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



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Found 72 results

  1. this has to be simpler than i'm making it. I hear theres an active attribute i can set but dont know how to do it. Currently i'm trying to faff on with an attribute vop and some xyzdist and compare and if-then block but i cant get it working. I got the trick from a search results and a file but houdini doesn't seem to have the if-then block i need so its really confusing me. can anyone help i just need a nice solution for pinning some parts of fractured wall to the floor maybe based on a proximity value or a group or something so i dont have to manually enter all the pieces as active=0 i cant supply a scene sadly as i'm in work and cant upload anything. But its a pretty simple ball hits wall scene really :/ really confused by this ant
  2. Hi Guy, I am working on a project, it is a fractured wooden logo that I need to explode the pieces and then get them back together which turns to another logo. So, the second logo has to be created from the pieces of first logo. What would be the best way to do such a effect?
  3. Hi guys, I wanted to do some soft body ripping effect and FEM seemed to be the best tool for the job. I'm having trouble holding the fractured pieces together until impact however, and it immediately breaks apart when gravity is active. Do I need a constraint to hold the pieces together like as one would with a typical RBD/Bullet set up and break them in a SOP solver? I figured that the fracturethreshold attribute is the clue, but I tested with values as high as 20000000 and as low as 0.00000001 with no visual changes. Thanks in advance!
  4. 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
  5. Would anyone know how to pre-fracture geometry in houdini, bring it into unreal engine and have it be dynamic (responsive to real-time collisions)? I know unreal has a way to do it and be dynamic, but Im wanting to be able to art direct from houdini for the area where my collision will happen in the level. I have already tried pre-fracturing with voronoi and exporting as alembic and fbx but no dice. Just wanted to see if anyone had a solution to this. Any ideas?
  6. Hey guys, About this energy attribute, I think I could make a good use of it but I don't know how to access it. I mean, I can see it in the dops geometry spreadsheet but it doesn't get out there. I can't see it in sops. My main doubts are: - Can I bring this attributes to sops? (dissipationdensity, kineticdensity, potentialdensity) - Can I use it in dops? (use it as a multiplier for some other parameter, like the fracture threshold for example) Thank you fem.energy.v1a.rar
  7. 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!
  8. I have a load of RBD packed objects smashing on a Ground Plane, they're all intersecting by a consistent distance through the Ground Plane, the RBD packed objects are all convex hull rather than concave although changing between the two doesn't seem to make a difference. I've tried replacing the Ground Plane with a static box and trying different geo representations on it but that doesn't seem to work either. Any suggestions on how to fix this would be really appreciated! Thanks
  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. 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
  11. 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)
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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.
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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.
  22. 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
  23. 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
  24. 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...
  25. 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