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Found 65 results

  1. Test destruction

    My work for January - February 2018. These are tests on destruction of 16 Houdini. I ask for your opinion on quality
  2. 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
  3. 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
  4. 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
  5. 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)
  6. 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
  7. ~ 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
  8. 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.
  9. 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
  10. I made this video to try out Houdini's Texture Bump mapping, Popnets and Transparency with Redshift... I also wanted to break things!
  11. 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
  12. 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
  13. "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
  14. 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.
  15. 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!
  16. 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
  17. 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.
  18. Hi guys! I would like to share with you one project made by our student who has accomplished our Multi-Dynamics course: https://vimeo.com/209750174 Two groups have just finished this program. Now we invite everyone who is interested in improving Houdini skills to join us. The next course starts on May 20th, 2017. The program of the Multi-Dynamics course is focused on solving non-trivial dynamic tasks. We master the knowledge by creating FX-assets using virtually the entire selection of Houdini solvers. You can find more details by following the link http://onlinevfx.ru/eng/courses/9-course-houdini-multy-dynamics
  19. Building RBD help

    I am having two issues. One i am unable to get mantra to render a single frame. It tells me i have to delete all of my nodes to render. my second issue is that my shattering glass that i cached out is not showing up when i source it into the file node. Please have a look at the scene files and advise. Shattering_Glass_cash_File_Help.hipnc RBD_Destruction_Help_File.hipnc
  20. Voronoi Fracture Issues

    Hi guys, so I got this house model which I'm going to destroy. When it comes to voronoi fracturing (create inside surfaces turned on) I get strange chunks coming out of the walls. I don't really know where it comes from (I guess it's the triangulation inside voronoi fracture) and I don't know how to fix it. I tried converting the mesh into VDB and fracture that but even there are some chunks sticking out. I attached the file. Cheers housefracture_to_odforce.hip
  21. I Have stacks of plates and bowls that i made with a copy node on one original model of each type of plate or bowl rather than importing each model multiple times. I want each object to be able to fall and smash independently which i am struggling to work out. When i make the stack a RBD Glued Object it either all moves and smashes the exact same way like they are being read as one whole piece rather than individual plates/bowls or they move individually but the glue errors saying "making objects from different solvers mutual affectors" so they cant smash. Sorry if this is a basic question i am new to Houdini, any help would be greatly appreciated!
  22. Download 3DModel (voronoi fracture) : House Destruction For R&D.hipdropbox.com/s/cl8tjaodus96eaz/House%20Destruction%20For%20R%26D.rar?dl=0
  23. Static object destruction

    Hey odforce talent I need help trying to figure out how to make an object crumble while leaving it where it is, in other words... I take the pig head test geo, transform it in Y say 2 or 3 units and then connect up scatter, voronoi etc, the usual nodes to start a destruction sim. I then click on the RBD Glue Object from the Rigid Bodies shelf to create the glue network in DOPS but on pressing play the pig head just drops and hits the ground and breaks (looks good but not the effect I am after) I want the pig head to stay suspended in mid air and its fractures to crumble and hit the ground..... How can this be achieved? Any help you guys can give me would be great Thanks Nav
  24. Student Demo Reel

    Hello, this is my student demo reel showcasing what I've learned within 8 months of learning Houdini and I was wondering if I could get some feedback on it.
  25. I have question and looking for the best solution for this case. In attachment you can see my flipbook of this what I have in my scene. There is object with crack on it which I've did using L-system and then cookie it on the surface and now I would like to get all this pieces behing this crack path to fall down like on this references and get simillar effect. Do you have any idea guys what is the best option to create something like this? Here 1:05 Here this effect is in 0:10 testODForce.mp4