Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Search the Community: Showing results for tags 'fracture'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 65 results

  1. 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
  2. Hello! In this Masterclass, at 41:00, the teacher explains that fracture parts of the object can be localy modified using an attribute. So my question is about this : how do you control what part of the object will fracture? is there a way to connect the FEM solver to a voronoi attribute or anything like that? Thank you for your time!
  3. hi! I'm facing some kind of issue: I would like to fracture a geo, then create clusters from the voronoi pieces, then be able to break those cluster based on the strenght of their glue attribute. So far I only get this kind of result: A glue strenght of -1 should give me infinite strength right? so why are my pieces breaking appart inside the same cluster ? What am I missing ?? here's a simple hip if you'd like to correct me. Cheers ! voronoi_clusters.hipnc
  4. I have an animated cabinet that i have imported to Houdini from Maya as an FBX. I want to drop cutlery into one of the draws in the cabinet, i have imported the spoon .geo and made the cabinet a static object and the spoon an RBD object. when i drop the spoon onto some parts of the cabinet it lands fine. I want to drop it inside the draw before it opens but when i position it above the draw and play through it doesn't move, it is just frozen in the air. Im guessing its a problem with bounding boxes? Sorry im new to Houdini any help would be greatly appreciated! (Sorry for the bad angle, the draw is closed)
  5. I have an object shattering using a voronoi fracture, i'm importing it to Maya as an alembic cache but i have to manually select all of the inside faces of the cracks to texture them differently. Is there a way i can select all inside faces on a voronoi fracture object in Houdini to make things quicker? Thanks
  6. I was wondering if anybody had a simple-ish way to have an individual voronoi fracture for each copy of a geometry. Here's a picture of my current setup and I tried copy stamping a random seed on the scatter, which of course didn't work. I also thought about using a for-each loop but had no luck really. I've attached my current scene file if anybody wants to take a look. Here are pictures of my current setup as well. http://imgur.com/a/05w1S http://imgur.com/a/iQFu6 FRA_FENCE.hiplc
  7. I am struggling to architect what I have in mind and it may be quite simple but... somehow I just don't get how to connect the dots. Attached is a file with a fractured sphere (thin shell) and a small obstacle inside moving fast, I want to break/weaken the glue constraint based on the impact data (may be after a certain force of impact. At the moment the sphere gets moved around by the obstacle, instead the sphere should break on contact with the bullet, but not against the floor. Thanks in advance. PS. All the elements inside the attached scene are using the shelf tools, specially confusing is the ImpactAnalysis. impact_glue_interaction.hip
  8. Hi! I want to attach a geometry (some voronoi fragments in this case) to a moving/deformed mesh, i.e. I want to deform my base mesh freely and the voronoi fragments follow the deformations (Position and rotation or normals directions) without stretch it. I already try it with Point Vop but, how can I send the information of N directions to each voronoi fragment? If I send it with Cd looks like this: I animated the geometry with a mix and a group generated with color. I hope that someone know how to do this. Your feedback is welcomed and thanks so much!! Constraint Obj Test 01.hipnc
  9. Working on a project that is just a simple break away of a fractured model. Problem is that Mantra renders all the cracks in the shape before they are pulled apart. Rendering the same scene in other renderers like Arnold Render does not yield this problem. The shape is not cracked before it it pulled apart which is the desired effect. Anyone know why this is not the case in Mantra? Houdini 15.5, latest Arnold render.
  10. Hi Guys, Quick question I hope somebody can help with...I want to Voronoi fracture a box and to have each piece of said fracture to be an equally sized pyramid. I have tried numerous approaches but can't quite seem to be able to crack it, any help will be greatly appreciated. Thanks, Clive
  11. I am getting an almost perfect voronoi fractured mesh, but at some points the edges on the outside just dont match up. I need a perect outside shell for further processing, so can this somehow be avoided? I tried with voronoi fracture points and with a scatter on an isooffset, both methods result in this problem. I could somehow fix this in VEX probably but I'd rather get this right in the first place... voronoi problem.hiplc
  12. hi everyone this is a quick question - i've setup a simulation where i'm pushing an (animated) bullet through an hourglass. yep i'm that cliche lol! anyway i've just a simple attribute transfer using a box with the geo. The voronoi fracture uses Cd ..simple enough. however i seem to have a frustrating issue at the bottom - there are a few huge ugly chunks. Is it not possible to merge these or just tell houdini to create one piece at the bottom? I'm really stuck for a way to do this outside of creating a 'cut' version of the geometry :/ anyone got any ideas? thanks ant
  13. Hi Everybody, Can anyone tell me why when I polyextrude a tube and voronoi fracture it the pieces reach all the way into the interior of the tube instead of cutting only as deep as my extrusion? Please see attached image and .hip file Thanks! extrusion_voronoi_issue.hip
  14. I ticked the "Create Fracture Attribute" in finiteelementsolver1, can i use that attribute and put that in gravity node somehow to make the fractures be affected by gravity but them only.
  15. Hello, I am working on a project helping a friend where I have a fractured character/object (made of a cloth like material) that is basically disintegrating and blowing away using the spring SOP with help from a CMIVFX Tutorial The only issue is that I need the pieces to dissolve away to nothing as well. I figured the "foreach" node (with a transform node shrinking as time passes with $FF) would be the way to go, but I am still learning Houdini and VEX expressions, and despite any research, I have not been able to really understand how to get it to do what I want. The foreach node still kind of confuses me at the moment. How can I get each piece to shrink way over time to nothing? Thank you in advance for any help. Thanks, Dustin
  16. 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
  17. Hi, I'm struggling :/ I got a tall box (a building) I'm voronoi fracturing it. I got on big chunk at the top and many smaller at the bottom. I got a glue constraint network with some link deleted, so they can fall on the ground. Now I'd like the big chunk to be breakable so it can fracture when hitting the ground. So I use make breakable shelf tool and I would like to apply it to the big chunk only. There is a group field at the yop of the "voronoi fracture configure object", but I just can't manage to select the big chunk only. I should mention that I'm importing the fractured box as packed rbd. If I don't I have access to pieces in that group field, but with packed option, no more. There's a s@name attribut, but I can manage to use it :/ I'll make a hip file soon, but in the mean time, if someone knows where is my mistake or a solution...
  18. This roadblock stemmed from this thread that was started here. I thought, wow, this is awesome, you can do so much - such as fracturing. However, when I tried to just do a very quick "let's see if this works" setup in my DOP network by adding a Voronoi Fracture node; it ignored it. <~This was using a Packed Rigid Body Object (I've attached my scene file without the voronoi node). However, when I switched the Packed Rigid Body out with a Standard Rigid Body object, it fractured. I've been trying different methods to the best of my new abilities to get this to fracture, but I can't find an answer or figure it out. I took Matt Estela's setup from his site posting here and tore it down to it's barest of bones. In short, I'm trying to get the spheres to fracture on impact using the packed rigid bodies that are emitted from the POP Source. Blah, this forum is the best. Thanks for any help you can give. fracture_test.hipnc
  19. Hello everyone, I am working on a stained glass shatter effect and I have a question regarding making the passive geometry (not simulated to shatter) to add a trembling effect to it. Basically the central part of the window is going to break while the rest stays in place but when the shatter starts the rest glass pieces will shake a little bit. I created central points of the pieces and can control the shake with point jitter, but I don't know how to copy the geometry back to transformed centroids. Is it the right approach or would you recommend something else? Attached screenshot of my network
  20. Hello everyone, I recently have come up with an idea for a project which involves a stained glass window shattering into pieces. I was wondering if you could suggest me the best ways to approach it. The idea is that the bird from the window is going to break into pieces, move forward and freeze in the air and them break into finer pieces. I attached a concept art image. And the effect I am looking for was inspired by Young Sherlock Holmes film from 1985 in the scene with Stained Glass Knight - 1:08 (https://www.youtube.com/watch?v=aKb61j8P4fU). The stained glass design will be created by me so I can also create alpha mask for it to use with a TRACE SOP to create the geometry.
  21. Hi, I'm trying to fracture a ground box, with growing towers from underneath it, pretty basic. But I'm already stumbling on a few issues: - can't seem to fracture (use shelf tool "make breakable") a large flat box (the ground). see frac_flat. hipnc it works with box1 at size 2.5 0.1 2.5 but bigger size in x and z will prevent it from fracturing :/ - in this one it works with large ground because I clicked "RBD fracture object" and set it to packed. But how could I prevent the ground from rising (except the broken pieces) ? see frac_flat_packed.hipnc can't constraint packed rbd :/ I'm probably not doing this the right way, so feel free to redirect me to any better solution Thanks in advance. frac_flat.hipnc frac_flat_packed.hipnc
  22. Hello, I've been studying Houdini for a couple of months now, so forgive me, if this seems kind of stupid. I have a very simple scene of a ball destroying a plank of wood. I got the fracture, and and simulation running, but I was wondering on how to hold this wood in the vertical position. Basicaly, what I want to do is select the base of the fracture plank and just freeze that, still using the glue to keep everything together, so when the ball hits, everything breaks and just the bottom part stays in position. I got a box in the scene to show the range of what I want to select. Thank You. Fracture_Test.hipnc
  23. Hi guys, Currently, I am working on a project where I need a way to get a fractured geometry cloth simulation to activate each fracture piece according to the color attribute. The plan is that a curve, representing the path of another object's motion, will pass through the fractured object causing it to begin floating away and disintegrating from the point of impact/contact. I am still learning Houdini and have only been working in it consistently for about 6 months or so, but I have the effect mostly working with the disintegration and cloth simulation and such. What I can not seem to figure out is how to activate the pieces as the color envelopes the object. I have found other forums posts that have given some good routes (That's where I got the color transfer route to where it is currently at) but they are for fractured RBD objects and I have not been able to get those to work for a cloth object in DOPs. I have the color working in SOPs but just need help getting that into DOPs and controlling the activation of each piece. I have created an example file and attached it below. Thank you in advance for any help/advice you guys can provide. Thanks, Dustin P.S. As a bonus problem solve: one piece seems to get stuck on nothing, as if it is constrained to an invisible point in space, but it has no constraints. I am not sure why yet. I'm going to keep looking into the issue, but if anyone knows why please let me know. Thanks. ClothFracture_Test.hiplc
  24. Hello everyone, I have got a model in a T-pose and a point cache for the animation. I have setup that in houdini using a point VOP but I have no idea how to fracture the character and for the pieces to follow the animation. Here is an example of what I want to do: ------------------------------------------------------------------------------------------------------------------------------------------ I managed to do it with a clothcapture + clothdeform but its really slow, is there any other way to do that?
  25. Hello everyone, I have got an animated fractured geometry activates at a certain time and the pieces are controlled with particles using the transform pieces node. My problem is that the pieces rotate very randomly and suddenly. How can I add an angular velocity to the particles?