the planks seem to have as if they're sushi mattes! (The one that falls closest to camera is the most obvious) I've tried adjusting Max Up, Out and Twist, but can't seem to find a balance between the planks not responding to the force of the ball, or bending all over. I'd appreciate any tips to help keep the planks stiff while still bending from the force, or just in general to help improve this sim! Thanks in advance for reading.
  4. pyro destruction

    it's a personal project from my showreel (it's just one piece of it ) and for this shoot i want to find a way to make a destruction based explosion and this is the result https://vimeo.com/273190870
  5. Dear odforce, I want to show you this short teaser, which without the treasure of knowledge and tips found within these forums, I would not have been able to create. Please take the minute that it lasts () to watch it, and turn your volume up! A little bit about the project: a former boss at a studio in which I worked needed a quick, raw and eye-catching portfolio teaser that would be independent from client-work. A project that would be created entirely by ourselves, and that would serve as a portfolio-item in the end. I had mentioned to him the idea of having something caught in the moment of shattering, as a photograph, and he found some images that kicked our motivation off. He told me to take this project under my wing, and leave everything up to me.. so my expectations were very high. Based off of the photography, all fracturing-methods felt very CG, and despite how complex my fracturing-setup was, I always ended up seeing these eye-sores which were the typical convex voronoi pieces. Then comes H16 with its new boolean method. The possibility of using custom cutters as surfaces to pre-fracture an object, and simming it with perfectly stable results, changed the game. I started seeing how much customizing I could add to the overall fracture, via VOPS, VEX and everything that makes Houdini what it is (you know what I mean). The rnd of a whole year went to the trash and I put all my hopes into this new method, and after ~220 logged hours, I am really proud to present this fully CG short. You can find some more details to the process in the Vimeo description, and please feel free to ask anything I haven't mentioned. I completely forgot to share this project here, so having just recently updated the video (minor details + new audio) I am doing it now. I truly hope you like it! Chris 08052017_bustshatter-wip01.mp4 12052017_bustshatter.v2-wip01.mp4 14052017_bustshatter-wip01.mp4 14052017_bustshatter-wip02.mp4 15052017_bustshatter-wip01.mp4 18052017_bustshatter.v5-wip02.mp4
  6. Destruction

    Hey, This is a personnal project I did this year with Axel Blin. I did all the Fx, rendering and compositing. Axel made the Animation.
  7. Bending/Folding geo before breaking

    Hey guys. Would love some opinions. I want to destruct a tube-like object. Rather than blowing it to smithereens like everyone else does on the internets, I'd prefer to have the geo bend/cave in on itself before breaking apart. I was thinking of dividing the tube into 6-8 sections, making an 'outer' constraint between those sections and then fracturing each section and making in 'inner' constraint network. The outer constraint network break apart/aim towards each-other/central point and as they're small pieces, it would assume some kinda bending look. Eventually, I'd activate the 'inner' constraint network which would break apart. Are there any examples of such a thing? Has anyone done something like this? Any tips? Thoughts etc. etc. would be welcome!
  8. 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
  9. Test destruction

    My work for January - February 2018. These are tests on destruction of 16 Houdini. I ask for your opinion on quality
  10. Hey guys Well am very much new to houdini and working on some mini destruction scene, The problem is i have turned both window and lamp to rbd packed objects so that it collides with the car. But the lamps are falling way too before when the car actually hits them, Kindly let me know the solution. here is my file - car project.hip
  11. 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
  12. Brick tunnel

    Hey guys, I'm relatively new to the awesomeness of Houdini. I'm into destruction as an area of the effects field more than I'm into fluids etc. I've a little school/hobby project I'd like to develop, but I'd like some pointers before I begin!! I want to build a brick tunnel which will collapse. (the modelling shouldn't be difficult ). But I'm wondering more about the destruction side. Should I make a basic poly tube, halve it etc. Or should I make something that's procedurally created with bricks? I'm thinking of doing some kind of FEM sim, rather that voronoi, so I wondered how it's modelled would effect how it's simmed? I'm looking to build something like this: I was thinking of applying a similar technique to this discussion: Or is that just wasting time and resources and it's better off to simply texture it? I'd love some ideas before I embark on it!! Thanks Addy
  13. FRC tool for concrete fractures

    Hello everyone! This is the first demo of a new tool I've been working on in Houdini. The idea is to simplify the process of adding steel reinforcement in concrete fractures, specifically FRC (fiber reinforced concrete) My aim is to produce a single node that takes your simmed geometry and adds these steel fibers along the fractured surfaces. Here are some examples of my tool so far: password = vfx Current controls: - max fiber length - randomize fiber length - max angle (before fiber breaks from the adjacent piece) Things I plan to add: - randomize max angle - fragments of concrete stuck to fibers (as seen in example video below) - fiber straightness (how straight/crooked the fibers are) If you have any cool ideas or suggestions, or feedback on my work so far, let me know! (The idea was inspired by the following breakdown video at 2:39)
  14. 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
  15. ~ Hi everyone A Studio based in Geneve, few km from Annecy, France , is looking for a talented Houdini versatile FX artist. Staff position or freelance project based (remote is eventually possible) in a cool open and family oriented studio, splendid environment for a high quality living. Immediate need is for a independant indie film where a black hole start to form and absorb the ground , everyaround, an all city. I build the full CG city myself, huge.. Drop me a line if interested vince* ------------------------ Senior Env Lighting Lookdev & MattePainter / Creative CG Lead since 1998 (available January 2018) http://fr.linkedin.com/in/vincentthomas
  16. 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.
  17. Hey there odforce! Right now I'm trying to do a destruction simulation on a spaceship that I made, and I'm running into a problem that I can't seem to figure out. If anyone is familiar with Steven Knipping's Rigids III, the general setup is based off his approach. Here's some quick info on what I'm doing: * I'm simulating the spaceship destruction with bullet/packed primitives * These packed prims are a mixture between voronoi shattered pieces and unshattered geo pieces * Even when the spaceship is standing still, forces on the constraint prims will reach infinity once simulation begins * In DOPS, I've made a SOP solver that breaks my hard constraints once it reaches a certain force threshold, and since things are reaching infinity, it's basically just destroying all my hard constraints within a few frames Here's the ship: Here's the constraints using connect adjacent pieces from surface points with default values: After a few frames of simulation, it turns to dust =/ In dops, force is shown to reach inf and breaks the constraints based off my attrib wrangle which says... f@superHighNum = 100000000; if(f@force > f@cat_hard_break_force && f@cat_hard_break_force < f@superHighNum){ @group_broken = 1; } where f@cat_hard_break_force is the force threshold that I define I tried countering this behavior by adding the f@superHighNum, but it looks like forces gradually reach infinity, so it still breaks... Has anyone encountered this sort of issue before? If so, what might cause these forces to reach infinity? Here's a few things I've tried: * Cleaning up the mesh and fusing points before connect adjacent pieces * Setting rest length to zero * Blasting funky looking constraints before simulation * Trying a bunch of different settings on connect adjacent pieces when generating the constraints * Simulating with glue constraints to see if forces still reached inf (they do not reach infinity with glue) * Increasing the constraint force mixing parameter * The RBD physical properties are at default values Also be sure to check out Steven's tutorials because they're really awesome. I couldn't find his e-mail to ask about it, but perhaps you guys might have some ideas? Any thoughts, theories, ideas, would be greatly appreciated, thank you for your time! - Tyler ssGainz_v011.hiplc
  18. I made this video to try out Houdini's Texture Bump mapping, Popnets and Transparency with Redshift... I also wanted to break things!
  19. 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
  20. Hi all, I am trying some simple tests in dops using the bullet solver. I have hit a few stumbling blocks and would appreciate any input from you friendly people What I'm trying to do: I am trying to get a scene showing a pillar being picked up by a crane (like the ones in fairgrounds where you can use it to grab soft toys), the base of the pillar stays where it is and the rest of it gets picked up by the crane. As the pillar is picked up, the lower part of whats left is crumbling away as the whole thing moves. The setup: Because this will eventually be put into a game engine, I have to keep the number of fractured pieces down, so I split the pillar (Top, Bottom), and then I split the Top even further to isolate the "destructible" area. I fracture this area and animate both objects to be moving with the crane (transform sop within the SOP level) I then bring these objects into a dop network as RBD packedobjects but I can't seem to bring in the animation that is attributed to them. I change the "Initial Object Type" to all the the available selections int he dropdown, including Create animated static objects" but this doesn't seem to do anything. I do know you can do this on an RBD fractured object using the Use Deforming Geometry checkbox, but I'd prefer to work with packed geometry to reduce simulation times. Ideally, I would want the destructible area to just be parented to the Top of the pillar and then I can make it crumble by breaking the constraints. But I can't seem to do that either. In 3DS Max, in PhysX, there is an option to tag objects as "Kinetic" and then choose which frame to make them "Dynamic". That's a very rigid way of working and I'm certain there is a much more flexible way to do it in Houdini but I am still a beginner, especially when it comes to rigid body simulations. So to summarise, the questions I am left with are: How can you bring in animation on an RBD packed object? What would be the best way to achieve what I am trying to do? Thanks
  21. "Height threshold" by selecting

    Hi!The question is the following. I have a simulation of the destruction, can I create a "height threshold" not according to the position of any of the coordinates, but for example using a color or something like that. File as an attachment Dest_0.1.hip
  22. Need help

    Hello! help please, the question is I have a DOP simulation with the destruction of the bridge, which is collapsing with a bullet. Can I make a cache of the simulation and load it to another DOP to interaction with the fluid(river) please show how to build node.
  23. Destruction Colomn Houdini v0.1

    Hello guys! I'm trying to learn Houdini. It turned out that, the video below. Please indicate errors well and suggest a direction where you can move to do better quality destruction. Thank you all in advance!
  24. Houdini Tutorial VOL 01

    Houdini tutorial VOL 01 Houdini Training Package number 1: Educator : Amin Sadeghvand | Software : HOUDINI 15.5 | Level : Medium | Duration : 13 hr | Volume : 4.31 GB| Quality : HD | Language : English . Website
  25. I've been asked to quote a job where we would be doing large scale building demolition vfx work. Basically 15 seconds of animation where an old shopping center is destroyed by explosive charges, falls to the ground + lots of smoke and dust. Then a new shopping center rises from the ashes. The animation will be merged with either aerial footage or ground based footage filmed on location. There will be two locations to destroy, so eventually this means 2x 15 second animations. We may have the possibility of drone captured aerial footage of the surrounding location and old shopping center. This may provide the options for photogrammetry reconstruction of the old shopping center. Also we should be able to get our hands on architect viz data, probably max or sketchup files for the new shopping center. I'm looking for some houdini help to run the destruction simulations and smoke effects. I'm a maya guy and need a talented houdini artist to help. If you have experience in this + a reel to show I'd love to take a look and talk.