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Found 53 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. Hi Odforce! I present you my first personal project done entirely in Houdini. I basically learn the software throught this project and finally I came to the end of it. Please let me know what you think of the dynamics, the look and breakdown. I am really scratching the surface of Houdini so critics are well appreaciated! Ill update the hip file for those who wants to wonder around the network (H 14.0.474) thanks to the amazing Odforce community for helping me implementing the scene. meteorite_v100.zip
  3. 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
  4. 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
  5. 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.
  6. 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
  7. 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.
  8. 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
  9. 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
  10. 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!
  11. Download 3DModel (voronoi fracture) : House Destruction For R&D.hipdropbox.com/s/cl8tjaodus96eaz/House%20Destruction%20For%20R%26D.rar?dl=0
  12. 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
  13. 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
  14. 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.
  15. All of my latest work from projects including X-Men Apocalypse, Game of Thrones Season 6, and more. FX Reel 2016
  16. Hey, I spent a while prepping and adding to a model house for a destruction project but I'm having a lot of trouble gluing everything together. I can get the components of the house to glue together no problem (e.g. the windows, the walls, the bricks etc). But what I really want to learn is how to glue each of the fractured components to eachother. What I mean is that my house just falls apart, the bricks dont stay attached to the wall, the glass windows don't stay in their frames the roof shingles dont stay on the roof. I'm really hitting a wall here (no pun intended). Can anyone lend me a hand in figuring out how to approach this? The picture is my destruction model. Each component (roof, walls, etc) has its own constraint network but they arent glued to eachother so when I sim the pieces just pop off.
  17. Hello fellow houdini artists. i hope y'all having a great weekend, just a quick quest, does anyone know how pyrofx can be used as a source to destroy a rigid body wall or any object that has been converted into a RBD, or after setting up or after setting up my fracture can i assign a pyro "fireball" to be the collider of the Fracture ? rather than having a sphere... please check out the example attached and thank you very much
  18. Hello guys, I would like to share our 8 week masters project with you. It was done at Bournemouth University as part of the Digital Effects course by 3 students. I hope you like it! Cheers!
  19. Hello everyone, I'm doing a destruction project where I need to isolate the front faces of bricks in a bullet sim so that I can export out a UV pass of only the front face to use in compositing. I know how to setup Mantra to export out an overall UV pass but I'm not sure how to isolate only the front faces of my bricks geo in the UV pass.
  20. Hello. I just recently graduated from VanArts which is based here in Vancouver. I have completed my demo reel in FX which is to say primarily using Houdini 15.5. I hope you all enjoy watching it as much as I enjoyed creating it. I am attaching the link below. Please let me know of any suggestions, criticisms all is welcome. Thank you. FX DEMO REEL 2016
  21. Back in January I didn't know Houdini existed until I started school and ever since I've been trying to learn as much as I can. I still have a lot of work to do and there is a lot more I want to learn/try but this is all I've learned up until now.
  22. Another simple wall shatter. I posted the first one I finished but in all honesty I had a lot of strange issues with it and it just didn't look that great. This one isn't really any more complicated but it sure does look better by comparison ;D
  23. Hello Guys Im Ahmed Saady - Houdini FX Artist based in Iraq now i would like to share with you my latest houdini projects i have done and i hope you like them Also i'm available for freelance remotely work or full time position ahmedstudios@gmail.com Copa America Identity 2016 - beinsports Copa America - mainstudio 2016 Building Destruction - R&D All the information regarding of the houdini work is under each video description Thank you!
  24. I'm working on a bunch of different types of fracturing and destruction. Right now I'm doing wood. Here's a test render of what I have so far. Any feedback is appreciated test_01.mov
  25. One of my first finished houdini projects. Nothing special, just a brick wall with smoke and dust advection Edit: Re-rendered my shatter so the dust wouldn't look weird. Also added motion blur