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Found 56 results

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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.
  6. 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
  7. 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
  8. 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...
  9. 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
  10. 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
  11. 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.
  12. 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
  13. 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
  14. 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
  15. 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?
  16. 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?
  17. Hi, I'm new to Houdini, I'm trying to figure out how to create dynamics for a plane crash. I've played around with dynamics a little and i can't figure out how to fracture a moving object. I need to create a plane crash and have the wing fracture as it hits the ground and animate to the left Similar to this: Do you guys have any suggestions or tutorials you could direct me to? Thanks a lot!
  18. I'm trying to fracture an object which has an animated voronoi fracture. When making the object an RBD Fractured object(Packed Primitive), the crack animation does not go accordingly. Are there settings I need to adjust in the DOP? Currently, I set the RBD Packed Object's "Intital Object Type" to "Create Deforming Active Objects". Any help would be appreciated. Thx in advance. shatter_sample.hip
  19. Hey everyone! totally beginner question. I'd like to use an attribute to extrude geometry after fracturing. In the attached example I'm painting my point density, fracturing a plane and then run through pieces with the extrudeLevel attribute but the extrusion never seem to work. Any tips very appreciated! basicSetup_1.hip
  20. Hello, I'm trying to get a more interesting fracture look by applying a turbulent noise before the Voronoi Fracture node but I end up having holes in the geometry. Is there anything wrong with this workflow? How can I get it to work? I've been trying to fix this as a post-process step but no luck so far at finding a good logic for it. Cheers!
  21. Hi everyone, PROBLEM: no interraction between flip and Fracture object WHAT I DID: i create a flip tank, 1 cube shattered falling apart into the flip tank, and another cube falling straight into the tank. The problem is, when i make a cube fall as it is, the interaction are great, but from this cube are shattered and turn into dynamic piece, they are no more interaction. Anyone have any ideas ? I used houdini 13 (because of a lack of ressources) I linked the scene files, if u want to have a look. Thanks a bunch test.hip
  22. hey, i have a geometry that i am fracturing with voronoi. i need to separate these pieces into active and passive pieces. instead of selecting them by name, i would like to select all the pieces within a bounding box/sphere. i thought about using a group sop and selecting by bbox, but this selects points or primitives, and not my piece* groups from voronoi. any ideas? thank you so much!
  23. Hey, First off, thank you for taking the time to read this and help me out. I am a bit unhappy with the flexibility of the Voronoi Fracture Configure Object node (from Make Breakable), so I found this: From what I understand, he is piping the first-fractured pieces through a foreach node, adding a centroid point - all done. My problem is figuring out how that centroid point can be divided into more points (eg. by time), thereby also re-fracturing the current piece into tinier bits. If I didn't explain something properly, please do let me know. Thank you!
  24. Hello everyone, I have a ground surface which has a basic crack animation that makes the ground split it into two along the crack. It is imported from Maya as an alembic sequence. I am working to get small fractured pieces to fall off as debris as the crack grows. After reading lot of posts and going through sample hip files in this forum, I was able to figure out how to make the debris fall off as the crack grows. (using active value node) This works like a charm if I am doing it on a simple box without any deformation. If I switch it back to the alembic sequence, I am not getting the result. I tried checking "use deforming objects" option in RBD but no luck. I was going through this video I'm assuming I can achieve the effect I'm going after if I use his approach. In the comment section he has mentioned that the voronoid is applied to the T-pose of the object and not to the sequence. Then he matched the P attribute to the animated character. I'm not sure how to do that? Is there any other way to approach this issue? Thanks, Gowthaman Ilango.
  25. Hi, my name is Hyunjung Oh. I am student. Since last year i have studied houdini. I have a question. I want to make the same way. vimeo.com/106362095 I broken pig, I want to change to the coin. I had to what is broken I do not know what to do in the next.. Should I use a particle?? give me a hint please:)